#arma3_model

1 messages · Page 155 of 1

steel vector
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yup, it's to prevent people from stealing models from other people

ionic elk
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ah ok

stuck oyster
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where did the model come from?

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if you saved it in OB then that is not normal but if it is extracted from game files then it is

subtle bison
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ok, managed to fix my sections. thanks @polar fiber

ionic elk
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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"

stuck oyster
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where is pha_LOD from?

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and what does it contain

ionic elk
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pha_LOD is my model .p3d name

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i need to change his name ?

stuck oyster
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does it open in Objectbuilder?

ionic elk
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no

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so in blender yes

stuck oyster
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so you cant open it in OB? but you can import it into Blender?

median bough
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FYI, I've sent him the "from blender to arma" tutorials by ET. Just for you to know what the status is

ionic elk
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no, read my ancian problem

stuck oyster
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@median bough I know 😉 I read the channels 😄

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@ionic elk what do you mean?

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  1. can you open the p3d in Object Builder? Yes/no
    2.can you open the p3d in Blender? Yes/no
ionic elk
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1: no
2:no

stuck oyster
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then where was the p3d made?

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if it does not open then its completely broken

ionic elk
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in Blender...

stuck oyster
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then you have not exported it correctly

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you have to try that again

ionic elk
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ok wait

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ok i export him

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ok it's goo i retry to crunch

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and the problem

stuck oyster
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it opens in Object builder now?

ionic elk
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no, "Unable to load file. Load error."

stuck oyster
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then you still dont export it right

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does the object you try to export have "arma properties" activated

ionic elk
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i can check

stuck oyster
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there is only yes and no answer and if you dont know then likely they are not

ionic elk
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how i no that ?

stuck oyster
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did you follow the tuorial?

ionic elk
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a frensh tutorial

stuck oyster
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no if those are any good

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usually unfortunately they are not

ionic elk
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humm

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and what i need to do ?

stuck oyster
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look for better tutorials

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this is the arma properties dialog and the checkbox at top needs to be enabled

ionic elk
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but .p3d files are not "encrypted" ?

stuck oyster
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you will also need a single object for each LOD you have

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that has nothing to do with this

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the toolbox does not export anything if the properties are not set up correctly

ionic elk
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ok i check that on blender

stuck oyster
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I would advice watching the tutorial audiocustoms linked you earlier

ionic elk
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ok

stuck oyster
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It probably is recorded on older blender but the principles are same

ionic elk
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ok

quick terrace
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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....

ionic elk
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I/O error: unpack requires a buffer of 4 bytes
<traceback object at 0x00000194C92B4548>

what it is ??

stuck oyster
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where does it appear?

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and when doing what

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looks like part of an error message

ionic elk
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it's when i import the model.p3d in blender

stuck oyster
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what model?

ionic elk
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the one I'm trying to export ...

radiant bridge
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its easier you export the model in blender as fbx and import in object builder lmao

ionic elk
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ok i try this

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"Import error: code 1, message 'Unexpected file type' while importing the file: 'C:\DONT LOOK THAT haha'"

stuck oyster
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@radiant bridge you have any more smart ideas?

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@ionic elk I have no idea what you are doing now to be honest. Did you check out the tutorial yet?

radiant bridge
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did you made it or took the model from any place?

ionic elk
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I made the model myself

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so when i export a cube from ob i can import him on blender

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there a problem in the importation of blender

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with the addon or somethings else

stuck oyster
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why are you now importing it into blender?

ionic elk
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to test if it works

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so...

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no

hybrid frigate
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Are there any good packs out there for buildings and structures that modders allow into terrains with credit?

quick terrace
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there are very few that are actually usable

sturdy parcel
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cup contains about 2,000 'objects' it's a 50/50 split between structures and vegetation

white jay
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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?

stuck oyster
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there are specific named parameters for those things. BI wiki has page about those.

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the tree sample may have had example too

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cant remember anymore

oak lintel
polar fiber
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improperly formatted textures

oak lintel
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hmm its possible when one texture is not corrected converted is the model completly bugged?

stuck oyster
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yes

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its all connected

oak lintel
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its weird. the another building have same textures and in this model is all fine

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🤔

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okay, i found the wrong textures... but is a arma textures. hmhmh

stuck oyster
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is the building using multimaterial?

oak lintel
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no

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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

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in object builder

stuck oyster
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it should use multimaterial for better performance

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I assume you have huge number of supershaders on it now?

oak lintel
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yeah thats correct

cerulean brook
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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?

stuck oyster
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not many people do big objects like that to beginwith

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how big a thing are you making to need that many parts?

cerulean brook
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it's a scope

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but it'll be right in the player's face, so it should have some detail

stuck oyster
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oh so you meant in 3Deditor?

cerulean brook
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yeah

stuck oyster
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not as Arma object

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well for the end product it makes no difference

cerulean brook
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I was thinking of just attaching it all together

stuck oyster
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that is more a workflow preference

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Im dont use max so cant comment on whats good there

cerulean brook
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Yeah I suppose what I'm asking for is mostly workflow and not really Arma related

stuck oyster
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in Blender I like to keep editable parts separate as long as I work on them

cerulean brook
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well, objects and sub-objects are unrelated to editor right?

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Hm

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Alright thanks! I'll just have to work with whatever feels comfortable I suppose

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I just felt that having so many objects was not very ergonomic :D

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I'd probably also need to reset their position to 0,0,0 right?

stuck oyster
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It probably depends on a lot how you make stuff

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for the exportable thing likely yeah. Though cant remember if the FBX export in max can take care of that

cerulean brook
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perhaps, I did notice that I didn't have to do any xform resets or anything, so I think the export handles all that

oak lintel
quick terrace
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you texture most likely has transparency

silver zenith
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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

stuck oyster
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vertex groups from Blender transfer into named selections

silver zenith
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yeah thats what I did but once I export as p3d the named selection has extra faces that I didn't originally select

stuck oyster
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ah eah cand do that by face in blender

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vertex groups are formed from the verticles

silver zenith
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its selecting every face around the selected vertex
it looks just fine in blender though

stuck oyster
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go to vertex mode

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or maybe im not understanding what you are doing

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why do you need such a selection?

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is it animated?

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is it for texture swap?

silver zenith
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trying to add emissiveness to certain polygons
let me draw something

stuck oyster
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Id say those are best done with overlapping mesh

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if you want them to be accurate

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or just cut some more verticles in there

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or possibly do the selections in OB instead with the face select tool

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or apply the emissive materail on them in Blender

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actually

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that is based on faces I think

silver zenith
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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

stuck oyster
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yes well emissive needs its own rmat anyway so you can assign that to the wanted faces in blender yes?

silver zenith
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well yeah but I would still need to make a selection

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and its like 400 faces

stuck oyster
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make a selection?

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for what?

silver zenith
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to change the material on those faces

stuck oyster
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so?

silver zenith
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oh wait in blender?

stuck oyster
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face select mode on and get clicking

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😛

silver zenith
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yeah sorry
would that still work once in OB?

stuck oyster
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yes

silver zenith
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though I just had to select the interested faces and then use the Arma toolbox Material setting but it applies it to every face

stuck oyster
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no you make another material for that object and apply that to the parts you want to have it

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then the other pats will have the other material

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parts == faces

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object can have n number of materials

silver zenith
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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

stuck oyster
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edit mode

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material tab

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assign button

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basic blender works tutorial as bedtime read

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now sleepy time. 🐐 💤

silver zenith
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oh never noticed that, I guess it works just like vertex group selection

stuck oyster
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in similar way but not the same

silver zenith
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yeah, it isn't vertex specific

cosmic bay
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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?

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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

quick terrace
oak lintel
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there is a trick to get an emissive map in arma?

rough idol
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Look for SuperExt shader

quick terrace
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that’s news for me.^ i always assumed you can do emmisive parts of the mesh, not via texture map

median bough
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iirc the emissive windows in TOHK where also textures

oak lintel
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i know with mesh. but not all is a mesh^^

quick terrace
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i’ll need to give that a try

silver zenith
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I always export an _EM map from SP but didn't knew it could be useful

quick terrace
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and do make use of emmisive in SP to begin with?

silver zenith
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well yeah

quick terrace
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as in you paint info in it

kindred token
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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?

brave smelt
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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.

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You jut cut a hole in the geometry and the player can look through that window to the outside world.

stuck oyster
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@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

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yes the holes in mesh is more performance friendly way

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for mirrors that show whats behind you, you do need the RTT though

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the view lod can be totally different from the real tank to make it easier to make the viewports

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the often the viewlod is modeled where the periscopes physically are to keep the view angles correct

brave smelt
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nice

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cool

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okay, that's about what I figured

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i did some modeling trickery to make it work...

formal vapor
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uh...is there not a way to select a whole sub mesh in blender?

woeful viper
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afaik there is no such thing, it operates only with "named selections" - unless i'm outdated

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Does somebody know what the average texel density on the older vanilla A3 houses, and the newer houses is (Livonia/Tanoa) ?

wispy sage
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@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.

stuck oyster
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@formal vapor what do you mean submesh?

woeful viper
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^select all vertices/faces that are connected with each other inside the mesh (thats what i understand under submesh)

wispy sage
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Ya, then L is the shortcut

stuck oyster
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👆

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aslo ctrl + numpad +/- increase and decrease selection

formal vapor
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Let me post a picture of what I'm trying to do

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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.

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Lets say I want to select the entire piece of flint with one click. What's that key?

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There has to be a key since being able to select a sub mesh makes stuff X1000000 easier

quick terrace
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did you try double clicking?

formal vapor
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double clicking doesn't do anything

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please for the love of Baby Jesus tell me there's an easy way of selecting a whole sub-mesh with one key

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If there's not this is some next level caveman, dark ages stuff lol

stuck oyster
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ctrl L

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should select linked mesh

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and you and give it different rules to do the sleection with

quick terrace
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still not what he's asking

wispy sage
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Ya, just pushing L is what you want I think, right?

quick terrace
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@formal vapor :)) good quesion, in max/maya etc you have vertices, edges, faces (eventually holes) and welded sub-object

stuck oyster
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just L does nothing?

quick terrace
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not a blender user, so well, double clicking for me does looping

stuck oyster
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if mesh is connected together in Blender I dont think its separate anymore

formal vapor
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Yea, I get the select linked all, but it does nothing

quick terrace
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it's ] for me

stuck oyster
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did you add a delimit?

quick terrace
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yeah you need to have something selected

formal vapor
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I click a face, then ctrl+l but it does nothing but bring up a window

stuck oyster
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I or L?

formal vapor
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L

stuck oyster
quick terrace
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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)

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which is different than what i am used to, but whatever

stuck oyster
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just to clarify @formal vapor all of the mesh is joined as single object yes?

formal vapor
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no, the cock contains multiple, separate parts

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so I click a face, then hit Ctrl+l to bring up the select linked all dialogue

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then I click normal and that's supposed to select the whole sub mesh?

stuck oyster
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if you move that mesh does it move alone?

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as in are the verticles connected

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mesh==face

formal vapor
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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

stuck oyster
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it moves like this?

formal vapor
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no

stuck oyster
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that one face

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k then it should be all same mesh

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if you hit ctrl+numpad + what happens?

formal vapor
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Ok, so I click one polygon and then ctrl + numpad+ and I get this

stuck oyster
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seems like your Blender does not work right somehow

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if you create a simple cube object and try them there

formal vapor
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This is an import from an fbx file of one of my muskets

stuck oyster
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if you want I can try it out on my end

formal vapor
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I had to build a new computer but I lost my 3ds max cd long, long time ago

formal vapor
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Looks like my fbx file is broken

thick harness
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hello which count should i trust more: the vertex count or the triangle count? I'm using blender

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25 900 tris is honestly too much for just a handguard

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but my vert count says 13000

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which looks kinda alright with me

vapid nexus
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25900 tris for just one handguard is alot for a lowpoly

stuck oyster
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way too much for game model

thick harness
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also what's usually the vert count of your typical m4a1?

vapid nexus
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a full weapon sits around 15-20 k

stuck oyster
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most guns dont have that much

thick harness
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alrighty thanks

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at least this model subdivides nicely so i got me a decent high poly

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what's usually a good count for a pretty complex handguard?

vapid nexus
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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

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for the handguard depends on how complex it is

stuck oyster
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@thick harness as less as you can make it

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theres no data on whats good number for a specific part of a weapon

thick harness
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thanks

polar fiber
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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

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But for just the handguard I would aim a lot less than 25k

thick harness
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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?

warm trench
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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?

stuck oyster
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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.

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if it allows coordinates then it likely would be [x,y,z] array

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but I am a bit doubtful of that

polar fiber
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My, best guess would either be ={{x,y,z},{X,Y,Z}}; or ={x,y,z,X,Y,Z}; formats

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Not sure if configs like ={[x,y,z],[X,Y,Z]}; with square brackets

stuck oyster
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extCameraPosition[] = {0, 1.5, -10}; is done with an array like this

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but with a quick look could not find an example of an array of multiple coordinates

polar fiber
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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

warm trench
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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.

warm trench
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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!

warm trench
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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.

woeful viper
#

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?

outer condor
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can defining a model via LAND_P3DName change its center of position as mission placed object?

stuck oyster
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Not that I know of.

outer condor
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the issue I am seeing is that bunkers placed in missions long time ago, may now float a bit

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possible that i can see:

  1. change of model name/class name (remapped via compatibility classes: OLD: NEW {scope=1;})
  2. adding of LAND_ tag
  3. rebinarization
runic plover
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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 🤷‍♂️

stuck oyster
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yeah 👆 this is my experience too

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@outer condor you sure the models have not changed?

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as changes on all lods will affect that

outer condor
#

as from

rebinarization
as far as i can tell not

runic plover
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Rebinarization should also not do such weird stuff.. if it does it would be bad

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any properties like autocenter = 0 added?

outer condor
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also the object seems placed vertical to the horizon (100%?) regardless of the terrain slope

stuck oyster
#

in editor?

polar fiber
#

Is it inheriting keepHorizontalPlacement = 1; from somewhere?

outer condor
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class LIB_Objects_Military_Trenches_base: Strategic

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so as far as i can tell it doesnt. will verify ingame

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getNumber (configFile >> "CfgVehicles" >> "Land_WW2_Big_Infantry_Trench" >> "keepHorizontalPlacement")

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returns 0

silver zenith
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@bold flare you said that stage 8 worked for EM maps
does that work?

bold flare
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does what work?

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Are you asking if the thing that I already said works, does work?

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but I already said it worked? I don't understand the question

silver zenith
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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?
bold flare
#

you cannot have 8 different texGen's (uvSource)

polar fiber
#

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

silver zenith
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using superExt

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I'm using 8 different texGen's?
don't think I am

bold flare
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If you don't specifically use texGen's, every stage generates its own

silver zenith
#

then what should I do exactly?
use class texGen before stage8?

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or before every stage?

bold flare
#

I don't have the time to explain texGen classes now

silver zenith
#

the rvmat page on the biki doesn't even mention it

runic plover
#

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.

rough idol
#

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

quick terrace
#

is also for multi, yes

lethal anchor
#

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?

stuck oyster
#

Explain more

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And provide pictures of the problem is possible

lethal anchor
#

Sure give me a second

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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

polar fiber
#

I can see it's not convex

#

Your geometry LOD doesn't need to be that complex anyway

lethal anchor
#

Thanks mate I will sort it out now!

radiant widget
#

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

wispy sage
#

In the Arma samples there is a sample Arma character model

radiant widget
#

So i cant like create a loadout in the virtual reality save it and then extract it into blender?

wispy sage
#

No

radiant widget
#

Damn

#

and does the sample character come with textures?

wispy sage
#

The texture sheet for the undergarments is available I believe

stuck oyster
#

@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

proud yoke
#

arma 2 character sample work with arma 3?

stuck oyster
#

it might need some bone name changes

#

and the hands and proxies copied from the A3 one

#

so mostly yes

radiant widget
#

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

stuck oyster
#

nope not possible

#

you want to make pics, you got to do it in game

radiant widget
#

thats a shame, even though i understand why isnt possible

silver zenith
#

@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

stuck oyster
#

@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?

rich osprey
#

it looks like cpt price?

stuck oyster
#

No idea what that is. Is it a model you made?

rich osprey
#

yes lol

#

its cpt price from modern warfare, but yeah, i made

quick terrace
#

you made what?

#

@rich osprey ?

rich osprey
#

^^^^

#

the picture

#

@quick terrace

quick terrace
#

what part from that screnshot is made by you, model wise

rich osprey
#

i used the customization tools to create the fictional character from a popular videogame

quick terrace
#

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?

rose hare
#

So can you make it so that the vest has a patch on it?

quick terrace
#

not in the sense of patches used on uniforms, nope

marsh canyon
#

#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

rich osprey
#

im new sorry

marsh canyon
#

We're not meant just to blame you but point the right direction. You can keep it up in the right place

tulip portal
#

is this channel for mod modelling

steel vector
#

Discussion about anything related to Model creation and usage within game modifications

tulip portal
#

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

#

anyone want to take this when i finish and make it into a mod

#

also has no underside bow

rich frost
#

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?

fluid copper
#

Best bet is probably through Blender

stuck oyster
#

Can be done in OB too but its lengthy to explain. Can try later if I remember.

proud yoke
#

arma 3 character model....where to get?

marsh canyon
#

What do you mean?

proud yoke
rich frost
#

I think it's also in the samples somewhere but I can't remember

proud yoke
#

that should work. thanks

stuck oyster
#

@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?

proud yoke
#

i imported it

quick terrace
#

@rich frost that isn't in the samples.

rich frost
#

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

subtle bison
stuck oyster
proud yoke
#

random google image

stuck oyster
#

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

subtle bison
#

blender layers are super cool.

#

that software really improved a lot since i used it last x years ago

woeful viper
#

@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

fluid grove
#

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.

silver zenith
#

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?

woeful viper
#

i would just try and plug in a regular old mesh with 1reslod + geo lod and see what happens ?

silver zenith
#

old mesh?

stuck oyster
#

@safe zephyr got any tips for the above¿ 👆

silver zenith
#

oh I found out, polpox helped me

subtle bison
#

someone should make a tutorial for that

#

i once struggled with the moon as well

#

never got it to work

silver zenith
#

@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
subtle bison
#

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

silver zenith
#

oh well would also be better to have it made by someone who knows what he's doing
just though you needed it urgently

subtle bison
#

all i originally wanted to do was to increase the moon size a little bit

#

nah

silver zenith
#

there is a mod for that

subtle bison
#

i worked on this some months ago but quickly gave up

#

indeed there really is, heh

#

it's not even old

silver zenith
#

yup

subtle bison
#

ofc controversy in the comments :>

silver zenith
#

already solved

subtle bison
#

the moon with that mod looks kinda cool

#

though it's probably a tad too big now

silver zenith
#

the mod doesn't change brightness in any way
it only feels brighter because of its size

marsh canyon
#

I kinda admit it's too big yeah, but I liked that one

silver zenith
#

well its made to be pretty

subtle bison
#

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 :>

safe zephyr
#

@stuck oyster @silver zenith yeah the moon is just a 2d circular plane with a texture + normals on it

woeful viper
#

flat moon confirmed

rich frost
#

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

stuck oyster
#

it is. but one should be very careful with that

#

too complex things can have very negative effect on performance

rich frost
#

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

stuck oyster
#

proxies still add components

#

all geometries should be as simple as possible

rich frost
#

Ah ok I see

#

Appreciate the input

stuck oyster
#

what are you working on that requiers 100+ components?

rich frost
#

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?

stuck oyster
#

for windows you need separate components yeah.

#

Sometimes large buildings need to be split into pieces

rich frost
#

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

stuck oyster
#

you also have limit of 250 animated parts

#

as the model.cfg skeleton has limit on bone count

rich frost
#

Hopefully I won't be getting near 250 on that haha

stuck oyster
#

each separate window, door, doorknob etc moving part counts against that

woeful viper
#

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)

lavish jay
white jay
#

hi guys i have problems opening the object builder app

#

what should i do?

stuck oyster
#

Describe the problem in detail notlikemeow

white jay
#

i clicked the app and it wont open

stuck oyster
#

We can't see your screen

#

Does it say anything?

white jay
#

none

#

it just closes the tools app

stuck oyster
#

The perhaps you have not installed the tools right

#

Why are you trying to open it though?

white jay
#

im trying to importing my model in to the game cuz im trying to make a mod

#

a plane mod

stuck oyster
#

Did you make the plane?

white jay
#

well i found it on an open source website

stuck oyster
#

Questionable sources can be dangerous. Free models are often stolen from games

#

Using such will get you banned

white jay
#

in the game?

stuck oyster
#

You can ask moderators about that.

white jay
#

well this is just a test

#

not official

stuck oyster
#

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.

white jay
#

ooohh

#

well where do i start

stuck oyster
#

If you want to do models you go and learn how to do that

white jay
#

oh no im talking about porting models to the game

stuck oyster
#

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.

white jay
#

oh no im not saying like that

#

im saying like putting my own models putting it into the game

stuck oyster
#

But you don't have models

white jay
#

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

stuck oyster
#

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.

white jay
#

yeah

quick terrace
#

@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.

white jay
#

sorry if i annoyed people here

#

or if i kinda ruined the discord server

stuck oyster
#

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.

woeful viper
#

when you UV, and everything fits perfectly - no wasted space ... and then you realize, you forgot to include one medium sized piece... 🤦‍♂️

stuck oyster
stuck oyster
#

Nice feeling aint it 😄

#

its a bit bright perhaps. but new buildings is always nice

silver zenith
#

congrats dude, looks really good, bit of an UV stretching on those bottom rails but impressive otherwise

lavish jay
#

Yup, I think it's a bit bright so I'm fixing it

white jay
#

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

stuck oyster
#

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

white jay
#

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

stuck oyster
#

are you holding left ALT down and pressing left or right mouse button?

white jay
#

I’m not

#

I just press the right mouse button to attempt to rotate it but I’m not clicking alt

stuck oyster
#

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

woeful viper
#

if he is actually modelling things...

stuck oyster
#

True

#

OB key layout is somewhere in the WIKI too I think

deep coral
#

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

polar fiber
#

70,000 is already a lot for a vehicle

stuck oyster
#

What kind of a vehicle is it if it needs that many polies?

quick terrace
#

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

deep coral
#

@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.

woeful viper
#

interior or exterior?

#

also... if you show the wireframe, we can give better advise

quick terrace
#

70k is the entire mesh (exterior + interior) spread across lods afaik on the vanilla stealth chopper @deep coral

deep coral
#

70k just for VIS01, the current version to my knowledge has not had an impact on FPS.

stuck oyster
#

It might not have immediate impact but high poly models start to affect the overall qualitty of the scene

woeful viper
#

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

quick terrace
#

@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?

deep coral
#

@quick terrace negative the vp is different

polar fiber
#

With respect to having lots of moving parts, you do know you can only have something like 256 named bones in the vehicle skeleton?

quick terrace
#

@deep coral now you made me curious. mind sharing a screenie from OB or whatever other software you're using of that 70k mesh...?

deep coral
#

Np, let me finish this raid real quick

quick terrace
#

no hurry

deep coral
#

the mesh is going to be more as of right now

white jay
#

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

quick terrace
#

@white jay you either put more details down here

white jay
#

yea sorry

quick terrace
#

about what sort of help you need

white jay
#

i need to adjust some PTTs like the wiring from the ptt to the radio

quick terrace
#

@deep coral that's a pretty dense meshg

white jay
#

ah okay

#

thanks dude

quick terrace
#

@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

white jay
#

yea got it

quick terrace
#

since you could sort of solve that yourself i guess

white jay
#

thanks PUFU

quick terrace
#

language barrier i guess, whatever

white jay
#

im trying to do this hold on let me get some pics

lilac root
#

Hey guys

quick terrace
#

hello

lilac root
#

I have a question that I simply cannot find an answer anywhere...

quick terrace
#

@lilac root yeah man, shoot

lilac root
#

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?

quick terrace
#

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

lilac root
#

Sure. That's for the createVehicle part. But isn't that possible for individual .p3d not "registered" in CfgVehicles(in simple object)?

quick terrace
#

i think it should be, albeit limited

#

buttt

#

i think the .pbo still needs to be loaded

#

or well, be a mission

lilac root
#

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?

quick terrace
#

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

lilac root
#

Indeed

quick terrace
#

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

lilac root
#

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).

quick terrace
#

why?

lilac root
#

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.

quick terrace
#

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

lilac root
#

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...

quick terrace
#

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

lilac root
#

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...

quick terrace
#

so the path is /mpmissions/missiona.map/texture/lol.paa ?

lilac root
#

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

quick terrace
#

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

lilac root
#

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!

white jay
#

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

#

?

stuck oyster
#

You probably have not weighted the new part to match the area where it is.

white jay
#

ah

#

i see

white jay
#

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

quick terrace
#

rephrase please

subtle bison
#

if i understand the question correctly, then that is done in the model.cfg file

#

skeleton stuff, etc etc

stuck oyster
#

Named selections

subtle bison
#

i just noticed that binoculars have missing head shadows. is that a model or config issue?

main jasper
#

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?

stuck oyster
#

Check what ir strobes have

stuck oyster
#

¯_(ツ)_/¯

fluid ocean
#

@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.

oblique coral
#

its been cleared with Lou Montana#8901 @fluid ocean

turbid cove
#

@fluid ocean has more experience on this terrain than I do @oblique coral

fluid ocean
#

Forum thread removed from view.

orchid spruce
#

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

rigid wave
#

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?

stuck oyster
#

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

ivory scaffold
rigid wave
#

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

subtle bison
#

well you can use arma toolbox to export into p3d

stuck oyster
#

@ivory scaffold Id suppose yes if you just select it and assign texture to it.

subtle bison
#

but you need to setup the layers correctly

ivory scaffold
#

@stuck oyster
but the pipe its part of the whole model

#

its like one object

rigid wave
#

Will the layers not export over? I set the it to copy

stuck oyster
#

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

rigid wave
#

Yeah it was the layers! Thank you

ivory scaffold
stuck oyster
#

your vertex normals are messed up. recalculate in OB

ivory scaffold
#

how can i do that?

stuck oyster
#

dont remember off the top of my head. its in the tool menus

ivory scaffold
#

ok... but again how it called

stuck oyster
#

recalculate normals or some such

ivory scaffold
#

it will fix it you think?

stuck oyster
#

maybe

ivory scaffold
#

it worked i think

#

thank you mate

#

🙂

#

or maybe not😆

#

this is how it looks in subtance

#

any idea how to fix?

stuck oyster
#

¯_(ツ)_/¯

#

maybe you dont have rvmats assigned or something

ivory scaffold
#

i do not use rvmats x

#

xd

stuck oyster
#

well then you can have normalmaps

#

and that kind of look

ivory scaffold
#

so i need to use an rvmat for building?

#

i mean building type rvmat?

stuck oyster
#

well yes

ivory scaffold
#

there are a lot

#

how can i know what i need to choose?

stuck oyster
#

usually structures use multimaterial

ivory scaffold
#

so just search for multi material rvmat?

#

XD

stuck oyster
#

there are wiki pages about that yes

#

it wont be "plug and play" though

ivory scaffold
#

i mean i dont need to write a complete rvmat by myself right?

stuck oyster
#

pretty much yes

#

you need to understand it

ivory scaffold
#

there are no templetes

#

?

#

or examples?

stuck oyster
#

on the wiki page there might be

ivory scaffold
#

ok i will take a look thankes

stuck oyster
#

im not google you know 😛

lime basin
stuck oyster
#

@lime basin that yours?

#

always provide a link description too

lime basin
#

sorry! yeah it is /:D

stuck oyster
#

👍 looks nice from the pic although it is rather small resolution one 😅

lime basin
#

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

rigid wave
#

@stuck oyster ya man like I was saying it was never a p3d. But I appreciate you pointing me in the right direction.

white jay
#

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?

runic plover
#

Vests do need anyway only the Spine1/2/3 if im right

stuck oyster
#

Depends on on the model. You could have a helmet on the vest for example.

#

And no idea what's happening.

silver zenith
#

can you smooth edges in Object Builder?

quick terrace
#

you can only set sharp or smooth “faces”

#

not edges

stuck oyster
#

selecting 2 verticles and setting that edge smooth/sharp does work I recall

quick terrace
#

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

silver zenith
#

honestly I just need to smooth the entire model
would that work?

stuck oyster
#

select all, hit I or O (I recall one of those was the key to smooth edges)

#

the tool is in the menus too

silver zenith
#

[I] did it

#

yup its smooth, thanks

silver zenith
#

does Autocenter=0 use the geometry center once in eden?

runic plover
#

@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

quick terrace
#

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

runic plover
#

I do use it a lot cause i only do work with OB 🤦‍♂️😂

silver zenith
#

jesus christ what?

stuck oyster
#

Sentry is oldskool

#

😅

runic plover
#

😂 im very old 😂

stuck oyster
#

and crazy.

runic plover
#

Sometimes i am yes 🙈

quick terrace
#

it’s not about old / young, it’s about masochistic behavior

#

i honesty am worried you might like self harming yourself...

subtle bison
#

hey dont kink shame

runic plover
#

People that know me, do know how i am ^^.. dont be worried, everything is alright 👍

ivory scaffold
#

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

subtle bison
#

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 :>

ivory scaffold
subtle bison
#

no mod tag or anything?

stuck oyster
#

perhaps you are packing it wrong

subtle bison
#

"cant load texture 1011_co.paa"

#

i clearly see 10011

#

on the screenshot

ivory scaffold
#

sorry my fault

stuck oyster
#

is the real path P:\PredatorTunnel\Data\10011_co.paa

ivory scaffold
#

but i mean 10011

#

but im packing it in pbo

stuck oyster
#

with pboProject?

ivory scaffold
#

no pbo mannager

stuck oyster
#

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

ivory scaffold
#

ok so you recommend to use pboProject?

stuck oyster
#

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

ivory scaffold
#

oh got you but in pboProject what i need to choose in "Mission pbos are?"

#

SP or MP>

#

?

stuck oyster
#

does not matter. You are not packing mission pbos

ivory scaffold
#

oh ok

stuck oyster
#

it only matters if you are packing a mission pbo

ivory scaffold
#

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

stuck oyster
#

not work how?

ivory scaffold
#

i need to setup the tool before i use it

#

i mean to set the workspace?

stuck oyster
#

do you have P drive?

ivory scaffold
#

yes

stuck oyster
#

so how does PboProject not work?

#

it usually tells you what the problem is

ivory scaffold
#

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

stuck oyster
#

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

ivory scaffold
#

this is what i got

stuck oyster
#

you should install all of them

ivory scaffold
#

oh so this is why the program dont let me crunch?

stuck oyster
#

possibly

white jay
#

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 🙂

stuck oyster
#

if OB lags then your vehicle might be way too complex

runic plover
#

Polycount?

stuck oyster
#

👆

#

if its something downloaded from interwebs then it will not work without heavy reworking

white jay
#

Yeah i think the poly count is trough the roof lol

stuck oyster
#

did you make the model?

white jay
#

from the internet 😦

stuck oyster
#

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

subtle bison
#

there's some building models on certain 3d model websites that look awfully familiar to a2 houses

stuck oyster
#

they probably are

#

should report to BI legal

white jay
#

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.

subtle bison
#

should start small with something that isnt a vehicle

stuck oyster
#

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

white jay
#

Modelling vehicles and Buildings

stuck oyster
#

then you have to start from the beginning

subtle bison
#

i would start with the most simple objects of all. a cube 😄

white jay
#

I was starting classes for blender.

runic plover
#

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

subtle bison
#

if you get a cube into the game, you can go to the next chapter

stuck oyster
#

well learning modeling does not require you to get it in game

white jay
#

Yeah ofc lol i got a cube in before. Was a long time ago though

stuck oyster
#

then keep it simple and focus on learning modeling

runic plover
#

👍

stuck oyster
#

instead of how to put stuff in the game

#

as that is useful only after you know how to model

runic plover
#

Config ^caught^ 😂

white jay
#

Right then, time to go back to blender ill see you in 2 years lol

stuck oyster
#

there are no shortcuts on that really. If you want to do it, then you have to go through the learning

white jay
#

hopefully by then bohemia will invite me to work on arma 4 lol

runic plover
#

Dont worry, you get the basics around 2-3 days until you know the keys you have to push. Not 2 years ^^

white jay
#

Just another one whats the max poly count object builder can handel im gonna start learning modeling buildings but can i model detailed buildings

stuck oyster
#

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

white jay
#

Okay then, Thanks for all this information and help. Appreciate it 🙂

stuck oyster
#

👍 good luck

runic plover
#

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.

ivory scaffold
stuck oyster
#

you need required addons in the cfgpatches class that refer to the Arma vanilla configs

ivory scaffold
#

but the error is same as before

stuck oyster
#

yes but you did not add anything into it

ivory scaffold
#

oh so what i need to add

stuck oyster
#

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

ivory scaffold
#

so if i put for example this one

        requiredAddons[] = {"A3_Soft_F"};
stuck oyster
#

well yes like that

#

assuming its the correct one

ivory scaffold
#

where i can check what is the correct one

#

ahh

ivory scaffold
#

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

subtle bison
#

well, it can't find it, so the path is wrong

ivory scaffold
#

so i need to change the path in ob?

#

when i assign the texture to the object?

median bough
#

Try and remove the \ at the beginning of the path.

ivory scaffold
#

i removed

#

it only happend when i am assign other paa texture to object

#

any idea?

subtle bison
#

what's the real path of the texture on your hdd

ivory scaffold
#

P:\PredatorTunnel\Data\10011_CO.paa

#

this is the real path

median bough
#

The \ at the beginning is an issue, but not sure if related

ivory scaffold
#

i tried both

#

with / and without

#

both not working still saying that the texture is missing

subtle bison
#

i have no idea

#

"it only happend when i am assign other paa texture to object" what does that mean

median bough
#

Also important: make everything lowercase

stuck oyster
ivory scaffold
#

i just copied from the error output

#

but the funny is that when i assign only one texture to the whole model it works

median bough
#

Have folders and paths in lowercase.

ivory scaffold
#

"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

subtle bison
#

split into different sections?

ivory scaffold
#

i just have selected the pipe in ob and pressed E to assign the texture to it

#

its wrong?

stuck oyster
#

no that is how it is supposed to work

ivory scaffold
#

maybe i need to separate the pipes model from the tunnel model?

stuck oyster
#

no that is not an issue

#

is your config.cpp in the predatortunnel\ folder?

ivory scaffold
#

yes

polar fiber
#

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

ivory scaffold
#

i think english

#

but i have hebrew also

#

@polar fiber

polar fiber
#

#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

ivory scaffold
#

@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?

stuck oyster
#

indeed that could be the problem

ivory scaffold
#

i dont know why it happend i changed my windows to english

#

i am very confused XD

subtle bison
#

so horriblegoat had it right some hours ago

ivory scaffold
#

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

subtle bison
#

removed the borked sign at the end while renaming

ivory scaffold
#

yeah i removed but every time when im open the face properies it shows again

#

XD

polar fiber
#

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?

ivory scaffold
#

what do you mean file extensions?

polar fiber
#

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

median bough
#

@ivory scaffold
something that works (for me) when mass replacing stuff in a model.

  1. backup... no experiments without a backup
  2. copy the file extension that has the Hebrew letters to clipboard
  3. open the p3d in notepad++
  4. CTRL+H
  5. search for: .p(something in Hebrew)
  6. replace with: .paa
  7. save
ivory scaffold
#

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

median bough
#

yes. but remember; backup first

ivory scaffold
#

ok

ivory scaffold
#

@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

median bough
#

what does the CMD window say?

ivory scaffold
#

this is what the cmd say

#

any idea?

median bough
#

hmmm

#

tbh, first time i ever see this

ivory scaffold
median bough
#

so i guess the n++ way didn't work

ivory scaffold
median bough
#

not quite.
just replace the file ending, not the whole path

#

.paa (hebrew) to just .paa

ivory scaffold
#

ok let me try

median bough
#

don't use the screwed up model

#

use a backup of the original

ivory scaffold
#

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

median bough
#

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...

#

😛

ivory scaffold
#

nahh man dont be like that

#

im also confused

median bough
#

but for real, sorry i didn't work

ivory scaffold
#

he had the same problem

#

he said that he renamed the texture

stuck oyster
#

bad facetype means its not triangulated

ivory scaffold
#

and it worked

median bough
#

i'm sorry then, out of my league

oblique coral
#

when you need help but get told your not allowed it :./

stuck oyster
#

did you clear it up with the moderators?

oblique coral
#

they said its not valid enough proof

stuck oyster
#

what was your proof?

oblique coral
#

The guy saying he gave me permission then he sent some more to the mod who dmed him

median bough
#

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

stuck oyster
#

it should work

oblique coral
#

Can I dm you goat?

stuck oyster
#

no my inbox is full

oblique coral
#

oof

ivory scaffold
#

@median bough
no problem man, thank you for your patience!

#

🙂

median bough
#

👍

oblique coral
#

can I dm you Customs?

median bough
#

i don't do 1on1 troubleshooting

oblique coral
#

the issue is im not allowed to ask here :/

median bough
#

if it is not allowed to ask here, then it is not allowed in my PMs
sorry

oblique coral
#

😭

oblique coral
#

anyone here willing to help me?

bold flare
#

help? with the project that, if I understood right, multiple moderators told you to stay out of here because of questionable legality?

oblique coral
#

I gave proof I was allowed to do it and the original dev even told them Im allowed .....

shell coral
#

anyone have a tutorial on object builder? im trying to switchout a radio on a open source model

lavish jay
#

and Sample files are helpful

shell coral
#

thanks

#

how come whenever i go to buldozer config to says - Error #BCFG003 - Buldozer is not present (you need to run DevP)

quick terrace
#

im trying to switchout a radio on a open source model
@shell coral you trying what?

quick terrace
#

@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

stuck oyster
#

@shell coral what is "open source model"?

quick terrace
#

stuff from #interwebz

runic plover
#

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

turbid cove
#

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.

stuck oyster
#

@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.

runic plover
#

@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

quick terrace
#

@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

stuck oyster
#

Anything can be used in production stage

quick terrace
#

@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

runic plover
#

@quick terrace true story bro 😄

glacial rover
#

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?

quick terrace
glacial rover
#

ill quickly try this out thanks 🙂

stuck oyster
#

@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.