#arma3_model
1 messages · Page 155 of 1
ah ok
where did the model come from?
if you saved it in OB then that is not normal but if it is extracted from game files then it is
ok, managed to fix my sections. thanks @polar fiber
again me, when i try to "Crunch" in PBO projet, there is an error
"scanning for pbos to make....
preprocessing folder tuto_model(pbo)
<scanning files to pack>
..
Generic error or premature EOF
pha_LOD.p3d Generic error or premature EOF
</endscan>
preprocessing files produced an error
tuto_model.pbo not produced due to error(s)
Job(s) completed in 0secs on Thu Aug 13 17:11:47 2020"
does it open in Objectbuilder?
so you cant open it in OB? but you can import it into Blender?
FYI, I've sent him the "from blender to arma" tutorials by ET. Just for you to know what the status is
no, read my ancian problem
@median bough I know 😉 I read the channels 😄
@ionic elk what do you mean?
- can you open the p3d in Object Builder? Yes/no
2.can you open the p3d in Blender? Yes/no
1: no
2:no
in Blender...
it opens in Object builder now?
no, "Unable to load file. Load error."
then you still dont export it right
does the object you try to export have "arma properties" activated
i can check
there is only yes and no answer and if you dont know then likely they are not
how i no that ?
did you follow the tuorial?
a frensh tutorial
look for better tutorials
this is the arma properties dialog and the checkbox at top needs to be enabled
but .p3d files are not "encrypted" ?
you will also need a single object for each LOD you have
that has nothing to do with this
the toolbox does not export anything if the properties are not set up correctly
ok i check that on blender
I would advice watching the tutorial audiocustoms linked you earlier
ok
It probably is recorded on older blender but the principles are same
ok
some of you people wanna skip some steps, ones that are pretty important like, you know, actually learning the tools before trying to get things ingame....
I/O error: unpack requires a buffer of 4 bytes
<traceback object at 0x00000194C92B4548>
what it is ??
it's when i import the model.p3d in blender
what model?
the one I'm trying to export ...
its easier you export the model in blender as fbx and import in object builder lmao
ok i try this
"Import error: code 1, message 'Unexpected file type' while importing the file: 'C:\DONT LOOK THAT haha'"
@radiant bridge you have any more smart ideas?
@ionic elk I have no idea what you are doing now to be honest. Did you check out the tutorial yet?
did you made it or took the model from any place?
I made the model myself
so when i export a cube from ob i can import him on blender
there a problem in the importation of blender
with the addon or somethings else
why are you now importing it into blender?
Are there any good packs out there for buildings and structures that modders allow into terrains with credit?
there are very few that are actually usable
cup contains about 2,000 'objects' it's a 50/50 split between structures and vegetation
I was working on making some vegetation objects, anyone know how to make something behave like trees and bushes like a bush squishing when you run it over, trees falling over, and being affected by wind?
there are specific named parameters for those things. BI wiki has page about those.
the tree sample may have had example too
cant remember anymore
anyone knows why is my model transparent? 😮 https://cdn.discordapp.com/attachments/294232104265449472/743903996414132254/unknown.png
improperly formatted textures
have to name things properly before converting to .paa https://community.bistudio.com/wiki/ArmA:_Texture_Naming_Rules
hmm its possible when one texture is not corrected converted is the model completly bugged?
its weird. the another building have same textures and in this model is all fine
🤔
okay, i found the wrong textures... but is a arma textures. hmhmh
is the building using multimaterial?
no
a3\props_f_enoch\military\decontamination\data\water_spray_01_ca.paa this texture make it buggy i think.. when its deleted, i cant see the light through model
in object builder
it should use multimaterial for better performance
I assume you have huge number of supershaders on it now?
yeah thats correct
What are the recommendations when it comes to sub objects? The thing I made consists of about 20 different parts, and I gave up naming them halfway, where do you guys draw the line between keeping them as separate objects or attaching it all together into 1 object with multiple sub-objects?
not many people do big objects like that to beginwith
how big a thing are you making to need that many parts?
it's a scope
but it'll be right in the player's face, so it should have some detail
oh so you meant in 3Deditor?
I was thinking of just attaching it all together
that is more a workflow preference
Im dont use max so cant comment on whats good there
Yeah I suppose what I'm asking for is mostly workflow and not really Arma related
in Blender I like to keep editable parts separate as long as I work on them
well, objects and sub-objects are unrelated to editor right?
Hm
Alright thanks! I'll just have to work with whatever feels comfortable I suppose
I just felt that having so many objects was not very ergonomic :D
I'd probably also need to reset their position to 0,0,0 right?
It probably depends on a lot how you make stuff
for the exportable thing likely yeah. Though cant remember if the FBX export in max can take care of that
perhaps, I did notice that I didn't have to do any xform resets or anything, so I think the export handles all that
anyone knows why is my model transparent? 😮 https://cdn.discordapp.com/attachments/294232104265449472/743903996414132254/unknown.png
@oak lintel not the texture was buggy, the planes (Model) are bugged
you texture most likely has transparency
is there a way to create a selection from Blender without having it break once in Object builder?
I've been told before that selections use vertex and not faces, but its weird to navigate in Object builder
vertex groups from Blender transfer into named selections
yeah thats what I did but once I export as p3d the named selection has extra faces that I didn't originally select
its selecting every face around the selected vertex
it looks just fine in blender though
go to vertex mode
or maybe im not understanding what you are doing
why do you need such a selection?
is it animated?
is it for texture swap?
trying to add emissiveness to certain polygons
let me draw something
Id say those are best done with overlapping mesh
if you want them to be accurate
or just cut some more verticles in there
or possibly do the selections in OB instead with the face select tool
or apply the emissive materail on them in Blender
actually
that is based on faces I think
yeah it would have be best to make extra meshes for it but its too late, I even already made the texture
my plan B was OB but its insane to select 1k faces in interiors with how OB viewport movement works
https://imgur.com/a/F56saXS
you can see what it looks like in blender on the left and ob on the right
yes well emissive needs its own rmat anyway so you can assign that to the wanted faces in blender yes?
to change the material on those faces
so?
oh wait in blender?
yeah sorry
would that still work once in OB?
yes
though I just had to select the interested faces and then use the Arma toolbox Material setting but it applies it to every face
no you make another material for that object and apply that to the parts you want to have it
then the other pats will have the other material
parts == faces
object can have n number of materials
yeah I have already made the extra material but how do I change it on the individual faces?
I know how to do it in OB but not in blender
edit mode
material tab
assign button
basic blender works tutorial as bedtime read
now sleepy time. 🐐 💤
oh never noticed that, I guess it works just like vertex group selection
in similar way but not the same
yeah, it isn't vertex specific
Hello gents, I have a problem. I have a vehicle that does not want to change damage rvmat and I have no idea why. could anyone point to possible culprit?
actualy, sometimes it changes and sometimes it doesn't. it chages after i load the model on a map then change to aother map. then out of the blue it starts to work
@cosmic bay most likely #arma3_config related
there is a trick to get an emissive map in arma?
Look for SuperExt shader
that’s news for me.^ i always assumed you can do emmisive parts of the mesh, not via texture map
iirc the emissive windows in TOHK where also textures
i know with mesh. but not all is a mesh^^
i’ll need to give that a try
I always export an _EM map from SP but didn't knew it could be useful
and do make use of emmisive in SP to begin with?
well yeah
as in you paint info in it
So we're working on a new tank in arma, and we're having a bit of a conundrum with getting arma 3 viewports to work. We really like the work that BI did with the Vanilla marshall, how it has persicopes that you can look through. RHS did this very well also.
What is the best method for implementing these, and is there a guide somewhere for how to model and configure it?
Howdy all, i'm the guy working on the model for the new vehicle. In looking at what other mods and even stuff bohemia has done it appears that the periscopes aren't true periscopes. I.e. they don't actually have mirrors in them reflecting the outside world back at you. They look to be 'faked' and just have the geometry strategically placed to allow you to look through what is a fake periscope view from inside the vehicle.
You jut cut a hole in the geometry and the player can look through that window to the outside world.
@kindred token guides, not really. they are either just holes in the mesh so you can see outside or RTT (render to texture) surfaces that draw what cameras see outside
yes the holes in mesh is more performance friendly way
for mirrors that show whats behind you, you do need the RTT though
the view lod can be totally different from the real tank to make it easier to make the viewports
the often the viewlod is modeled where the periscopes physically are to keep the view angles correct
nice
cool
okay, that's about what I figured
i did some modeling trickery to make it work...
https://cdna.artstation.com/p/assets/images/images/011/597/570/large/dedmen-miller-20180630233103-1.jpg?1530394262 That's SuperExt shader. Stage 8 is EM map
uh...is there not a way to select a whole sub mesh in blender?
afaik there is no such thing, it operates only with "named selections" - unless i'm outdated
Does somebody know what the average texel density on the older vanilla A3 houses, and the newer houses is (Livonia/Tanoa) ?
@formal vapor If I understand what you mean correctly, push L when in edit mode to select a whole mesh. If you have seams laid out and are in face selection mode it will only select the UV section.
@formal vapor what do you mean submesh?
^select all vertices/faces that are connected with each other inside the mesh (thats what i understand under submesh)
Ya, then L is the shortcut
Let me post a picture of what I'm trying to do
This is a cock to a musket. it's a single object in blender that contains multiple and separate sub-meshes, such as the piece of flint (some of the faces are selected on the piece of flint), the piece of leather that holds the flint .etc.
Lets say I want to select the entire piece of flint with one click. What's that key?
There has to be a key since being able to select a sub mesh makes stuff X1000000 easier
did you try double clicking?
double clicking doesn't do anything
please for the love of Baby Jesus tell me there's an easy way of selecting a whole sub-mesh with one key
If there's not this is some next level caveman, dark ages stuff lol
ctrl L
should select linked mesh
and you and give it different rules to do the sleection with
still not what he's asking
Ya, just pushing L is what you want I think, right?
@formal vapor :)) good quesion, in max/maya etc you have vertices, edges, faces (eventually holes) and welded sub-object
just L does nothing?
not a blender user, so well, double clicking for me does looping
if mesh is connected together in Blender I dont think its separate anymore
Yea, I get the select linked all, but it does nothing
it's ] for me
did you add a delimit?
yeah you need to have something selected
I click a face, then ctrl+l but it does nothing but bring up a window
I or L?
L
for me it works if i selected a either a face/edge of vert of subobject and click ] = which is the linked keybind for me (3ds max workflow)
which is different than what i am used to, but whatever
just to clarify @formal vapor all of the mesh is joined as single object yes?
no, the cock contains multiple, separate parts
so I click a face, then hit Ctrl+l to bring up the select linked all dialogue
then I click normal and that's supposed to select the whole sub mesh?
if you move that mesh does it move alone?
as in are the verticles connected
mesh==face
yes, on the part I have selected, if I select that whole piece I can move in separate of the rest of the cock, but I would have to select all of the individual faces by hand
no
that one face
k then it should be all same mesh
if you hit ctrl+numpad + what happens?
seems like your Blender does not work right somehow
if you create a simple cube object and try them there
This is an import from an fbx file of one of my muskets
if you want I can try it out on my end
I had to build a new computer but I lost my 3ds max cd long, long time ago
Looks like my fbx file is broken
hello which count should i trust more: the vertex count or the triangle count? I'm using blender
25 900 tris is honestly too much for just a handguard
but my vert count says 13000
which looks kinda alright with me
25900 tris for just one handguard is alot for a lowpoly
way too much for game model
also what's usually the vert count of your typical m4a1?
a full weapon sits around 15-20 k
most guns dont have that much
alrighty thanks
at least this model subdivides nicely so i got me a decent high poly
what's usually a good count for a pretty complex handguard?
I usally go for a medium poly first then highpoly and then use the medium poly and optimaze it untill its atleast lower then 19k
for the handguard depends on how complex it is
@thick harness as less as you can make it
theres no data on whats good number for a specific part of a weapon
thanks
making good LODs with half the point count per LOD until you are down somewhere below 400 is generally more important than how many faces are in the most detailed LOD
But for just the handguard I would aim a lot less than 25k
is it a good idea to "retopologize" my high poly so that I could get a good poly count. and can i go with all tri topology?
Not sure if this should go in model makers or config makers...
I was looking to see if it was possible to add Vehicle in Vehicle tranport to older assets that had not been setup for ViV. (Primarily vehicles to be transported as opposed to the trasporting vehicles.)
I've done compatibility 'patches' to a few assets but obviously can't define the
dimensions[] = { "BBox_1_1_pos", "BBox_1_2_pos" };
bit properly as there are no memory points for this purpose in the original model .p3d.
The BiWiki suggests this is only optional and is used to replace the auto calculated bounding box.
I've attempted to use everything on the Wiki except this 'dimensions' parameter but nothing has worked so far.
Most auto calculated Bounding Boxes look to be about twice the size of the physical vehicle size based on the values I can find in Eliteness. So it might be the auto calculated bounding boxes are just too big to fit in the cargo space.
Does anyone know if you could put physical co-ordinates in the 'dimensions[]' field as opposed to memory point names to get round this and if so, in what format would they be?
the bounds are likely calculated from all lods combined which usually leads to disproportioned BBs as there are all kinds of parts that extend the overall bounds of the model. Like proxies and memorypoints for example.
if it allows coordinates then it likely would be [x,y,z] array
but I am a bit doubtful of that
My, best guess would either be ={{x,y,z},{X,Y,Z}}; or ={x,y,z,X,Y,Z}; formats
Not sure if configs like ={[x,y,z],[X,Y,Z]}; with square brackets
extCameraPosition[] = {0, 1.5, -10}; is done with an array like this
but with a quick look could not find an example of an array of multiple coordinates
frictionVsSlipGraph[] = {{ 0.17,1.95 }, { 0.4,1.55 },{ 1,1.15 }}; I guess is plotting x,y curves but not in relation to 3D model space
Thanks, @polar fiber and @stuck oyster - I'll give that a try. I'm not optimistic but it would be quite cool if we can add more recent A3 functionality to older models via config addons.
That last format appears to work to some degree. (I currently have a vehicle way through the floor of the vehicle it's being loaded into!)
But as along as the co-oridinates work in a sensible way, I should be able to tweak away until things appear the correct place.
Thanks once again!
Hmmm. It generates some kind of volume (I presume as I can now load vehicles I couldn't before) but changing co-ordinates appears to have no impact on the final result.
I.e. regardless of values used, the vehicle location poking through the floor of it's transport vehicle does not appear to be able to be altered using this method.
man i wish i had a vr headset to try tilt brush for concept art
Im just not good enough for proper 2D concept / intelligent enough to imagine the entire scene in my head
But in regular 3D tool i just feel constrained too much by the rigid workflow / details of vertices
It looks extremely useful to me for concepting levels / large scenes, or other things that are just insufficiently explained by 2D
heres some cool examples i found
https://poly.google.com/view/c2cdFa9zgOb
https://poly.google.com/view/eEfmGZ3o_vg
https://poly.google.com/view/1xcevVGIXMf (although that one is propably "too far" into detail, that would have been easier to complete in regular 3D modeller)
Does anyone have experience with it yet?
can defining a model via LAND_P3DName change its center of position as mission placed object?
Not that I know of.
the issue I am seeing is that bunkers placed in missions long time ago, may now float a bit
possible that i can see:
- change of model name/class name (remapped via compatibility classes: OLD: NEW {scope=1;})
- adding of LAND_ tag
- rebinarization
I dont think scope (editor visible or not), and land prefix do such changes.
I think its a general model change or the terrain was edited 🤷♂️
yeah 👆 this is my experience too
@outer condor you sure the models have not changed?
as changes on all lods will affect that
as from
rebinarization
as far as i can tell not
Rebinarization should also not do such weird stuff.. if it does it would be bad
any properties like autocenter = 0 added?
also the object seems placed vertical to the horizon (100%?) regardless of the terrain slope
in editor?
Is it inheriting keepHorizontalPlacement = 1; from somewhere?
class LIB_Objects_Military_Trenches_base: Strategic
so as far as i can tell it doesnt. will verify ingame
getNumber (configFile >> "CfgVehicles" >> "Land_WW2_Big_Infantry_Trench" >> "keepHorizontalPlacement")
returns 0
@bold flare you said that stage 8 worked for EM maps
does that work?
does what work?
Are you asking if the thing that I already said works, does work?
but I already said it worked? I don't understand the question
sorry miswritten
does that still work?
because I tried to do that and it didn't seem to give emissiveness, is there something specific I need to do other than this?
{
texture = "test\emissivemap_EM.paa";
uvSource = "tex";
};```
maybe the uvsource?
is there something specific I need to do other than this?
https://discordapp.com/channels/105462288051380224/105781923573456896/744255260486402138
you cannot have 8 different texGen's (uvSource)
Also have to be using the correct pixelshader. Just adding stage8 to an rvmat doesn’t do anything without a shader that’s utilising that stage
using superExt
I'm using 8 different texGen's?
don't think I am
do I continue it here or in #arma3_texture ?
If you don't specifically use texGen's, every stage generates its own
then what should I do exactly?
use class texGen before stage8?
or before every stage?
I don't have the time to explain texGen classes now
the rvmat page on the biki doesn't even mention it
You can look out for any examples or you just try out. It will work or it will not work. Had to explore these kind of things too as example for our tiberium crystals.. needed to do something to glow, needed specular and also normal maps to get the cracks showed up. There are also nice ways to split the textures / or like overwrite the uv mapping with the rvmat file.
Texgen is for multimat, no? As for emmisive map, just don't forget to bump up emmisive values. I got it working on a10a cockpit once so it should be working
is also for multi, yes
example @silver zenith
https://pastebin.com/fw6CZDkv
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Hey all, I have been working on a model and for some reason none of the LODS are effecting the object, any idea why this is occuring?
Sure give me a second
So I am trying to fix the LODS as it has not contact at all with the player and can be shot through, I believe I have read through the documentation correctly however the object still has no collision
Thanks mate I will sort it out now!
Yo, so im wondering how would i export Arma 3 character models into blender? if its even possible, ive looked all over the place and cant find a single mention about it
In the Arma samples there is a sample Arma character model
So i cant like create a loadout in the virtual reality save it and then extract it into blender?
No
The texture sheet for the undergarments is available I believe
@radiant widget there is only one and it is only a limited example
you would have to model everything again.
but isnce you already make the loadout why would you need it as a model
that makes very little sense
arma 2 character sample work with arma 3?
it might need some bone name changes
and the hands and proxies copied from the A3 one
so mostly yes
Well, i wanted to make some cool pics with costoms lights and the cycles engine
though it was gonna be fairly simple to just import it and go from there
thats a shame, even though i understand why isnt possible
@stuck oyster sorry for the ping but I solved an issie I had with large models disappearing once you stopped looking towards them and figured you'd like to know since you tried it aswell
basically I made 4 p3ds of the same model and moved its center to its west east north and south
so basically if you were to stand on said model you would look at a different version of it every time you looked at a different direction
of course having 4 times the polygons isn't advisable but it worked on a low poly model I've made
@silver zenith in such technique it would be best to then just split the model into 4 parts
As from long distance you will see all of them and their overlapping surfaces can cause artifacts
@rich osprey what do you mean?
it looks like cpt price?
No idea what that is. Is it a model you made?
If its general question it would belong to #arma3_questions
what part from that screnshot is made by you, model wise
i used the customization tools to create the fictional character from a popular videogame
and why would you post in this channel?
since none of what is displayed there is beapoke content, and none of it has anything to so with this #arma3_model channel
are you going by the “content maker” approach?
So can you make it so that the vest has a patch on it?
not in the sense of patches used on uniforms, nope
#arma3_model is the place for p3d makers, not Arsenal mall ninjas. If you want to show us your picture without context and not related to any of “CREATIVE EDITING” section,#screenshots_arma is the place @rich osprey
im new sorry
We're not meant just to blame you but point the right direction. You can keep it up in the right place
is this channel for mod modelling
Discussion about anything related to Model creation and usage within game modifications
yeah im an idiot
I have a QE class carrier model that i have almost finished modelling not texturing but i dont now how to texture or add it to arma
https://i.gyazo.com/70aff67432c6a3ee4d7f87bf829be8d8.jpg
https://i.gyazo.com/b0e036f71656e8b928813a2f5c0a36f6.jpg
https://i.gyazo.com/5ecd98d7e44d1a50ec61fbb2de6e97c2.png
https://i.gyazo.com/16b2b09356607c24829fca81de0a6ef4.jpg
https://i.gyazo.com/63d2f49d810722e057c91d349f380ac6.jpg
i replaced the model in another mod for viewing purposes
anyone want to take this when i finish and make it into a mod
also has no underside bow
Is there a way in object builder to rotate with solid angles? So for example if I wanted something to be exactly 45 degrees or exactly 90 degrees is there a method for that, or would my best bet be to just do it through blender?
Best bet is probably through Blender
Can be done in OB too but its lengthy to explain. Can try later if I remember.
arma 3 character model....where to get?
What do you mean?
i tried using the file on bi wiki but got this https://gyazo.com/e6fa3e87e6bfc7d5f3f8cda925f397e2
This is one I have of a civilian model if that works for what you're doing https://drive.google.com/file/d/1EGhYrbUOMYrfyfJHgQu-Hxyg5a-s4MpW/view?usp=sharing
I think it's also in the samples somewhere but I can't remember
that should work. thanks
@proud yoke there are sample models in Arma 3 samples on steam
Also how did you open that P3d?
And where did you get it?
@rich frost that isn't in the samples.
Oh sorry I thought he was asking hK. I was given that by another community member ages ago to test out scaling with buildings so I apologize, I didn't realize. I deleted it from google and will use that sample from hK linked moving forward @quick terrace
i tried using the file on bi wiki but got this https://gyazo.com/e6fa3e87e6bfc7d5f3f8cda925f397e2
@proud yoke well, this is correct. it's showing all lod levels, shadow, geo, etc.
@proud yoke where is this from https://gyazo.com/caadffb4127f2e333e425fd120754f77
random google image
ah. best to add description to your links then to keep things clear.
so yes Lexx is right, what you see is all the different lods. They should import as separate objects though
blender layers are super cool.
that software really improved a lot since i used it last x years ago
@tulip portal you UV unwrap the model (roughly) and then you fit the unwraped pieces to a texture you have. Either made by yourself or used from vanilla, or downloaded from somewhere (watch if you are allowed to use the texture however). There are plenty of tutorials for uv unwrapping large objects in whatever 3 d tool you are using
i dont know if this goes here or texture makers but I have a scope that I have sorted the alphas on but If I look through the optic I cant see the textures on the hand of the player holding the rifle. Is this a alpha sorting issue or a rvmat issue? I also cant see the bullet traces in the arsenal when testing the optic.
I'm trying to create a large custom moon
if I've understood correctly arma uses a p3d as moon model
tried checking the a3 data one and its of course binarized but it let me see at least what named properties and lods it uses
but I have no idea if they're legit or have been messed up by the binarization
https://imgur.com/a/8ileSfE
is it correct? or alternatively, is there somewhere else I can understand how it works?
i would just try and plug in a regular old mesh with 1reslod + geo lod and see what happens ?
old mesh?
@safe zephyr got any tips for the above¿ 👆
someone should make a tutorial for that
i once struggled with the moon as well
never got it to work
@subtle bison can't say it works 100% for me since I didn't need the various phases
but you basically made a flat plane p3d(a pretty big one)
and assign to it the first moon phase called [whatever].01.paa
(no need for _CA)
then apparently the game automatically picks the following textures with that name, so [whatever].02.paa [whatever].02.paa and etc
then config wise you just add
requiredAddons[] = {"A3_Data_F_Enoch_Loadorder"};
class CfgWorlds
{
class DefaultWorld;
class CAWorld: DefaultWorld
{
moonObject="mod\yourmoon.p3d";
};
};```
couldn't have made it without polpox
would be better to make a real tutorial and not just a discord post that gets forgotten tomorrow :p
thanks, i'll check it out once i have some more time on my hands
oh well would also be better to have it made by someone who knows what he's doing
just though you needed it urgently
there is a mod for that
i worked on this some months ago but quickly gave up
indeed there really is, heh
it's not even old
yup
ofc controversy in the comments :>
already solved
the mod doesn't change brightness in any way
it only feels brighter because of its size
I kinda admit it's too big yeah, but I liked that one
well its made to be pretty
what was that movie with ace ventura... he resized the moon for a date, so it looks more pretty, but also causes flooding and whatever else due to this change :>
Bruce Almighty
just crossed my mind :>
@stuck oyster @silver zenith yeah the moon is just a 2d circular plane with a texture + normals on it
flat moon confirmed
Is it possible to do more then 99 components in geometry like the wiki says? I feel like previously I've seen someone mention you can do much more than that
it is. but one should be very careful with that
too complex things can have very negative effect on performance
In a case where it becomes excessive should you just go the route of proxies?
Or just flat out separate things that are pieced together
what are you working on that requiers 100+ components?
It's a building with a connected tower that has multiple windows, and from what I've seen in the samples, you do separate geo for windows if you want proper glass breaks, but am I wrong in assuming that? Is it possible to just do a flat geo across multiple windows and have properly functioning glass?
for windows you need separate components yeah.
Sometimes large buildings need to be split into pieces
Yeah that's what it's seeming like, just because if I want to properly do all the windows it just adds so many cuboids
you also have limit of 250 animated parts
as the model.cfg skeleton has limit on bone count
Hopefully I won't be getting near 250 on that haha
each separate window, door, doorknob etc moving part counts against that
having a large modern building with a gazillion breakable windows is not really arma's favorite... better to select 2 -3 floors that are fully functional, and the rest just simplified (no breakable glass)
https://cdn.discordapp.com/attachments/738288971108319254/746927958966665226/107410_20200823120340_1.png
I worry that this may be a little too bright
Describe the problem in detail 
i clicked the app and it wont open
The perhaps you have not installed the tools right
Why are you trying to open it though?
im trying to importing my model in to the game cuz im trying to make a mod
a plane mod
Did you make the plane?
well i found it on an open source website
Questionable sources can be dangerous. Free models are often stolen from games
Using such will get you banned
in the game?
You can ask moderators about that.
I recall you were asking about starting modding earlier
This is not the right way to start
You are trying to shortcut all the important learning part
Which will fail.
If you want to do models you go and learn how to do that
oh no im talking about porting models to the game
OK so that is not as simple as you put it
You will still need to be able to either refine the model to be in game compatible specs or make the technical parts for it
So you will need to learn modeling anyway
Also stealing models from other games (porting) is forbidden and you won't get help for that.
oh no im not saying like that
im saying like putting my own models putting it into the game
But you don't have models
damn this is harder than i thought i thought its just you get your model and put a couple codes in that model and test it and repeat
until you got it right
No it is quite a lot more than that
Model needs to be build in to specifics to function in game
So usually just any model from somewhere on the Internet will need a lot of rework to function correctly in game.
yeah
@white jay my dude, you just started on the really really wrong foot here. and what happens, when people try and do what you wanna do, at the very least, they get ignored and get no help, and worst, they get banned from all official BI platforms, including this discord
both myself and others just wasted out fingertips yesterday explaining what modding/creating a mesh from scratch entails so you just download some stuff from the web and try to port it ingame? nope nope
providing help here is voluntary, and there is just a handful of people who do that, and i for instance have no intention of helping anyone who wanna take possibly unlegal shortcuts because doing the leg work actually takes time and effort.
Nothing is ruined. Just important that you understand what is required to achieve what you want to do.
And that it will need you to learn quite a lot before you can fully do it.
So you got to ask yourself do you want to invest the time and effort into it.
when you UV, and everything fits perfectly - no wasted space ... and then you realize, you forgot to include one medium sized piece... 🤦♂️

congrats dude, looks really good, bit of an UV stretching on those bottom rails but impressive otherwise
Yup, I think it's a bit bright so I'm fixing it
Hi Guys I’m using Arma 3 object builder and I’m not sure why but I’m not able to rotate my camera to move the model around and such. Does anyone know why that could be. And I’m not talking about viewing the model in Buldozer I’m talking about object builder
you can rotate camera only in the 3D view
not in the SIDE/TOP/FRONT views
I would also not recommend using OB for modeling stuff like that
Yeah I’m in the 3D view and I still cannot move the object around and rotate it and such. I even chose the projected option
are you holding left ALT down and pressing left or right mouse button?
I’m not
I just press the right mouse button to attempt to rotate it but I’m not clicking alt
well then that would explain it
at least for the camera
for object moving you would need to have something selected and then drag on the screen with right mouse down
but again I would strongly recommend using whatever program you used for the modeling to do the actual modeling
if he is actually modelling things...
General question and I have seen different opinions about this but I want to increase the quality of my model and polycount from 70,000 to 100,000. Does anyone know where the good range is now for vehicles is
70,000 is already a lot for a vehicle
What kind of a vehicle is it if it needs that many polies?
General question and I have seen different opinions about this but I want to increase the quality of my model and polycount from 70,000 to 100,000. Does anyone know where the good range is now for vehicles is
@deep coral woooot? ever heard of baking textures ? if you don’t have enough details in a 70k mesh which is already way too much, i have the feeling that the extra 30k won’t help
@quick terrace this is for my HH-60G mod and has many moving parts. I heavily use baking in SP but just wanted to know if anyone pushed the numbers.
70k is the entire mesh (exterior + interior) spread across lods afaik on the vanilla stealth chopper @deep coral
70k just for VIS01, the current version to my knowledge has not had an impact on FPS.
It might not have immediate impact but high poly models start to affect the overall qualitty of the scene
LOD count ind modding is like a code of conduct. If someone just ignores it, its annyoing but the world keeps spinning. If everyone starts ignoring it, there will be chaos.
that said, 100k might be ok, if its justified for the detail level. I have a suspicioun that you are spending some where its not necessary though
@deep coral do you have the same cockpit in LOD1 (or 0 whatever) and viewpilot lod for instance?
how many sections does that model of yours shows?
@quick terrace negative the vp is different
With respect to having lots of moving parts, you do know you can only have something like 256 named bones in the vehicle skeleton?
@deep coral now you made me curious. mind sharing a screenie from OB or whatever other software you're using of that 70k mesh...?
Np, let me finish this raid real quick
no hurry
@quick terrace https://gyazo.com/ea543a2ce0a03ab2249852f40653913f
the mesh is going to be more as of right now
hello everyone i was wondering if anyone would be willing to help me on a Crye AVS mod i am working on and I need some teaching on some things in Object Viewer
@white jay you either put more details down here
yea sorry
i need to adjust some PTTs like the wiring from the ptt to the radio
@deep coral that's a pretty dense meshg
@white jay that's, in general, where you recruit people (paid or not) to get somethings done for you
what's the issue with the PTTs wireing
yea got it
since you could sort of solve that yourself i guess
thanks PUFU
language barrier i guess, whatever
im trying to do this hold on let me get some pics
Hey guys
hello
I have a question that I simply cannot find an answer anywhere...
Is there any way to "summon" through createVehicle or createSimpleObject a mission localized .p3d(and it's texture) without using the addon system. In simple words: Make inert object mods WITHIN the mission file WITHOUT launching it at start?
nope
afaik, you can have textures/scripts whatever being run from mission.pbo, or in fact any other pbo
but unless an addon is loaded at startup (and its config) the game has no clue what about the classname you wanna create
from whatever .p3d out there that isn't loaded
Sure. That's for the createVehicle part. But isn't that possible for individual .p3d not "registered" in CfgVehicles(in simple object)?
i think it should be, albeit limited
buttt
i think the .pbo still needs to be loaded
or well, be a mission
In fact, I managed to do this. Console was knowing about this .p3d, but then, I could not have the OB "linking" the right texture relative path(cause it's not an @something addon in root /a3/).
Can a mission, as for instance ALife, pbo act as one?
while this has nothing to do with the #arma3_model channel, the command needs a relative path afaik to work.
as i understand it, the .p3d is loaded with the textures defined in that .p3d
Indeed
so no idea what you mean by OB "linking" the right texture relative path
can you be more precise about what you are trying to do
Which can be wether explicit(but then only you can use it) or relative, but then It'll ONLY look the /a3/ instead of /MPMissions/
I want to achieve a somewhat light modding experience on inert props without having people downloading it prior launching the game(but instead obtain it trought mission download, in a GMod-way).
why?
Because I like challenges, and it could answer a bigger problem in Arma 3.
Due to BIS delegation on features to modders, a lot of the least hardcore players, those playing RPG, have already fled the game toward 5M and such...
Having to pre-download mods is "good-enought" for friends or established communities, but horrible for starting servers to atract people from the "Server" page. Thus my request is surely not appropriate in this particular channel, if I could achieve some results, I would have been already nice to share intel.
as far i as get it, although it might asking in #arma3_scenario channel, you need at least a class name or path to load from. not sure if you tried (most likely have) loading that from somewhere else than from /a3/whatever/morewhatever.p3d
again, while that works for some of the custom texture/images directly from the mission file, it is very unlikely to be able to load files without the the engine having to load em.
not even sure it loads .p3d file from missions, never tried it
sure! from /mission.map/3dProps/lol.p3d, but then no chance to force OB to take a /mission.map/textures/lol.paa, it forces a /a3/ path
it returns created objects, but they do not spawn due to lacking textures...
so the model is loaded, but not the textures defined via ob
how is lol.paa assigned (path) in lol.p3d
rephrasing - what is the lol.paa path in OB
for lol.p3d
yes, because the game is interpreting "/textures/lol.paa" as "/a3/textures/lol.paa" instead of my wanted "/MPMissions/mission.map/textures/lol.paa"
and I have not found ANY doc on how to play with it...
so the path is /mpmissions/missiona.map/texture/lol.paa ?
yes! the one I want to open.
Maybe, the game is just hardcoded so a relative path will always lead to a /a3/ rooted addon?
but then it means the whole idea is impossible
hmmm, shouldn't, because it also loads from other paths than a3/
example /rhsusf/addons/rhsusf_pboname/data/model.p3d
@lilac root to be honest, not sure if people here can asnwer that, #arma3_scenario might be the better place for an answer
That's already cool you found the subject interesting and had not just kicked it ;)
Thanks a lot, I do hope Enfusion will change these absurd restrictions in the next entitlement!
okay so i got another question
i got a kagwerks case into my vest p3d file
and i set it where i want it
but when i use it
the phone is in between my characters legs
is it the model.cfg
?
You probably have not weighted the new part to match the area where it is.
hey do you guys know where to path
a object in Object Builder to a spine?
i cant figure it out for the life of me
rephrase please
if i understand the question correctly, then that is done in the model.cfg file
skeleton stuff, etc etc
Named selections
i just noticed that binoculars have missing head shadows. is that a model or config issue?
Anyone know what to change in an RVmat to give an object a glow effect through night vision. I want it to glow through NVG’s but not glow during the day. Any ideas?
Check what ir strobes have
¯_(ツ)_/¯
@oblique coral
For many years this community has been known as the premium addon/mod creating community, people work tirelessly and in great detail to create fantastic addons/mods/missions/campaigns to release for free so that everyone benefits, including Bohemia Interactive. There are a few simple rules in place to provide the respect to these creative people/groups that they deserve:
The first and most fundamental rule is that you must seek permission to alter someone's work, to mirror it or use it in any way other than for personal use. No permission, no editing, no mirroring, no adding to your mod pack, no editing and sharing around your private squad, none of that is acceptable.
On these forums you must follow this rule, if a person/team post a thread to share an addon/mod using content from someone else without permission and we receive a complaint then the mod thread will be closed until the issue is resolved and the forum member(s) risks being permanently banned from these forums for taking someone's work without permission.
This isn't just limited to re-using content in addons/mods/missions however, it's not acceptable to edit someone's work without permission and then to post screenshots of it on the forums (even if the edited addon/mod is purely for personal use), it's also not acceptable to edit someone's work, or use someone's work in any way that you don't have permission for and then to create videos which you post on these forums, doing any of the above without the permission of the original creators risks a permanent ban, for individuals, for whole mod teams or squads.```
We will not help you with this model, so do not ask.
its been cleared with Lou Montana#8901 @fluid ocean
@fluid ocean has more experience on this terrain than I do @oblique coral
Forum thread removed from view.
I'm having trouble setting up a collimator sight, my reticule is still sorta visible when not looking through the scope, I feel like I followed all the instructions on the wiki page, the tunnel mesh has all the stuff set up right and I did all that "move top" stuff https://prnt.sc/u6ez2k
Does anyone know if it's possible to avoid object builder all together and just export directly from blender? If not, can anyone point me in the right direction to figure on how to open my already textured model in object builder?
you doubleclick p3d and it opens up in OB
if it does not, then it is binarized and can not be opened anymore
if it is yours, you should be in possession of the original non binarized p3d
Hey guys do you know hot can i assign texture only to the pipe?
http://prntscr.com/u6hq16
No I have my own model in blender, but when I import it over to object builder, the way the UV wrapping is done seems like I'm doing the same thing I already did in blender, except its even more of pain in the ass. I can send it over in an OBJ, gif, fbx. or x3D
well you can use arma toolbox to export into p3d
@ivory scaffold Id suppose yes if you just select it and assign texture to it.
but you need to setup the layers correctly
Will the layers not export over? I set the it to copy
you can select just part of it.
but possible yould be wiser to do the texture/materials assignments whereever you have modeled it
@rigid wave if you overwrite a p3d yes everything will be replaced
there are tutorial series for Blender to Arma on the BI forums. Id suggest you check that out
Yeah it was the layers! Thank you
Hey guys i have a little question, why in model viewer the texture looks like this
http://prntscr.com/u6i4oc
but in substance painter it looks like this
http://prntscr.com/u6i53d
your vertex normals are messed up. recalculate in OB
how can i do that?
dont remember off the top of my head. its in the tool menus
ok... but again how it called
recalculate normals or some such
it will fix it you think?
maybe
it worked i think
thank you mate
🙂
or maybe not😆
this is how it looks in subtance
and this is how it looks in boldozer
http://prntscr.com/u6i8xi
any idea how to fix?
well yes
usually structures use multimaterial
i mean i dont need to write a complete rvmat by myself right?
on the wiki page there might be
ok i will take a look thankes
im not google you know 😛
https://www.reddit.com/r/arma/comments/igz9vo/f117a_nighthawk_body_wip/ my reddit post about f-117a WIP
sorry! yeah it is /:D
👍 looks nice from the pic although it is rather small resolution one 😅
haha thanks! yeah my man that was modeling the outside didn't know how to do a high resolution image lmao
credit goes to him, im doing the cockpit
@stuck oyster ya man like I was saying it was never a p3d. But I appreciate you pointing me in the right direction.
OY
mates
so i have a p3d file i can take off everything thats on the vest via selection, but for some random reason when i open it back up in Object Builder after testing it out in-game the selections all delete but the Spines are the only thing that are left behind
thoughts as to what may be happening?
Vests do need anyway only the Spine1/2/3 if im right
Depends on on the model. You could have a helmet on the vest for example.
And no idea what's happening.
can you smooth edges in Object Builder?
selecting 2 verticles and setting that edge smooth/sharp does work I recall
ahh yes, but that’s because it goes towards faces. you can’t even select edges, just vertices and faces in ob
but from my experience doing the vert selection and setting smooth that way can propagate towards faces you don’t want to/need to
depends on topology
honestly I just need to smooth the entire model
would that work?
select all, hit I or O (I recall one of those was the key to smooth edges)
the tool is in the menus too
does Autocenter=0 use the geometry center once in eden?
@quick terrace easiest way is to sharp the part all you want and then select 2 vertices and smooth them, so you are able to smooth edges
And for the others
"I" is smooth, "U" is sharp
yeah, i only do smoothing in OB once a year at most, if ob resets it like it wants to after save on smaller faces
I do use it a lot cause i only do work with OB 🤦♂️😂
jesus christ what?
😂 im very old 😂
and crazy.
Sometimes i am yes 🙈
it’s not about old / young, it’s about masochistic behavior
i honesty am worried you might like self harming yourself...
hey dont kink shame
People that know me, do know how i am ^^.. dont be worried, everything is alright 👍
Hey guys i am stuck with a problem a long time and i cant fix it
i am setting texture to the pipes in OB and everything is correct
but in arma, when i place the model in editor it say's "cant load texture 1011_co.paa"
http://prntscr.com/u6uriz
i guess path to the texture is wrong
1011 seems like a kinda bad name for a texture
in a few months you won't know anymore what it is supposed to be :>
here is how it looks in ob
http://prntscr.com/u6uuie
no mod tag or anything?
perhaps you are packing it wrong
sorry my fault
is the real path P:\PredatorTunnel\Data\10011_co.paa
with pboProject?
no pbo mannager
you too have been here in this discord for quite long time.. You must have seen it being mentioned that PBOManager is not a proper addon buidling tool
it comes up like every week
so yeah that is the starting point of your problem
ok so you recommend to use pboProject?
yes
it will tell you if you have problems in your files
alternatively you could use addon builder but it will not tell you anything
but pboManager is not proper tool
oh got you but in pboProject what i need to choose in "Mission pbos are?"
SP or MP>
?
does not matter. You are not packing mission pbos
oh ok
it only matters if you are packing a mission pbo
mmm little problem i just opned pbo project and it asked me for source folder i choosed my mod folder with all the files but it not seems to work
not work how?
do you have P drive?
yes
beacuse when i select my mod folder with all the textures and model files the program dont give me the option to crunch
this how it look's
either you dont have all of the Mikero tools installed or there is no config,cpp in the folder
config,cpp defines where a pbo is packed from
you should install all of them
oh so this is why the program dont let me crunch?
possibly
Hey i got a problem, I load my vehicle in object builder fine. It lags quite a bit but nothing major, So then I try open bulldozer and when i do that it opens and then object builder crashes ? Can anyone help me 🙂
if OB lags then your vehicle might be way too complex
Polycount?
👆
if its something downloaded from interwebs then it will not work without heavy reworking
Yeah i think the poly count is trough the roof lol
did you make the model?
from the internet 😦
not good idea to do such
internet models are not shortcut
and often they have license issues attached that will actually make it illegal for them to be used in games
or they are outright stolen
there's some building models on certain 3d model websites that look awfully familiar to a2 houses
Got it off a model site, Like im new to all this. Was just learning on this model for the time being, But i guess i cant.
should start small with something that isnt a vehicle
no that model is not a good starting point
also what do you want to learn?
as using a ready model does not really teach anything
Modelling vehicles and Buildings
then you have to start from the beginning
i would start with the most simple objects of all. a cube 😄
I was starting classes for blender.
Learning with boxes and stuff first and try to build up on it before you go to more complex stuff
And begin with blender, there are good tutorials for beginners
if you get a cube into the game, you can go to the next chapter
well learning modeling does not require you to get it in game
Yeah ofc lol i got a cube in before. Was a long time ago though
then keep it simple and focus on learning modeling
👍
instead of how to put stuff in the game
as that is useful only after you know how to model
Config ^caught^ 😂
Right then, time to go back to blender ill see you in 2 years lol
there are no shortcuts on that really. If you want to do it, then you have to go through the learning
hopefully by then bohemia will invite me to work on arma 4 lol
Dont worry, you get the basics around 2-3 days until you know the keys you have to push. Not 2 years ^^
Just another one whats the max poly count object builder can handel im gonna start learning modeling buildings but can i model detailed buildings
you will never want to reach that limit
it is very important to use optimized model in games
the detail level in the vanilla models is what you should aim for
Okay then, Thanks for all this information and help. Appreciate it 🙂
👍 good luck
Better to invest the time into texturings and normal maps to get perfomance friendly stuff which is playable. And take also a look for the other LODS that are needed, exspecially the resolution LODS.
Hey guys i have problem with creating my pbo in pboProject
this is the error that pboProject gave me http://prntscr.com/u6x2a2
and here is my config.cpp
http://prntscr.com/u6x2u6
you need required addons in the cfgpatches class that refer to the Arma vanilla configs
yes but you did not add anything into it
oh so what i need to add
either the cfgpatches classname of the config file where class strategic is defined or one of the Arma loadorder cfgPatches classes so that your config is loaded after all Arma configs
that way the config for class strategic will be available for your config to load
latest loadorder name is something like oldman_loadorder but cant remember what it exactly was
so if i put for example this one
requiredAddons[] = {"A3_Soft_F"};
i got proggres with my pbo creation but when the proggres is about to be done i am getting this error
http://prntscr.com/u6xs8p
and my texture file exist
in the right place
well, it can't find it, so the path is wrong
Try and remove the \ at the beginning of the path.
i removed
it only happend when i am assign other paa texture to object
in the error output it say :
Predator_Tunnel.p3d : \predatortunnel\data\10011_co.paa
http://prntscr.com/u6yl5v
and this is what i did in OB
http://prntscr.com/u6ym3x
any idea?
what's the real path of the texture on your hdd
The \ at the beginning is an issue, but not sure if related
i tried both
with / and without
both not working still saying that the texture is missing
i have no idea
"it only happend when i am assign other paa texture to object" what does that mean
Also important: make everything lowercase
what is this
i just copied from the error output
but the funny is that when i assign only one texture to the whole model it works
Have folders and paths in lowercase.
"it only happend when i am assign other paa texture to object" what does that mean
@subtle bison
let me explain, i have created a simple tunnel model with pipes in it and i want my pipes to have different color so im using another paa texture but its not working XD
split into different sections?
i just have selected the pipe in ob and pressed E to assign the texture to it
its wrong?
no that is how it is supposed to work
maybe i need to separate the pipes model from the tunnel model?
yes
What language is your keyboard input set to in windows? I seem to remember before, people having issues with Hebrew keyboards because certain characters are not the same unicode even though they look the same
#arma3_model message down was where someone was having a similar issue, likewise Hebrew keyboard seemed like it might be the issue. I am not sure whether it's the letters, numbers of \ in that windows localisation that the tools don't recognise
try copy pasting the path from my message here predatortunnel\data\10011_co.paa and copy pasting for replacing the paa filename 10011_co.paa
@polar fiber
wait maybe its beacuse my windows is not in english
my windows is in hebrew so maybe changing the windows lang will fix it?
this is the output error
http://prntscr.com/u72y5h
indeed that could be the problem
and when i look one more time in face properies to check if the path is correct i see this :
http://prntscr.com/u72zho
i dont know why it happend i changed my windows to english
i am very confused XD
so horriblegoat had it right some hours ago
yeah
but epic the other man that had this problem said that he only renamed the textures and it worked, but i dont understand what he mean
removed the borked sign at the end while renaming
Do you have file extensions visible in windows and replacing the .paa on the file and in Object Builder's mass texture and material renaming tool?
what do you mean file extensions?
Whether filenames you see in windows explorer are just filename or filename.extension https://support.winzip.com/hc/en-us/articles/115011457948-How-to-configure-Windows-to-show-file-extensions-and-hidden-files
@ivory scaffold
something that works (for me) when mass replacing stuff in a model.
- backup... no experiments without a backup
- copy the file extension that has the Hebrew letters to clipboard
- open the p3d in notepad++
- CTRL+H
- search for: .p(something in Hebrew)
- replace with: .paa
- save
ok so you mean open save the model in OB and then open the p3d model with notepad and change the hebrew letters to .paa
am i right?
@median bough
yes. but remember; backup first
ok
@median bough
i just replaced all the hebrew latters with notepad but when im trying to pack it into pbo i get error
on the first second of the packing
and there is no output log
what does the CMD window say?
i did like that
http://prntscr.com/u76bjv
so i guess the n++ way didn't work
i did like that
http://prntscr.com/u76bjv
@median bough
i did it right according to the pic yes?
not quite.
just replace the file ending, not the whole path
.paa (hebrew) to just .paa
ok let me try
yeah i did it
every model that i am put in it texture have a hebrew letter(beacuse of the problem)
XD
it didnt work
ah damn... you just got my hopes up with yeah i did it, but then a kick to the teeth. thanks for ruining my night...
😛
but for real, sorry i didn't work
bad facetype means its not triangulated
and it worked
i'm sorry then, out of my league
when you need help but get told your not allowed it :./
did you clear it up with the moderators?
they said its not valid enough proof
what was your proof?
The guy saying he gave me permission then he sent some more to the mod who dmed him
the mass replacement of paths (mostly proxy paths) across model LODs with n++ worked for me pretty well in the past. better than having to replace them one by one in OB. so i had the idea it also works for file endings. i guess i was wrong. sorry
it should work
Can I dm you goat?
no my inbox is full
oof
👍
can I dm you Customs?
i don't do 1on1 troubleshooting
the issue is im not allowed to ask here :/
if it is not allowed to ask here, then it is not allowed in my PMs
sorry
😭
anyone here willing to help me?
help? with the project that, if I understood right, multiple moderators told you to stay out of here because of questionable legality?
I gave proof I was allowed to do it and the original dev even told them Im allowed .....
anyone have a tutorial on object builder? im trying to switchout a radio on a open source model
thanks
how come whenever i go to buldozer config to says - Error #BCFG003 - Buldozer is not present (you need to run DevP)
im trying to switchout a radio on a open source model
@shell coral you trying what?
@oblique coral i told you won’t get no more help here.
no one can stop you trying to port meshes you didn’t make yourself, but then you’ll need to figure how do that on your own
@shell coral what is "open source model"?
stuff from #interwebz
bad facetype means its not triangulated
@stuck oyster
Mostly if model is by other program you can have 5 vertices for face, and gives this error
Model does not have to be triangulated. You can have quads also for arma. My models are mostly squarized and do not show any errors. I only do use triangulated situations when i got vertices behind, when square is stretched or if i dont have any other vertices to combine to face
I gave proof I was allowed to do it and the original dev even told them Im allowed .....
As I already told you, not valid proof @oblique coral - anyone can open a model in an editor.
Now please move on - and don't DM people about it.
@runic plover model still is drawn triangulated. Quads on surfaces are fine but they can sometimes be drawn with the middle edge in wrong way. Especially if quads are used on a character that deforms with soft weighting.
@stuck oyster arma engine draws it automatic triangulated ingame as far as i know when you make quads
Yes for animated character models are triangulated faces better to get less or none deformed faces. But its needed to make triangles with the vertices and not do quads
@stuck oyster arma engine draws it automatic triangulated ingame as far as i know when you make quads
Yes for animated character models are triangulated faces better to get less or none deformed faces. But its needed to make triangles with the vertices and not do quads
@runic plover DX &Ogl (so engine agnostic ) splits everything to the lowest division of face = triangle
that said, it is advisable that things are exported triangulated (and also checked for bad auto triangulation) before baking anyways, and surely before game engine export
yes, ngons are not supported by OB, but that being said, these ngons can be really helpful for some fast catmul clark subdivisions
unlike triangles
Anything can be used in production stage
@muted pivot this isn’t a find me an addon / pack sort of channel
@muted pivot and i have just educated your guess.
if you wanna make your own, sure, this is the channel to ask in
@quick terrace true story bro 😄
can someone help me with blender and arma toolbox because im guessing they havent updated toolbox in a while as it wont let me import is there any ones which work?
ill quickly try this out thanks 🙂
@muted pivot there also is no such pack in existence. CUP might have something from TOH but other than that there are next to none good building addons. Few bad ones are around but those are not really worth mentioning.