#arma3_model
1 messages · Page 156 of 1
is it active thought?
what p3d are you trying to import?
you have been scammed
it wasnt much dw
they sold me a custom asset building which is a police station and i asked for a source so i can sort out some of the walls and change the colour and that
so no way to actually edit p3d?
nope
whys that
because you have not been sold legit p3d
if you want to make your own stuff then this channel is for that
how do i know if its a legit file because it has everything else with it.
now thats epic
or are you interested in some work if you can model?
i can pay if so
I dont really want to touch or have my name connected to anything life mods related
or if you want could you make some buildings and thats it after payment and we wont connect you to it if you dont want that tag
And I could not sell you a ready model anyway. Due to Arma tools being for non commercial use only
and im not really interested in modeling life assets
do you know if there is anyone who would be interested to just do some work if so?
I have my own projects I invest my time in
not really. Life scene has very bad vibes. People I know dont really want to touch that either
try #creators_recruiting 🤷♂️
👆
i am having issues with obj editor
im able to put an obj file in but i don't know how to put a texture on it
im making a g33/holo sight and im having an alpha sorting issue that I cant seem to figure out.
https://imgur.com/a/iyMcKe6
I have sorted the alphas but I cant figure out how to stop the hand from having the textures removed.
Is there a way around this?
try adding big box (1mx1m) with hidden vertex option
@eager cove did you make the object?
can anyone point me to a tutorial on making your own clothing? How do you get the paa file to align/wrap properly with the model?
existing texture file (.paa) to wrap around existing model or? @hearty birch
ya, just from looking at samples or pulling apart the standard pbos.. sometimes pants are split as if they've been pealed off and are intact as one piece. other times, the left and right leg are separate images.
it's fairly obvious which parts the shoes are, but how do they align to the foot?
That just depends on how the model is UV-mapped
@hearty birch can you be more precise about what you are trying to do?
@stuck oyster yes with blender
@hearty birch you can't really properly use existing texture that is made for some other model. You have to make the textures yourself too.
@eager cove does it have a texture in blender. Is the model uv unwrapped
no
it has a texture in blender
it is png format
the model is not uv unwrapped
the obj file loads but the texture wont apply
Yes well the texture can't apply if your model has no uvmapping
You need to do the model and textures properly
You can find a lot of tutorials for how to do that in Blender on the Internet.
@hearty birch to continue on that nothing in the vanilla files is useful for your new model. You need to create everything new.
ok ty
Got this issue, Don't really know where to put it. I am using the CBRN mod and there is a weired glitch on one persons uniform which makes the arms and legs look a different color. https://imgur.com/a/tL6EqBi
This is the issue and linked is a picture of the correct way it should look
If its a mod problem nothing can be done
It's not really model maker thing either
Where should I post this then?
#arma3_troubleshooting is usually where people go with problems
Gotcha, Thanks
And for future reference #arma3_questions is the place to start if you don't know where to specifically go.
custom textures actually, #arma3_texture is that way
my bad then, well, good luck with rigging the facial bones, i did that only once, never again :))
alright
well one can make a head that just does not have moving parts too
but also after unwrapping you just make textures for it
it is not mandatory (as you can have a lego face). if you want the new face to have any sort of different expression, you need to weight it to the face rig
as in any humanoid face
Yeah but he doesn't want his face to be animated
Can you give him a straightfoward way on importing a new head to the game
does he have to export a skeletal rig out to weigh paint his head?
neck, neck1 and head bones need to be used at least
or neck and head
or well it could perhps even be spine3 if its completely static
but then helmets and other gear tied to "head" bone will move but the actual head wont
Ok. Where can he find the skeletal rig?
and how do he export the rig for use in Blender
well rig is not mandatory either, the weights can be painted on vertex groups without one too
for face there is no official rig either I think
That doesn't make sense. Doesn't he need to pair his mesh to a skeletal rig?
what? He can just export a mesh model and it automatically know where to place it?
Lets say he have the vertex group
no the rtm animations hold the skeleton information
the skeltons are not saved with the character mesh
Ok lets start from the beginning, how does he import his custom head mesh into the game and make it a playable character?
can I ask why are you the middleman? feels weird
also since Blender is used I would recommend using FHQ Arma toolbox since it can export directly to P3D
saves quite o bit of trouble from messing with FBX
@stuck oyster in some samples you can find the face rig
the part how to get stuff from Blender to game is a bit too long to type out here so Id recommend checking out the Blender to Arma tutorial on BI forums editting section
@grave tartan sorry, are you holding his hand through the process or what?
it is easier to see the mesh deformation if you have the skelet info available and you can deform that, but by no means mandatory. to get a new head mesh in, he needs to weight it to at least the bones goat listed
i dont remember seeing the face rig anywhere in there
and write the configs for that
face sample yes
it is someplace
but no rig. We had a community made one floating around a while ago though
hmm, let me check
theres this kind of thing in the templateRtm\male.p3d
but other than that, dont recall seeing a full rig for face
there is nice example head mesh though
Because he doesn't have any experience modding
and I am his friend
I don't know much about arma modding, but I know my way through modding other games
head is not a very easy thing to start with
I would recommend doing simpler stuff to get familiar with the procedures
knowledge from modding other games can be a hindrance here too unfortunately
some things apply yes but some things are quite different
Thank you, but he wants his head to be in the game. And that's his only goal.
so does it involve any coding at all?
well you can probably understand that no one can type all night here for step by step guide
coding in the sense of creating a config for it yes
Thank you
the config basic are covered in BI wiki and in the samples
but I dont think there are examples of how to put a custom head in game
that would require understanding how configs work and some effort to look up the head configs and deducing how they are put together
which is why I said custom head is not a good idea for a starting project
at least not if you expect it to be done tonight
or next week
Thank you.
I'll look into it
does the process of importing a new head the same as uniforms, perchance?
or is similar?
yes process of import is pretty much the same no matter the type of object
a character/uniform has same requirements as a head too
found it
i know where i got this from, but yeah, not available publicly
wasn't directed towards you
sorry.
neah, was in the samples/tools i kept/have a backup for when i was doing work for BI
😄 you might have more accurate version then
although from the tests I made with it, it seemed to work quite fine
Because he doesn't have any experience modding
@grave tartan and he has no voice/fingertips of his own?
well he does but he is kinda clueless
ahhh, seems so far so are you
yes
I have literally never touched Arma 3 modding tool before
but at least I know where to look at, he doesn't
is it wrong to help a friend.
But thank you for the help
nope man, it's weird that he'll sort of get info through a buffer of sorts
This will be helpful in the future, when I look back
Lets say I am the translator, and we are right now speaking in the "modder" language. We come from different culture, but at least we understand the words.
He is coming from a different language and culture.
anyways, be it head or vest (minus config) importing process is more or less the same
😳
i have a putin head in the works, want to have someone to serve me tea ingame
what stopped me was thinking about getting that weights done
just leave him stonefaced =]
@quick terrace you didn't put the creepy Putin carnival mask ingame as a facewear item?
not yet but i could do that
and make it armored 9999
so duck al headshots
actually i wanted to do both trump and putin, just hoping trump won’t be necessary anymore :)) putin on the other hand will always be the father or mother ruskia
well, if it hasn't got a name, it can't be referenced by config. then again, I'm just a rookie and you might want to wait for someone more experienced to answer before you delete them
Might just be to make the bounding box larger
Looks like arma 3 pole, maybe cause of the sound_poles_1
wirejoint could be what i have asked some weeks ago, how to make the lines together at unflat terrain i want to do for my laser walls 😅
yup it's tanoa pole
they are not unbinarized tho?
🙈
well youve gone and 🦆 ed up then
as that is one of the big no-nos
man you already did.
who knows whose elses work you go mess around with
Hey guys, does anybody know of the best way of getting some arma 3 modelling work comissioned is?
Been curious for a while and wondered how it works?
@steep gale Check #creators_recruiting
and make sure you read the Arma Tools License and Arma EULA 😉
how can I add a memory point to an object in Object Builder? Or if there is one in a model, how can I know it's name/named selection to reffer to it?
looking to add spatial sounds to it
I am trying to figure out what these triangles mean
https://imgur.com/a/3X5qqqn
I imported the same male.psd but it came with bunch of triangles that I can't tell what they do or what they are suppose to be. They seem to be called @@armaproxy, and I don't have other 3d modelling tools to figure it out so I thought I'd ask here
These are proxies for weapon, nightvision, head, launcher, pistol and such other
If you use P drive and extracted P drive and use bulldozer (the 3d model viewer) you are able to see the models which are the proxies
@robust lark
With the keybutton "insert" you can add points and then select it and name it in the selections you want or how you want it defined and named
How to check mempoints:
They are defined in the config or in the model.cfg, depends which memorypoints you are looking for
@rose hare I dont recommened using the male.psd as reference
it has quite many layers that will confuse you
use the example/template character in the character example folder
@stuck oyster example folder?
where is the example folder?
and @runic plover
thank you very much I will give it right now
Yes, but i don't see the example folder, or do you mean the Test_Character_01?
https://imgur.com/a/9tcdxD3
yes
thank you
how do i get the texture to show up in model viewer
Hello I am new to making mods & making models. I am trying to making a mod for Arma3 and need some help with the modeling side of things, and I have 3 questions.
Q1 - Can I use Blender for making proper A3 models.
Q2 - How do I make a model with a recoiling tank barrel?
Q3 - And are these pictures good enough to make a 3D model off of? (Sorry for all the Pictures.)
https://cdn.discordapp.com/attachments/269926950062129152/750192200024850502/LeopardTankH_Side.jpg
https://cdn.discordapp.com/attachments/269926950062129152/750192349035888760/LeopardTankH_Top.jpg
https://cdn.discordapp.com/attachments/269926950062129152/750192228349247498/LeopardTankT_Side.jpg
https://cdn.discordapp.com/attachments/269926950062129152/750192278278111262/LeopardTankT_Top.jpg
Yes you can make a proper arma 3 3d model inside of blender
I recommend you export it to object builder and then finalize it there afterword
And those look like fantastic references for a 3d model, but other images/knowledge is required
Starting point would be to just get familiar with Blender and not even thing about making something specific
^^^
and to get something in game it is wise to start from something simple like a box or a barrel
as that the configuration side of things has steep learning curve too
simple how to for recoiling barrel is that you model the tank and keep the barrel separate mesh part that can be animated. Long answer is too long and detailed to put down like this.
no.1 rule for starting = make something that takes less than a week from first vertices to injection like
a. ammo box
b. furniture
c. container (barrells, cardboards etc)
@shell coral you set up tools and development environment right and use correctly set up texture paths so that the buldozer can find the textures
Can some one dm me on how I can place my unit logo on a character model?
unlikely.
is that a new character you have made? @vast herald
answers may be possible to be formulated but you need to give more detail what you are trying to do
no, I was gonna use a WW2 character and place it on it
well you can not edit models that someone else has made so your only option is retexturing
but some characters are already made with unit insignia patch compatibility. Have you checked if that works
though that is usually an arm patch only so where are you trying to add your logo,
I have not checked that yet. And yes it will be a arm patch. Thank you for the info!
@fluid copper @stuck oyster @quick terrace Thanks for the help & tips!
vert face tris limit?
so much that if you reach it your gpu burns
there are however recommended soft limits that should be followed to ensure game fps does not tank
and those vary between different types of objects
If I remember correctly I was watching a guide a while back and it was recommended to try and stay under 20k
again depends on an object
weapons generally are under 20k for example
more often less than 10k even
yeah, i can reduce, how much should i go down
i know that dissolve limited is good for this
well you maybe could get away using that for the pilot view lod
you should bake most of those details into texture
there should be plenty of tutorials on how to bake textures for all the popular 3D programs
alright, ill try to reduce some verts and faces and tris, i think what happened what i did way too many subdivisions because im new to this and realizing it now i have to go back and clean things up
cause i still have to do the front
yes well one typical workflow is making highpolygon version first and the lowpolygon version with single texture space unwrap on top of it and then baking the texture details from the high poly on to the lowpoly
that 61k tris is about the combined tri count for full external first resolution lod of a plane
there is also a wiki page about LODs that should clarify what is required a bit
the numbers on it are not absolute though
makes more sense, i was reading up on the wiki and was wondering why the devs tanks like the t-100 were so low, making more sense now
game needs to run on various hardware combinations
game graphics in general have been on the lower poly count side forever
because your scene is constantly changing and can have multitudes of objects in it at once
the scene complexity has been picking up lately with advanced GPUs
plus its more optimized, why do something more than what needs to be done, as long as its appealing to the eye ya know, well, i kinda get the limit now, thanks man for ya help
ill for sure let u know if i stumble across anything again
It's fine having lots of detail like that in the view Pilot LOD. Just get rid of all the 3d switches and bits in the external resolution LODs - they'll be redundant especially in something like an F-117 where you can't even really see inside the cockpit from the outside because of the canopy enclosure and tint of the windscreens
true, ik the apache mod does that, but they kinda hide everything from the external
if you bake a low poly texture version of the cockpit (no buttons, just flat surfaces with buttons baked on them) it still looks good enough from afar
im pretty sure that's what firewill does, which is what i was aiming for 😄
https://cdn.discordapp.com/attachments/269926950062129152/750473031939522741/unknown.png
https://cdn.discordapp.com/attachments/269926950062129152/750472086119645204/unknown.png
It this the correct way to make(Model) a recoiling tank barrel?
well sure
What do you mean by "well sure" did I do something that was not needed or wrong?
I probably would have done some things differently but it looks like what you intend it to look
and has separate parts you can later easily animate
Id recommend turning on smooth shading and autosmooth for the parts
ok not sure how to do that but I will find it.
my helmet model keeps ending up between the legs of the character, any suggestions?
compare to the example model from Arma 3 samples on steam.
most common 3 mistakes are, missing/faulty model.cfg setup, incorrect weighted named selections or missing autocenter 0 named property on geometry lod
or any combination of these 3
and also using pboManager is mistake
do you know how i would go about checking those things?
umm.. opening up your model.cfg and checking if you have named the classes there correctly and checking the selections and properties in Object Builder
BI forums has more detailed answers to this kind of basic questions
alright thanks
@oblique lodge I can fix it for you tomorrow if you like
what's that autocenter 0 for anyway? I deleted it ages ago from my car to see what breaks, but so far I can't tell if anything's amiss because of this
autocenter is required for some model uses for the model to behave correctly
autocenter when default enabled centers your object on runtime by its complete bounds
so for things like proxies Autocenter needs to be disable do that the proxy can be drawn exactly where it is meant to be
Mostly used for soldiers and its attachements
autocenter 0 is mostly meant for units and gear models but can also be beneficial for buildings when you want to know or keep the exact center point
also some animation stuff needs it to work right
and some things break with it disabled
Love your paintings all the time 😜
True 😁 but its all the time understandable ^^
You don't want autocenter 0 on a car though - allows you to drive through water without any effect on speed etc.
I think something else worked poorly with autocenter 0 on cars. might have been animation related
Quick question wasnt there a shortcut for moving faces on top in Object Builder ? i cant remember the shortcut.
the tools are at the top bar menus, fastest to check there
Yeah found it, thanks
thanks for the answers 👍 sounds like autocenter is staying deleted with the car im doing rn
named properties end up in places they shouldn't be all the time due to copy-pasting even a vertex point from one LOD in a model to another in the same model or a different one for reference
It's a right pain to be honest. I wish copying properties to different LODs was a somewhat less automated operation
@polar fiber I remember it was fixed in ob
Or maybe that fix from dayz was never merged with a3 stable tools?
They certainly still copy over in OB for me. Necessary to acquire the reflex of using properties cleanup script before closing OB
theres a skript for that? ok :']
Arma 3 Tools\ObjectBuilder\O2Scripts\RemoveRedundantProperities.bio2s
thx
I'm sure this has been asked a million times but does anyone know how to make breakable glass windows for buildings?
Also can I have colliders like this or do they have to be simple cubes? https://cdn.discordapp.com/attachments/495808732446457877/750765596546957362/trailer_home_pic_1_collider_counter.JPG
They have to be convex, so that shape will not work if all those corners are welded verts
So I would have to make that out of a series of cubes rather than a single welded mesh?
Cubes or trapezoids
So basically any convex shape with 8 vertices?
Can have more than 8 vertices, just cannot have any concavity between faces joined across an edge boundary
Your concavity in that mesh is on these two edges
So you need to model it in a way such that that those two corners form by separate objects/meshes meeting, rather than a singular mesh
the sample house on Arma 3 samples is quite decent reference for the basic features.
Is there a limit on how many seperate meshes I can use? I heard I can only have 0-99 components in object builder
2048 is the hard limit
but you should have as few as possible and keep the shapes simple
where did you hear the 0-99
youre not the first one to say this and Ive been wondering who spreads this stuff
I think it might be some leftover ofp knowledge
@polar fiber ah, indeed, it wasn't merged to A3. https://mega.nz/file/8tkilCYR#LEqhtIGyVWGLMrYSigy7yRnUMW1gBN-GiSi0uSpRgWo have fun with this one then 😉 This was made on December 2018 so I'm quite surprised it's not part of A3 Tools
and btw: RemoveRedundantProperities seems to be part of my o2scripts - I don't think I've added it to Arma 3 Tools
Where do I find the arma 3 sample house? @stuck oyster
how would i go about implementing an article of clothing into my game as a mod? i wanted to import a model of a space suit for a mission im doing but idk what to do
from another channel
@white jay
you'll finds answers here
https://forums.bohemia.net/forums/topic/207631-from-blender-to-arma-3-complete-process-tutorial/
also make sure the model is not from some other game.
@stuck oyster did you test if the p3d plug by @shrewd jay works with 2.9 blender?
It does work. I only heard one complaint that the import/export speed would have gone down, currently investigating, but I didn't really notice much difference myself.
iirc chairborne has a poptato PC. even coughing at it could slow it down 🤣
it was him who mentioned it, right?
I think he upgraded it in the meantime, but it was @plush forge that mentioned the slowdown.
i hear there is some python error preventing p3d export
didn't get to test it myself
just yet (as the non blender user that i am)
theres error if geometry lod is not set up right
other than that it has worked just fine
Ah yeah but that has always been around. I need to fix that finally
Just assigning weights to the Geo lod will fix it.
even if the weights are 0
ye I think it may just confuse people
Other than that, I have made all my recent edits to CUP with 2.90 with no problem
Yeah I need to check for a couple of things like proper weighs, n-gons etc..
So much work, so little time 😐
but it was @plush forge that mentioned the slowdown.
I actually think this might have been an incorrect observation by me. I was only using the cursor as a reference and at the end it appears to hang before changing back to the regular pointer, but when i had the console open watching the log i saw it had finished, but blender itself wasn't updating the little box thing back into a regular cursor quick enough. So i think the export itself was fine it was just regaining control of the interface that seems to be an extra 20+ seconds for me so far.
How to open O2 script ComRef? I tried in firefox and chrome and both browsers refuse the html/xml files 🙃
did you try ms word? but don't put pics in, it will screw up your formatting 😄
its just html/xml files :u how ms word
poseidon / sublime?
Well notepad++ and just reading in the xml worked out in the end.
https://github.com/reyhard/o2scripts/pull/3
Here have a script to export compositions from 3DEN and create a proxy based model out of them
@bold flare you can open comref.html with Edge and then select the "Mozilla 5.0, Firefox" option
I don't have edge 
I'm brand new and i need help making some map marker flags for a buddy
I'm attempting to make a new faction for him based of one i have made for a different game
for map markers I believe you need only a flag texture and bit of config for a custom marker class
so #arma3_config can point you to right direction
and flag example texture can be extracted from the game files
ok yea i think the flag i have is a Jpg
jpg wont work as source. needs to be png or tga and in correct resolution
theres also a wiki page about texture suffixes for different types of textures
the naming needs to be correct too before the texture is converted to .paa
BI forums have a lot of basic questions answered
thats a good starting point
and for the tools and development environment setup I recommend ArmaDocs or PMCwiki Arma 3 tools and P drive setup guides.
both sites mostly talk about terrain making but the tools setup is same for all mods
When you get stuck you can drop questions on appropriate makers channel, we got plenty of volunteers why try to answer questions
but it is expected you try on your own first.
thankyou!
good luck!
how do i use one model and have multiple texture variants
i have a new 3d model in blender - anyone can tell me how to turn it into an "arma object" for the arma toolbox to work on it?
@subtle bison
you might find smth useful here
https://forums.bohemia.net/forums/topic/207631-from-blender-to-arma-3-complete-process-tutorial/
Hello, As I had many requests, I did this all-in-one tutorial I am sharing today. I hope it will be helpful to you. All important stages are available in videos description. I will try to make more tutorials in the future, so dont hesitate to guide me to parts of the videos th...
damn, video tutorials. anything in text? 😄
you can ask @vernal lynx if he got a manuscript 😄
these videos are hours long :x
¯_(ツ)_/¯
it's the only tut of a respected community member i personally know of
there might be others, no idea
looks like they all start out with objects already converted
looks like i found something. so no need to go through hours of "maybe"s :>
theres info on the toolbox Thread on BIforums
and probably pics pasted few times on this channel to
well, discord is horrible for collecting such intel
and i wouldnt even know what exactly to search for
the forum thread has 25 pages
so yeah, easier to ask in the chat first :>
😛
theres thing called arma properties in there
but like with the newbs Id excpect the experienced people to bother to do the legwork on their own first 😛
yeh, that's the thing. i activate my object, press N and see the menu
but that's as far as i get. it's all about materials, but doesn't look like the thing i need
as its either their time they use or my time.
believe me when i tell you that i absolutely hate having to ask other people for help
all the text i could find on this topic via google were of no use
(it wasn't a lot)
its not probably all in written form
there's this website with a not so bad introduction, but it seems outdated by now. at least the screenshots don't match with anything i'm seeing
lot of it is just pics with arrows
yea its the older Blender
same principles apply. the menus are in different places
and now i think i have found what i was looking for
👍 😜
still highly annoying, because i wasted half a day with something that really should be more obvious
its free tool and has a developer who has very little free time
and will save you from using OB
Id not complain of a wasted half a day if alternative is wasting it in OB
¯_(ツ)_/¯
it's not a complaint about the tool itself, but the documentation
the tool itself is great
its the same developer who has very little time
you could of course write it down now in the thread
be the change you want to see etc etc
What's missing as a tutorial ?
Sorry but video tutorials are very handy to grasp the workflow alongside the Intel, where to click, what to look for etc.
the videos all cover the "how to get it into the game", but my issue was "how to make blender detect the model as an arma object" - which none of the tutorials i've seen covered :>
Writing all this would take weeks, recording automated process is much more handy. I added bookmarks of the different categories in the videos description of my tutorials
basically the very first step, which is probably way too obvious for everyone else
Oh ? Alright, it's very easy actually.
yes, figured it out now 😄
Is there no written wiki for blender tools ?
the option for that was just too hidden
Yeah I mean even I export models to p3d without this parameters 10% of the time
It happens 😁
i expected the exporter to take the collection names, etc. because everything is named like that. i didnt expect there to be another data entry that has to be set accordingly.
so when i then exported and object builder was showing me nothing, it started to confuse the hell out of me
and that's pretty much it :>
Hey guys little question how can i make transparent glass in my building model?
i need to use rvmat for that?
rvmat and _CA texture
Generally how many LODs should I make? I created a water fountain with bevels and details at 448 verts then LODs with 240, 120 and 12 verts
I figured I'd make 4 LODs since it was easy, but things like buildings with interiors might take more time to do.
make so many that the last LOD has less than 500 verts and only 1 section
reasoning can be found here https://community.bistudio.com/wiki/LOD
not really use going lower than 400-500 tris
With what tool? @shell coral
i got it i was trying to make a unpacked pbo into a pbo with addon builder

Rigging a mortar is like rigging any vehicle in Arma, the mortar part operates like a turret and requires named selection/vertex groups that correspond with bones in the mortars model.cfg skeleton. That skeleton is then animated with model.cfg animation classes that are run with animationSources defined in the mortars turret class in config. Cpp
Oh dear that sounds complicated haha I do modelling but I have never done any of that :/
It can be learned.
There are vehicle examples in the Arma3 samples on steam and tutorial series on the BI forums that can help
Also there is "how to animate a model" page in the BI wiki
Ah awesome ill check all that out
im trying to edit a sample model from arma 2 that has a proxy as viewmodel that points to ca\temp\proxies\UH1Y\gunner.001. That path does not exists (even has temp in the same). Any ideas where this actually is or if it is extracted at runtime somehow?
It will need some effort and mortar itself is a bit special case with how the barrel points up and not where you look at.
@hoary knoll you would need the whole A2 data pack to find it. Or make CUP a required Addon and use their version.
Or replace it with a A3 proxy
And you likely will need to then use A3 animation too
Accident perhaps
i mean the model does work ingame
so its definately intended
can the proxy be part of the model itself?
The proxy path is not really necessary. It might be just picking up that it is a gunner proxy by the P3d name
No it can not
the p3d name is gunner.p3d
And only thing the proxy does is create a reference point where a character is attached to when entering a vehicle
which does not exist anywhere
I believe you could call the proxy just gunner and it would work
Yep
The gunner name and proxy index number tie that reference point to a turret class with same index defined and the turret class defines the animation used on that seat.
The proxies are visually created to pair with specific animations so that the reference point can be placed correctly
yeah im trying to remove the turrets from the model, removing it from the external model is easy enough. gets a bit challenging trying to remove them from each viewpoint
yeah that worked for the external model quite nicely
Or variation of this method depending what tool you edit the model in.
Sounds like fun.
Yeah don't know the current status on compatibility atm so can't say for sure.
I'd wager blender and the Arma toolbox addon still works
But if you don't know blender then it's a steep learning curve
But there should be no problem in removing them in O2
yeah i went through each LOD and removed anything related to the turrets
Only selections or the mesh too?
Indeed
must be
because this is the model after removing all selections
still has turrets
sorry to bother you again, but i cant find how
the only way i find how do to it is by going through each selection and trying select+delete anything related to turret
yeah no i know that
so 1. remove selection 2. select each part in 3D and remove it too
no dont remove the selection
remove the mesh first
the selections dont do anything anyway if you dont have mesh and no config for turrets
of course they can be cleared out when they are not necessary but use the selections to find the turret parts
otherwise you need to manually select the mesh you want to delete
ah good point
I am currently working on implementing a M224 mortar into game, I have all the basics working, rotation, elevation, rounds firing in the correct direction and all splashing within about 50m, when using the artillery computer it shows 450m > 499m. Can anyone suggest what is causing this narrow range and how to rectify it, this is currently what I have https://www.youtube.com/watch?v=dmUCX2n2MOE
wow HorribleGoat (didnt want to ping you) that worked like a charm, thanks alot
only got two small issues
- the rotors look weird, like the actual rotor and the blurred one overlap (maybe because i didnt use the unbinarized p3d for those when packing)
- the gunner can still shoot (this must be a config issue, even tho i tried to remove it there
hmm using the unbinarized models for the rotor proxies doesnt help either, this is while standing still https://i.imgur.com/fbjy92B.png
you did not use unbinarized p3d?
wut?
ah the rotors
that should not be an issue
but your the hiding and showing of the rotors is controlled by the model.cfg animations and config.cpp class
@tropic jewel artillery weapons have different firemodes with different ranges defined in their configs
I am just inheriting straight from the B_Mortar_01_F class and not actually changing anything, thats whats making me think its model related https://pastebin.com/7b9aA0Rh
hmm i cant seem to fix the rotors
i used the model.cfg from sample models
and for config i just subclassed the one already in A2 and changed the model
none of the instruments are working either so this is some animation issue
the "how to animate a model" page is good for getting to know how that works
for the both of you
the think is i simply used the model.cfg that was ready included in A2SM
would be strange if that one is not working
There are model specific requirements. Read the pages
yeah it says that each selection for each animation in cfgModels has to be a bone in cfgSkeletons
that would mean this config https://pastebin.com/5upiZsfD (which was shipped as part of A2SM) is pretty screwed
actually it probably inherits some bones from helicopter base class
I would suggest making a simpler 2 part model to just test out how the modle.cfg works
helicopter is quite a complex thing to start with
hmm super weird
if i use the default model the animations work
just clearing the turret selections breaks them
ok even just opening the default model and saving it again with oxygen 2 without even changing anything breaks animations
from the model
ok even just opening the default model and saving it again with oxygen 2 without even changing anything breaks animations
this is the important part
Same filename?
the cfgmodels class in the model.cfg has to be the same name as the .p3d
@white jay
please move your post to #creators_recruiting and delete here
thx
Anyone know how to make an object destructable? I just finished my model with LODs and collision, been figuring it out one step at a time
@white jay
Arma 3 Samples / Test_House_01 has an example
I'd use the sample house but internet is down on pc for the next few months
Anyone have experience with exporting p3d's from blender into object builder? I havnt had problems before but when I attempt it now it gives an error. All modifiers are applied and its being exported correctly.... Anyone have any ideas?
I could use fbx export but fbx doesnt export with vertex groups
Does your model have ngons?
Polygons with more than 4 sides?
Also did you check the arma 3 object properties box
I'd use the sample house but internet is down on pc for the next few months
@white jay
You have to define ruins, but im at work and on phone 😅, maybe someone else can show you an example
@fluid copper the error usually gives a clue on the reason. Take screenshot of it and link here.
@stuck oyster
Oh I cant post img, one sec
there we go
@white jay there was no option for object properties when exporting
Oh I though there was a blender error
This means the P3d is faulty and probably contains nothing to open.
oh damn your right, dont know why but I just noticed its 0kb
thats extremely odd
im using the arma 3 toolbox addon for blender
oh if it does that I think you need to reopen(if its not open already) it in blender and save it
probably the parts you are exporting are not marked in their Arma 3 properties as lods
so there is nothing to export
What is the problem? Already tried everything
Warning: pneNLOD format in object din_mech \ textures \ head_caetus_bc.paa
What is everything? the file does not have correct suffix to begin with. Is it correct resolution? is it converted with imageToPaa?
preNLOD*
broken mod, corrupted download
also that file is not a model
preNLOD means failed to load model.
a .paa is not a model
this a Object Builder message?
but judging by the other typo's in the message, that might also be yet another typo
This error happens when I take my object in the arsenal
Is it a bug that tree shadows while tree is dangling with the wind the shadow not dangling with the wind? Or any engine limitation?
hybrid, visualex doesnt work so far.. its stiff
This is my texture path. Everything opens fine in buldozer, but the game closes
do you have that path somewhere in the config.cpp?
what is the model path in the config.cpp class?
So you said about the config, and you gave me an impetus to double-check everything and it looks like I found a problem, it is obvious that this is the reason so stupid that I want to die (
😅
@stuck oyster How would I mark them as lods inside of blender?
you can scroll up a bit from there and read about @subtle bison s journey on the same subject
good to know i'm not alone :>
and how I prodded him to find the knowledge
I found out how it works on my own with whats on the forums 5+ years ago and the information should still be there.
well i was already looking for a few hours and started getting tired of it
I can't find any info online about arma 3 modding, googling only shows mission editing stuff, is there a website you guys use?
modding in what sense?
modding is very broad topic so you will have trouble finding anything unless you can be more specific
@white jay ❓

Really any topic, from broad to specific I can't find anything on google
Mission editing and scripting are covered because alot of people do it
Same with blender
But as soon as you hit configs, arma tools etc I can't find anything
^^^ this
Bi wiki covers config basics. beyond that its mostly just applying logic and comparing to vanilla configs
there are also config reference pages on the wiki that explain a lot of the parameters used
and there are the samples on steam that have lots of commented configs
And BI forums have looooot of answered questions
And a lot of it is also undocumented
because the modders who have learned the stuff one way or another dont have time to write down everything they have learned in the past 5-10 years
and despite that time constraint we have probably 10x the documentation there was when I for example started my journey with Arma modding almost 10 years ago
I tried what Lexx did and I got it to export with an actual file, however upon exporting it has rotated and squished the model, as well as enlarged it. Google comes up with nothing, has anyone else had this problem?
@stuck oyster do we have a comparable config reference like the bisim wiki when A3 alpha came out?
You have all the game configs at your disposal.
and a lot of documented config references on the wiki
sure its not all
but should get anyone started
@fluid copper please read through the Toolbox Biforum thread. You need to apply all modifiers, scale, rotation and location on the model to export it right
I love you
Ctrl A > all transforms
Since they are your friends filed he probably would be best one to guide you through with them. Other than that it's #arma3_texture makers thing I think.
And sometimes things like that just push deadlines further.
Ported the model, the head is not displayed. remind me what the problem is
missing proxies?
Perhaps, although I tried with them and without.
Sounds like a proxy problem yeah
Anyone have the link for that bohemia forums post that had the complete process of implementing an asset?
cant find it on google
There is a thread called blender to Arma in the editing section
If that is what you are after
@icy condor compare your model to the sample model.
Yes, thanks, I transferred the previous times from another model and for some reason did not work. Now I made them by hand and everything is fine
😎
currently looking at the example house file. i don't get these UV maps they are a complete mess, is it because they are not used in the example house because it uses procedural textures for everything except the windows? why so many overlapping faces I don't get it?
It's set up to use multimaterial
So they are like that on purpose to align the tiling textures
why is no face pointing to any rvmat then? where should the rvmat be? i only see the window faces pointing to a3\structures_f\data\windows\window_set.rvmat and destruct_full_window_set.rvmat
also the UVs looks completely different to mondkalbs multimat tutorial. there are no textures in the sample folders. without the mask texture I can't retrace why the UVs look like they do, or am I missing something?
I don't know why the textures were never included.
ah okay so they are missing and I thought I was going crazy. well alright I'll just start modelling and figure it out as I go
The uvs are always unique I suppose
hi guys ... just a simple question ... in your opinion .. what would be an "acceptable" vertex .. edges .. face count for a gun model ?¡
im currently working on a 3d model and it seems to me i went to high on those counts
21k vert ... 40k edge .. 19k faces
that is around the high end of weapon polycount
but still quite ok
of course if you have waste polies those should be cleaned up
alright .. so lets say im on the limit .. but if possible we can perform some cleanup
its not a hard limit
but more polies you put in the more performance heavy the model is
that can be little bit fixed by good distance lods
but then it might happen that your fancy gun details dont even get drawn if the scene is too complex
hot it .. ok man .. appreciate your help .. need to work on that cleanup stuff
@short plinth it's a bit much, unless it has all internals, which i doubt
bring it closer to around 3-5 verts if possible
hi there @quick terrace ... u mean 3-5 k for vertex count?¡
yes, 3000-5000 verts
you can push that above, especially if a lot of rails, but generally, the lower the better. there are times when that is not possible
again, i have a weapon in the works with all the internals, nuts and bolts and springs, and it sits @15k verts. so 19k is a lot by comparison
yeah .. seems fair statement ... then i have lots more work than i thought
if, when picking up a weapon, the model breaks, is this also a proxy?
likely
is there a certain limit of points within a model for bulldozer to open because i have a model thats 136k points and when i try to open it in bulldozer object builder crashes
yeah that probably does not work there anymore
that is a lot of points
you should consider optimizing the model
i was just curious because i had some other guy tell me he could open one that was 300k points
in my experience once you get to about 75k poly's it will crash.
I am currently working on implementing a M224 mortar into game, I have all the basics working, rotation, elevation, rounds firing in the correct direction and all splashing within about 50m, when using the artillery computer it shows 450m > 499m. Can anyone suggest what is causing this narrow range and how to rectify it, this is currently what I have https://www.youtube.com/watch?v=dmUCX2n2MOE
The current config I have is simply there for me to get the model in game to test and is inheriting from B_Mortar_01_F as I know that currently works
class B_Mortar_01_F;
class 506th_weap_m224mortar : B_Mortar_01_F {
scope = 2;
displayname = "M224 60mm Mortar";
model = "\506th_weap_m224\models\506th_m224_mortar.p3d";
hiddenSelectionsTextures[] = { "506th_weap_m224\data\mortar\mortar_co.paa" };
};
}```
model.cfg = https://pastebin.com/g9KDndRJ
When I use the Virtual Arsenal I can use the projectile tracking lines to see what the rounds are doing, https://imgur.com/a/CXIarI3
By the way the rounds are going and based on the basic config I have used I am guessing that it is something wrong with the model. If there is anyone who is able to help it would be greatly appreciated
artillery computer can only calculate firing angles >= 45°
duplicated physical lods 1 and 2, resolution 1.0
I'm getting this error on packing but not sure what it means
lod 1 and lod 2 are separate objects with their own resolution and polycount
lod 1 and lod 2 are separate objects with their own resolution and polycount
huh what?
can you explain that in more detail?
its the only line of error that shows up when I try to crunch a model with pboproject
I made 4 resolution lods (not sure if its refering to those)
but I think they're made correctly
oh weird
never opened OB and in there it shows an extra lod 1
which would make perfectly sense with the error
but in blender there is only one
https://i.imgur.com/ijAJmHD.png
so I just deleted my lod1 and it worked
but it feels like it could cause problems in the future
if you check the 2 screenshots you'll see that there is an extra object that was not present in blender
a ghost lod
Check your objects. You have 2 objects that have res 1
The name of the object does not matter its the Arma property
even if I had misnamed the property(which I haven't)
it wouldn't be able to duplicate a lod
In OB are both 1.000 LODs same polycount?
didn't check
hold on
If not
Click once to 3.000 and then again and change to 4.000
2.000 to 3.000
And the last 1.000 to 2.000
If same polycount, rightclick to one of these 1.000 and delete
Repack with pboProject and should work
tried that method and nope
I've checked the polycount and not only they have the same amounts
but when I click one another gets selected
but then the 2 lod would have the same amount as the 1 lod
tried deleting the extra 1 from Ob and not blender
but not sure
Amount of what?
polys
So you can delete one.
Quick question, is isDiscrete=0 supposed to work with vehicles ?
I tried deleting the 1 from blender but when ingame it just disappeared
checking rn deleting from OB
@cinder meteor is needed to be 1 or your anims on turrets as example are bad
Meh, ok, thanks
@silver zenith i only work with OB and dont have any LOD problems so far. About blender i dont have any clue with LODs
never had this problem
and deleting from OB didn't work
it packs but when ingame there is no 1 LOD
Is LOD 2 or 3 showing up?
yup
probably hypercorrupted or something
I'll just delete the lod1 in blender and remake it
@silver zenith it sounds like you have a second object somewhere which also has LOD = 1
To test reso lods you also can add a different color if you see if it shows up
@shrewd jay copypasting what I told Hgoat
even if I had misnamed the property(which I haven't)
it wouldn't be able to duplicate a lod
If you have two objects that have their CUSTOM lod set to 1, it will export both and you get that result. The naming of the objects are irrelevant, what counts is what you have set in the Arma Object Properties.
There really is no other way this could happen.
@shrewd jay you talk about Blender & export right?
Yeah
K
yeah and I checked 3 times
all lods have their correct object property
and again, even if it was wrong, which is not
it would just swap the wrong one with a 1 one
not add an extra lod
Huh?
You can actually export two lods with the same resolution
Let me repeat this: IF you have TWO objects that both have their LOD set to 1 in Blender, and export it using my Arma Toolbox, you will end up with a P3D that has TWO lod 1 in it.
I have plans to add the possibility to merge all LODs of the same type during export, but that function is not in yet.
and let me repeat it again
if I have 9 different lods
and 2 of them have their lod set to 1 in blender
I will end up with 9 lods with 2 lods set as lod 1
not 10 as you can see from the screenshot
its like this particular lod has a ghost clone
Uh, whatever.
probably a blender problem, something corrupted with that specific lod
Did you try re-importing the p3d into blender ?
Blender would have to list the object twice then. I don't even know if that were possible
Anyway let me know if remaking LOD 1 fixes the problem, I am curious as to what causes this behaviour
tried re-importing and it now has 2 lod 1
Are they different ?
in the extra one most of the model is missing except for the named selection
😐
I really don't get it
Neither do I. To duplicate a LOD there need to be two separate mesh objects, otherwise it wouldn't happen.
Really weird shit 😐
It has to do with Arma.. Arma is always weird in every kind of thing 😂😂😂
got an old version
its not optimized but should be the same
well try exporting it and see if theres 2 lod 1s
if it produces those then I can take a look to figure out why
perfect. throw it over
so looks like I had an hidden collection in the 1 lod which had another mesh
thanks to @stuck oyster for checking it out
interestingly the hiddne collection was visible only in the file view
not in scene or layer view
and only 1 scene and 1 layer is present

am i imagining things or wasnt it possible to use magazine proxies for grenade launchers too?
is this where the CfgNonAIVehicles comes into play?
i honestly don't understand how this works. nothing seems to fit together.
how does the game know that magazine x is shown at proxy y?
i am experimenting with a weapon that technically has 2 magazine slots
as we can now proxy-in magazines, i see no point in using anything else but proxies to show magazine models
showing the primary magazine is easy. it's pretty much default now.
but how do i tell the game what the second magazine is?
(as example the grenade of a grenade launcher)
hmm, i’m not even sure that’s possible without some workarounds tbh
also, might be #arma3_config related
it kinda blends together, tbh
How hard (Game resource usagE) is animated textures in terms of resources?
Like if I had a 10-20 frame animation on one piece of the object and duplicated 20-30 times.
Will depend on the size of the texture files and HDD speed probably
Can't us UV animation instead?
Yea, I can probably reformat it into that. I don't think I need a super res for it either. Just some sort of force field effect that doesn't look to static.
UV animations dont yet have increment movement if I recall right. @rough idol you got any news for us
so frame by frame movement like what particles do is not possible
I guess I could jerry rig some sort of weird layered plains into a looped animation.
you could run the settextures locally I suppose
or particles could be an alternative too
What would you think would work best at longer view distances?
not particles probably
thou they can be visible from long distance they do have limits on how many can be on screen at any time
@sonic valve contact decon shower is using around 16 frames loop with hide/unhide loop
Hello, it is also a topic for the config channel but let's start here - is there an example/template/sample that I could refer to to port a A2 backpack to A3? amongst other things - I'd like to know if there is a need to weight parts of the model such as for instance the suspenders (but of course, an unbinarized sample model, with model cfg and config.cpp would make my week... tx in advance
A3Samples on Steam would likely be a starting point
Awesome, yea I was curious about the plains idea, but glad there is a in-game example of it.
https://www.reddit.com/r/arma/comments/it0zwk/f117a_nighthawk_model_80_complete_wip/ my work 😄 (reddit post about f-117a)
Nope, I checked already, first thing before asking (and the wiki as well) - no luck, nothing in the samples for backpack (unless I have a wrong version, but i doubt; current build 4340372). Any other idea?
indeed looks like there was none
but basically it behaves like a character
for A2 stuff you would of course need to use the public released datapacks p3d as your source
and it will be already weighted
so it should work as your example?
Thanks, it sounds like I can #justport and will not realize at the end that I don't have the skills to finalize it properly- there is OArrowhead backpacks, I will try to port as you say. I was also wondering for the ones that are part of characters (A2 NAPA e.g.), if I extract them from the character if there are extra steps like weighing.
Will try and let know.
A2 stuff usually needs heavy remodeling
as they are not separate objects like in A3
if you want A2 assets Id recommend CUP
We did use a2 content (obviously), but it's a PITA to get it a3 ready. Even for experienced modelers. It also looks not that great. The reason why we have no ports in CUP units anymore since yesterdays release
Separate backpacks were added in A2/OA
p3d is setup with hiddenselections and Viewpilot, Vislod 1 - 3.
While in a units hands it appears fine, swaps between LODS handy dandy.
while placing down the weapon on the floor its invisible until some distance is between the weapon and camera. Any idea?
@late root maybe autocenter : 0 property forgot?
autocenter 0 is on the geolod
I did at one point forget it (which caused issues with some animations).
Thanks. I know and use cup, but i wish to modify a backpack (the model itself)... so dependency would not help. I'll rub my butt in banana leaves and go through PITA. 🥙
that looks like its just showing the shadowlod
Hello! I created a 3D model [a table] in game it is visible, with textures etc, but on the other hand I cross it, how could I solve the problem?
it needs geometry lod set up correctly with components and mass
refer to the house sample in the Arma 3 samples
I'm having trouble getting a belt on a MG to move when firing, I've set up all the animations with the "reload" source but none of them even attempt to move, all of the animations are set up like this ```sqf
class belt_01_shake
{
type="rotation";
source="reload";
selection="belt_01";
sourceAddress="clamp";
axis="belt_01_axis";
minPhase=0;
maxPhase=0.5;
minValue=0;
maxValue=0.5;
memory=0;
offset0=0;
offset1="rad 15";
};
class belt_01_shake_02
{
type="rotation";
source="reload";
selection="belt_01";
sourceAddress="clamp";
axis="belt_01_axis";
minPhase=0.5;
maxPhase=1;
minValue=0.5;
maxValue=1;
memory=0;
offset0=0;
offset1="rad -15";
};
I know the axis and selections are set up correctly because I also have them animating during the reload animation and that all works fine
Hey guys I have a question. Do all weapon models point in the negative x axis (model coord)? Or do you set it with a config value?
all weapon models must be created in the same direction yes
looks like my issue was that I was using "offset0" and "offset1" instead of "angle0" and "angle1" there
does that mean that if the type is rotation it always has to use angle0 and angle1 and not offset?
yes
For fire Geom I tried doing just "find components" without forcing convex. It seems to be working, but I wonder what surprises I might encounter?
it's on 4-wheel vehicle
if not convex, shape does not work
I see. I did my best to make them convex, but the "component convex hull" function tends to make gaps. Instead, I just use "find components," and it is working as expected.
the gaps it makes are on flat surfaces with more than two triangles.
Multiple materials on a single closed element okay? Again, as tested it seems to work, but I am wondering if there are any nasty side effects that may pop up.
Find components just makes Component### selections from all separate meshes in the LOD, it doesn't fix any non-convexities
You can to structure\topology\find non-convexities and it will show you which of the components contain concave topology
if nothing is highlighted, the geometry is fine. Otherwise, the component isn't going to have collision until you fix the concave parts
In some cases, it's a matter of fixing the direction that a quad it split in to triangles
I swear that once upon a time, O2 had a "turn edge" function that would make doing that a lot easier but it doesn't seem to be in OB
it has it still
How I fix those is usually I remove or fudge around an offending vertile if its a flat surface with many vertilces
bloody hell. Honestly been looking for that for ages. didn't occur to me it would be a tool without being in any of the dropdowns
and then select that ccomponen, hit D to remove all face and then when the point cloud is still selected hit the convex hull tool
I'm working on a new female model for Arma3 inspired by Megan Fox. What you think?
https://steamcommunity.com/sharedfiles/filedetails/?id=2230862359
Quite nice. Though I always personally find the combat makeup a bit odd .
but then again it could be what combat women do
does she have custom body or is it just a head replacement?
My idea is to make 2 uniforms for this woman's head, each with various color alternatives similar to the vanilla in the game.
As for the party makeup XD... I agree that it is not very practical for combat and I will surely do a clean face version.
👌 Very cool! please do share pics of the progress!
Does anyone happen to know if you can have two model animations hiding and then unhiding the same selection multiple times from the same source?
I'm working on a rework of the OPTRE ammo counter to make it more optimized, and in an attempt to use less selections I've moderately borked myself
for example, I'm using the revolving source, and I'm looking to have the numbers repeat on the right side
sourceaddress loop and playing with the hide/unhide values I guess
Quick question, what is the size limit on arma 3 objects before things get weird?
Size limit as in Meters not verts.
Thanks for info. 😄
72 was it for roadway lod/depends a little on terrain parameters
Then again I got a 300 meter helicopter.
Problem with very large objects is that they have massive simulation range
I think for super huge objects geom lods might stop working. I've done 500m wide visual lods but only as like mini sky boxes.
https://www.armaholic.com/page.php?id=24412&highlight=COMPASS so How do we go about getting this over to the steam workshop and maybe getting some sweet skins for it
or you grab the data from the Arma 2 released datapacks and do one of your own
ohk I asked them on the facebook of their polish arma group. we will see whats next. I also see it as a good project for me to learn the process of porting stuff.
it would not be possible to retexture it anyway
hmmm why not?
its not that kind of a object as far as I know
at least from what I remember it would need to be done in P3D level
so if you want custom textures best bet is to make an addon for it yourself
retexturing is done with hiddenselections and configs
you never ever repack vanilla A3 things
thats not legal
ohh. oops. well how do people make blufor retex mods then
oh nvm I get it... they create new units through configs
yes
how do i open texture of model in blender?
needs to be converted into Blender openable format like tga or png
Looking for advice. There are so many different tutorials out there to get started into 3D modeling can someone point me in the right direction as a good place to start. Looking to learn how to create my own assets for my terrain.
First you got to decide which program to use then get familiar with that. Blender for example fits the purpose very well and has tons of generic "how to use Blender" tutorials
when you go through those you learn how modeling and texturing works and can then start to make specific things
I’d be sticking with blender at least for now. And I just wanted to be sure there wasn’t necessarily a bad route to travel down when looking at all the tutorials cause there are tons that come up on a generic search. If possibly just wanted to be sure I didn’t start developing bad habits right outta the gate. Thanks for the input!
For the hmd proxy is it bound to the character, or the headgear?
~~all proxies ~~ Almost all proxies are on the character
except pistol holsters on vests
If I had a vehicle that just nose dives and the backend goes to the sky as soon as I try to move forward, what within the config could be causing that?
Thank you for the answer
@snow crag bad physX setup most likely
^^^
or no physX setup at all 😄
turns out, as far as hide goes, you cannot hide and unhide the same object with different CfgAnimations classes when using the same source
that makes sense
there was no definitive answer when I asked about it previously, so I thought I'd come back and update :p
yeh was good to test
but now that you said it, it does make sense
since the other animation hide is still running
@snow crag bad physX or bad mass distribution in the model geometry LOD or bad landcontact in the model landcontact LOD or forgot some named selections for landcontact LOD
hey guys i have a little problem with my model its the first time that it happens, i made a simple model that contain a block with a text connected to him but when i saw the model in blender it look's like i can see through the block
http://prntscr.com/ujs8pr
if someone can help me i will be glad 🙂
Normals are reversed. If you had backface culling on in Blender viewport, it probably looks the same
You can fix it in OB by selecting the block and pressing W
@polar fiber
thank you very much
ahmm one more little question guys when i try to pack the pbo in pboProject i get this error:
http://prntscr.com/ujsv99
make sure you installed all tools from Mikero (like 'rapify')
yeah it already installed
i used before this program
but i get this error for the first time
install them again
reinstall all tools
Is there a channel where I can ask where to find specific things?
or do I have to use this one for that
depends on what kind of specific things
Armorvest mainly
there is a installer for all the tools together or i need to download each one seperate
?
Armorvest mainly
how do you mean?
you want to make a model of a vest and import it in Arma, but don't know where to find it? 🤔
you should have all your installers already in your download folder. but it's best to download all latest again to reinstall
From the movie The blackout invasion earth
no I mean
Is there a mod that contains a vest like that one?
Prolly not the right channel to ask this, sorry x)
That would fit more in #arma3_questions, since this is a channel about model creation.
And second; did you try the workshop? Because otherwise it will most likely not exist
since it's a movie prop, it will probably will very hard to find a legal model for it due to IP and copyright.
Well I don't need the exact model, just a vest that looks like that one
Id say Halo stuff got closest to that
Other than that theres not really anything good like that
Good evening! I have a concern that prevents me from doing a lot of things, when I create a model or take any one, I select one side, and all the others become wood, don't have imported texture : https://cdn.discordapp.com/attachments/705169662152802334/756898053209718824/unknown.png
well you have set it to use some texture
make proper textures and materials for it and assign them to correct faces
But, if I make a new file, I make a cube that I launch buldozer, and I select a face I still have the problem?
then there is something very wrong with your tools setup
Hey, don't really know where to state my question so I just put it here:
Simply enough, I want to change the properties of a Boonie Hat to have the same Ballistic Protection as a regular helmet would.
Rookie Question I know, but I can't seem to find anything about it nor figure out how to do it.
oh hi Dedmen
#arma3_config that would be.
You need to make a config patch and add the original addon to your requiredAddons
quite a bit of work to start off with ^^
really? It seems like such a mundane thing to do... Just increasing a value D:
yeah. it is basically just that. But the overhead of making a mod overall is quite a bit to chew through
Ooooo, thanks
The armor is defined in its Hitpoints, you can just look at a "regular helmet" in ingame config viewer to look what kind of values it has
You what I would want more than anything in the world?
A chieftain tank. Not a single one on the workshop.
@charred plaza who is stopping you to make one?
considering this is #arma3_model channel, with and emphasis on makers
whats the measurement they use in arma ? always had an issue about getting it right 😉
is it in normal cm and in such how tall is an arma characther ?
ok thanks 🙂
In CfgSkeletons, what does it mean whether the bones have a hierarchy or not? (isDiscrete = 1)
https://community.bistudio.com/wiki/Model_Config might give some insight
under cfgskeleton
Alright, thank you.
On another note, does anyone have experience with using a drawing tablet for sculpting or modeling? Is it worth it, and is a One by Wacom good enough, or do I have to go for a higher end with a display?