#arma3_model

1 messages · Page 156 of 1

glacial rover
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@quick terrace regarding that addon, it just says in the logs that it has been added but when looking in my addons it doesnt show at all

quick terrace
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is it active thought?

glacial rover
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it doesnt even show in the addon list after adding it

stuck oyster
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the downloaded zip might have had double folders

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so it wont install correctly

glacial rover
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sorted that and this is what it showed me before

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and shows now

stuck oyster
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what p3d are you trying to import?

glacial rover
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some custom assets which i bought

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p3d file

stuck oyster
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you have been scammed

glacial rover
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it wasnt much dw

stuck oyster
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A p3d files are non commercial

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and illegal to sell

glacial rover
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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

stuck oyster
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yeah life assets seem to usually be scams

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and pretty much waste of time

glacial rover
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so no way to actually edit p3d?

stuck oyster
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nope

glacial rover
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whys that

stuck oyster
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because you have not been sold legit p3d

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if you want to make your own stuff then this channel is for that

glacial rover
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how do i know if its a legit file because it has everything else with it.

stuck oyster
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¯_(ツ)_/¯

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seems like life scams have increased in frequency

glacial rover
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now thats epic

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or are you interested in some work if you can model?

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i can pay if so

stuck oyster
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I dont really want to touch or have my name connected to anything life mods related

glacial rover
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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

stuck oyster
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And I could not sell you a ready model anyway. Due to Arma tools being for non commercial use only

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and im not really interested in modeling life assets

glacial rover
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do you know if there is anyone who would be interested to just do some work if so?

stuck oyster
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I have my own projects I invest my time in

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not really. Life scene has very bad vibes. People I know dont really want to touch that either

steel vector
stuck oyster
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👆

glacial rover
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alright thanks anyway 🙂

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have good day

eager cove
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i am having issues with obj editor

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im able to put an obj file in but i don't know how to put a texture on it

fluid grove
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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?

rough idol
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try adding big box (1mx1m) with hidden vertex option

stuck oyster
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@eager cove did you make the object?

hearty birch
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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?

quick terrace
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existing texture file (.paa) to wrap around existing model or? @hearty birch

hearty birch
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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.

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it's fairly obvious which parts the shoes are, but how do they align to the foot?

polar fiber
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That just depends on how the model is UV-mapped

quick terrace
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@hearty birch can you be more precise about what you are trying to do?

eager cove
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@stuck oyster yes with blender

stuck oyster
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@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.

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@eager cove does it have a texture in blender. Is the model uv unwrapped

eager cove
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no

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it has a texture in blender

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it is png format

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the model is not uv unwrapped

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the obj file loads but the texture wont apply

stuck oyster
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Yes well the texture can't apply if your model has no uvmapping

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You need to do the model and textures properly

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You can find a lot of tutorials for how to do that in Blender on the Internet.

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@hearty birch to continue on that nothing in the vanilla files is useful for your new model. You need to create everything new.

eager cove
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ok ty

main jasper
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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

stuck oyster
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If its a mod problem nothing can be done

main jasper
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I don't think it;'s a mod problem

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Since it works on other players fine

stuck oyster
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It's not really model maker thing either

main jasper
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Where should I post this then?

stuck oyster
main jasper
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Gotcha, Thanks

stuck oyster
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And for future reference #arma3_questions is the place to start if you don't know where to specifically go.

eager cove
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ok the head is now uvwrapped to the texture

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i am making custom heads for my friends

quick terrace
eager cove
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ok

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@quick terrace its a completely custom head though

quick terrace
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my bad then, well, good luck with rigging the facial bones, i did that only once, never again :))

eager cove
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alright

stuck oyster
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well one can make a head that just does not have moving parts too

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but also after unwrapping you just make textures for it

eager cove
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ok good

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at least its not mandatory to animate the face cool

quick terrace
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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

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as in any humanoid face

grave tartan
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Yeah but he doesn't want his face to be animated

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Can you give him a straightfoward way on importing a new head to the game

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does he have to export a skeletal rig out to weigh paint his head?

stuck oyster
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neck, neck1 and head bones need to be used at least

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or neck and head

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or well it could perhps even be spine3 if its completely static

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but then helmets and other gear tied to "head" bone will move but the actual head wont

grave tartan
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Ok. Where can he find the skeletal rig?

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and how do he export the rig for use in Blender

stuck oyster
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well rig is not mandatory either, the weights can be painted on vertex groups without one too

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for face there is no official rig either I think

grave tartan
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That doesn't make sense. Doesn't he need to pair his mesh to a skeletal rig?

stuck oyster
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no

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weight painting works with vertex groups

grave tartan
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what? He can just export a mesh model and it automatically know where to place it?

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Lets say he have the vertex group

stuck oyster
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no the rtm animations hold the skeleton information

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the skeltons are not saved with the character mesh

grave tartan
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Ok lets start from the beginning, how does he import his custom head mesh into the game and make it a playable character?

stuck oyster
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can I ask why are you the middleman? feels weird

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also since Blender is used I would recommend using FHQ Arma toolbox since it can export directly to P3D

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saves quite o bit of trouble from messing with FBX

quick terrace
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@stuck oyster in some samples you can find the face rig

stuck oyster
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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

quick terrace
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@grave tartan sorry, are you holding his hand through the process or what?

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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

stuck oyster
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i dont remember seeing the face rig anywhere in there

quick terrace
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and write the configs for that

stuck oyster
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face sample yes

quick terrace
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it is someplace

stuck oyster
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but no rig. We had a community made one floating around a while ago though

quick terrace
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hmm, let me check

stuck oyster
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theres this kind of thing in the templateRtm\male.p3d

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but other than that, dont recall seeing a full rig for face

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there is nice example head mesh though

grave tartan
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Because he doesn't have any experience modding

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and I am his friend

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I don't know much about arma modding, but I know my way through modding other games

stuck oyster
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head is not a very easy thing to start with

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I would recommend doing simpler stuff to get familiar with the procedures

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knowledge from modding other games can be a hindrance here too unfortunately

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some things apply yes but some things are quite different

grave tartan
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Thank you, but he wants his head to be in the game. And that's his only goal.

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so does it involve any coding at all?

stuck oyster
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well you can probably understand that no one can type all night here for step by step guide

eager cove
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dw dw

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i'll figure it out

stuck oyster
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coding in the sense of creating a config for it yes

grave tartan
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Thank you

stuck oyster
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the config basic are covered in BI wiki and in the samples

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but I dont think there are examples of how to put a custom head in game

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that would require understanding how configs work and some effort to look up the head configs and deducing how they are put together

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which is why I said custom head is not a good idea for a starting project

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at least not if you expect it to be done tonight

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or next week

grave tartan
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Thank you.

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I'll look into it

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does the process of importing a new head the same as uniforms, perchance?

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or is similar?

stuck oyster
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yes process of import is pretty much the same no matter the type of object

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a character/uniform has same requirements as a head too

quick terrace
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found it
i know where i got this from, but yeah, not available publicly

grave tartan
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3dmax

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hmm

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He doesn't need his face to be animated

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but thank you nontheless

quick terrace
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wasn't directed towards you

grave tartan
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sorry.

stuck oyster
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I have one from Macser too somewhere

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looks similar enough

quick terrace
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neah, was in the samples/tools i kept/have a backup for when i was doing work for BI

stuck oyster
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😄 you might have more accurate version then

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although from the tests I made with it, it seemed to work quite fine

quick terrace
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Because he doesn't have any experience modding
@grave tartan and he has no voice/fingertips of his own?

grave tartan
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well he does but he is kinda clueless

quick terrace
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ahhh, seems so far so are you

grave tartan
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yes

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I have literally never touched Arma 3 modding tool before

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but at least I know where to look at, he doesn't

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is it wrong to help a friend.

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But thank you for the help

quick terrace
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nope man, it's weird that he'll sort of get info through a buffer of sorts

grave tartan
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This will be helpful in the future, when I look back

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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.

quick terrace
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anyways, be it head or vest (minus config) importing process is more or less the same

stuck oyster
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fun with Miller

grave tartan
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😳

quick terrace
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i have a putin head in the works, want to have someone to serve me tea ingame

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what stopped me was thinking about getting that weights done

woeful viper
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just leave him stonefaced =]

stuck oyster
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some things are better left unseen

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but then again sharing is caring

polar fiber
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@quick terrace you didn't put the creepy Putin carnival mask ingame as a facewear item?

quick terrace
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not yet but i could do that

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and make it armored 9999

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so duck al headshots

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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

white jay
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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

polar fiber
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Might just be to make the bounding box larger

stuck oyster
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or specific size

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what power lines are these @lavish jay

runic plover
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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 😅

lavish jay
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yup it's tanoa pole

stuck oyster
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they are not unbinarized tho?

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🙈

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well youve gone and 🦆 ed up then

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as that is one of the big no-nos

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man you already did.

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who knows whose elses work you go mess around with

steep gale
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Hey guys, does anybody know of the best way of getting some arma 3 modelling work comissioned is?

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Been curious for a while and wondered how it works?

lavish jay
steel vector
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and make sure you read the Arma Tools License and Arma EULA 😉

robust lark
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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?

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looking to add spatial sounds to it

rose hare
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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

runic plover
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These are proxies for weapon, nightvision, head, launcher, pistol and such other

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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

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@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

stuck oyster
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@rose hare I dont recommened using the male.psd as reference

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it has quite many layers that will confuse you

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use the example/template character in the character example folder

rose hare
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@stuck oyster example folder?
where is the example folder?
and @runic plover
thank you very much I will give it right now

stuck oyster
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Arma 3 samples

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Id assume you got that from there too

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but from templateRtm folder

rose hare
stuck oyster
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yes

rose hare
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thank you

shell coral
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how do i get the texture to show up in model viewer

mystic nacelle
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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

fluid copper
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Yes you can make a proper arma 3 3d model inside of blender

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I recommend you export it to object builder and then finalize it there afterword

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And those look like fantastic references for a 3d model, but other images/knowledge is required

stuck oyster
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Starting point would be to just get familiar with Blender and not even thing about making something specific

quick terrace
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^^^

stuck oyster
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and to get something in game it is wise to start from something simple like a box or a barrel

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as that the configuration side of things has steep learning curve too

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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.

quick terrace
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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)

stuck oyster
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@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

vast herald
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Can some one dm me on how I can place my unit logo on a character model?

stuck oyster
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unlikely.

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is that a new character you have made? @vast herald

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answers may be possible to be formulated but you need to give more detail what you are trying to do

vast herald
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no, I was gonna use a WW2 character and place it on it

stuck oyster
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well you can not edit models that someone else has made so your only option is retexturing

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but some characters are already made with unit insignia patch compatibility. Have you checked if that works

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though that is usually an arm patch only so where are you trying to add your logo,

vast herald
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I have not checked that yet. And yes it will be a arm patch. Thank you for the info!

mystic nacelle
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@fluid copper @stuck oyster @quick terrace Thanks for the help & tips!

lime basin
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vert face tris limit?

stuck oyster
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so much that if you reach it your gpu burns

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there are however recommended soft limits that should be followed to ensure game fps does not tank

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and those vary between different types of objects

fluid copper
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If I remember correctly I was watching a guide a while back and it was recommended to try and stay under 20k

stuck oyster
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again depends on an object

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weapons generally are under 20k for example

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more often less than 10k even

lime basin
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wat

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sry for link

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one sec

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wait am i allowed to use links in this channel?

stuck oyster
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links yes

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embedded images no

stuck oyster
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thats just for the consoles?

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yeh thats too much

lime basin
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yeah, i can reduce, how much should i go down

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i know that dissolve limited is good for this

stuck oyster
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well you maybe could get away using that for the pilot view lod

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you should bake most of those details into texture

lime basin
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like maybe the screws and such

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and the pictures

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i was wondering how to do that

stuck oyster
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there should be plenty of tutorials on how to bake textures for all the popular 3D programs

lime basin
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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

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cause i still have to do the front

stuck oyster
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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

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that 61k tris is about the combined tri count for full external first resolution lod of a plane

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there is also a wiki page about LODs that should clarify what is required a bit

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the numbers on it are not absolute though

lime basin
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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

stuck oyster
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game needs to run on various hardware combinations

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game graphics in general have been on the lower poly count side forever

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because your scene is constantly changing and can have multitudes of objects in it at once

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the scene complexity has been picking up lately with advanced GPUs

lime basin
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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

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ill for sure let u know if i stumble across anything again

polar fiber
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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

lime basin
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true, ik the apache mod does that, but they kinda hide everything from the external

woeful viper
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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

lime basin
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im pretty sure that's what firewill does, which is what i was aiming for 😄

stuck oyster
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well sure

mystic nacelle
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What do you mean by "well sure" did I do something that was not needed or wrong?

stuck oyster
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I probably would have done some things differently but it looks like what you intend it to look

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and has separate parts you can later easily animate

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Id recommend turning on smooth shading and autosmooth for the parts

mystic nacelle
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ok not sure how to do that but I will find it.

oblique lodge
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my helmet model keeps ending up between the legs of the character, any suggestions?

stuck oyster
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compare to the example model from Arma 3 samples on steam.

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most common 3 mistakes are, missing/faulty model.cfg setup, incorrect weighted named selections or missing autocenter 0 named property on geometry lod

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or any combination of these 3

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and also using pboManager is mistake

oblique lodge
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do you know how i would go about checking those things?

stuck oyster
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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

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BI forums has more detailed answers to this kind of basic questions

oblique lodge
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alright thanks

fluid copper
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@oblique lodge I can fix it for you tomorrow if you like

white jay
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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

stuck oyster
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autocenter is required for some model uses for the model to behave correctly

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autocenter when default enabled centers your object on runtime by its complete bounds

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so for things like proxies Autocenter needs to be disable do that the proxy can be drawn exactly where it is meant to be

runic plover
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Mostly used for soldiers and its attachements

stuck oyster
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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

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also some animation stuff needs it to work right

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and some things break with it disabled

runic plover
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Love your paintings all the time 😜

stuck oyster
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need to get me one of those drawing screens

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freehand mouse is a bit wobbly

runic plover
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True 😁 but its all the time understandable ^^

polar fiber
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You don't want autocenter 0 on a car though - allows you to drive through water without any effect on speed etc.

stuck oyster
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I think something else worked poorly with autocenter 0 on cars. might have been animation related

river kite
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Quick question wasnt there a shortcut for moving faces on top in Object Builder ? i cant remember the shortcut.

stuck oyster
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the tools are at the top bar menus, fastest to check there

river kite
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Yeah found it, thanks

white jay
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thanks for the answers 👍 sounds like autocenter is staying deleted with the car im doing rn

stuck oyster
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dunno how it got there in the first place 😄

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its not in the samples for instance

polar fiber
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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

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It's a right pain to be honest. I wish copying properties to different LODs was a somewhat less automated operation

rough idol
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@polar fiber I remember it was fixed in ob

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Or maybe that fix from dayz was never merged with a3 stable tools?

polar fiber
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They certainly still copy over in OB for me. Necessary to acquire the reflex of using properties cleanup script before closing OB

woeful viper
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theres a skript for that? ok :']

polar fiber
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Arma 3 Tools\ObjectBuilder\O2Scripts\RemoveRedundantProperities.bio2s

woeful viper
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thx

white jay
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I'm sure this has been asked a million times but does anyone know how to make breakable glass windows for buildings?

white jay
polar fiber
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They have to be convex, so that shape will not work if all those corners are welded verts

white jay
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So I would have to make that out of a series of cubes rather than a single welded mesh?

polar fiber
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Cubes or trapezoids

white jay
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So basically any convex shape with 8 vertices?

polar fiber
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Can have more than 8 vertices, just cannot have any concavity between faces joined across an edge boundary

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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

stuck oyster
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the sample house on Arma 3 samples is quite decent reference for the basic features.

white jay
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Is there a limit on how many seperate meshes I can use? I heard I can only have 0-99 components in object builder

stuck oyster
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2048 is the hard limit

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but you should have as few as possible and keep the shapes simple

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where did you hear the 0-99

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youre not the first one to say this and Ive been wondering who spreads this stuff

strong plaza
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I think it might be some leftover ofp knowledge

white jay
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It was somewhere on the wiki

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I have 149 meshes for my collision

rough idol
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and btw: RemoveRedundantProperities seems to be part of my o2scripts - I don't think I've added it to Arma 3 Tools

white jay
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Where do I find the arma 3 sample house? @stuck oyster

stuck oyster
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in the Arma 3 samples

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that is on steam

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which is mentioned every week.

white jay
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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

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from another channel

median bough
stuck oyster
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also make sure the model is not from some other game.

quick terrace
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@stuck oyster did you test if the p3d plug by @shrewd jay works with 2.9 blender?

shrewd jay
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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.

median bough
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iirc chairborne has a poptato PC. even coughing at it could slow it down 🤣

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it was him who mentioned it, right?

shrewd jay
#

I think he upgraded it in the meantime, but it was @plush forge that mentioned the slowdown.

median bough
#

oh... nothing said then 😄

#

🤐

quick terrace
#

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)

stuck oyster
#

theres error if geometry lod is not set up right

#

other than that it has worked just fine

shrewd jay
#

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

stuck oyster
#

ye I think it may just confuse people

shrewd jay
#

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 😐

plush forge
#

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.

bold flare
#

How to open O2 script ComRef? I tried in firefox and chrome and both browsers refuse the html/xml files 🙃

median bough
#

did you try ms word? but don't put pics in, it will screw up your formatting 😄

bold flare
#

its just html/xml files :u how ms word

median bough
#

just memes... nvm. you didn't get it 😄

#

how about n++?

bold flare
#

reading XML ComRef in notepad :U Oof

#

hoped for a better way :u

median bough
#

poseidon / sublime?

bold flare
bleak tangle
#

@bold flare you can open comref.html with Edge and then select the "Mozilla 5.0, Firefox" option

bold flare
#

I don't have edge notlikemeow

bleak tangle
#

IE?

#

Internet Explorer also works for me with that option

hollow stratus
#

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

stuck oyster
#

for map markers I believe you need only a flag texture and bit of config for a custom marker class

#

and flag example texture can be extracted from the game files

hollow stratus
#

ok yea i think the flag i have is a Jpg

stuck oyster
#

jpg wont work as source. needs to be png or tga and in correct resolution

hollow stratus
#

sorry png

#

ok yea its png

stuck oyster
#

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

hollow stratus
#

yea like i said im new i dont know any think

#

0

stuck oyster
#

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

hollow stratus
#

ok

#

thank you

#

ill look into this stuff

stuck oyster
#

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.

hollow stratus
#

thankyou!

stuck oyster
#

good luck!

shell coral
#

how do i use one model and have multiple texture variants

wraith tendon
#

"camo"

#

aka hiddenSelections and hiddenSelectionsTextures

subtle bison
#

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?

median bough
#
subtle bison
#

damn, video tutorials. anything in text? 😄

median bough
#

you can ask @vernal lynx if he got a manuscript 😄

subtle bison
#

these videos are hours long :x

median bough
#

¯_(ツ)_/¯

#

it's the only tut of a respected community member i personally know of
there might be others, no idea

subtle bison
#

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 :>

stuck oyster
#

theres info on the toolbox Thread on BIforums

#

and probably pics pasted few times on this channel to

subtle bison
#

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 :>

stuck oyster
#

😛

#

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 😛

subtle bison
#

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

stuck oyster
#

as its either their time they use or my time.

subtle bison
#

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)

stuck oyster
#

its not probably all in written form

subtle bison
#

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

stuck oyster
#

lot of it is just pics with arrows

#

yea its the older Blender

#

same principles apply. the menus are in different places

subtle bison
#

and now i think i have found what i was looking for

stuck oyster
#

👍 😜

subtle bison
#

still highly annoying, because i wasted half a day with something that really should be more obvious

stuck oyster
#

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)_/¯

subtle bison
#

it's not a complaint about the tool itself, but the documentation

#

the tool itself is great

stuck oyster
#

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

vernal lynx
#

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.

subtle bison
#

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 :>

vernal lynx
#

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

subtle bison
#

basically the very first step, which is probably way too obvious for everyone else

vernal lynx
#

Oh ? Alright, it's very easy actually.

subtle bison
#

yes, figured it out now 😄

vernal lynx
#

Is there no written wiki for blender tools ?

subtle bison
#

the option for that was just too hidden

vernal lynx
#

Yeah I mean even I export models to p3d without this parameters 10% of the time

#

It happens 😁

subtle bison
#

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 :>

ivory scaffold
#

Hey guys little question how can i make transparent glass in my building model?

#

i need to use rvmat for that?

stuck oyster
#

rvmat and _CA texture

white jay
#

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.

woeful viper
stuck oyster
#

not really use going lower than 400-500 tris

stuck oyster
#

With what tool? @shell coral

shell coral
#

i got it i was trying to make a unpacked pbo into a pbo with addon builder

stuck oyster
stuck oyster
#

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

stone fjord
#

Oh dear that sounds complicated haha I do modelling but I have never done any of that :/

stuck oyster
#

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

stone fjord
#

Ah awesome ill check all that out

hoary knoll
#

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?

stuck oyster
#

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

hoary knoll
#

im in arma 2

#

nah i was more wondering how it can be a temp folder

stuck oyster
#

Accident perhaps

hoary knoll
#

i mean the model does work ingame

#

so its definately intended

#

can the proxy be part of the model itself?

stuck oyster
#

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

hoary knoll
#

the p3d name is gunner.p3d

stuck oyster
#

And only thing the proxy does is create a reference point where a character is attached to when entering a vehicle

hoary knoll
#

which does not exist anywhere

stuck oyster
#

I believe you could call the proxy just gunner and it would work

polar fiber
#

Yep

stuck oyster
#

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

hoary knoll
#

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

stuck oyster
#

Select from selection list and hit delete on viewport

#

Just manual work

hoary knoll
#

yeah that worked for the external model quite nicely

stuck oyster
#

Or variation of this method depending what tool you edit the model in.

hoary knoll
#

oxygen 2

#

for the views the turrets dont want to go

stuck oyster
#

Sounds like fun.

hoary knoll
#

any better tool?

#

needs to work for arma 2

stuck oyster
#

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

hoary knoll
#

yeah i went through each LOD and removed anything related to the turrets

stuck oyster
#

Only selections or the mesh too?

hoary knoll
#

only selections

#

i guess i have to do mesh too

stuck oyster
#

Indeed

hoary knoll
#

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

stuck oyster
#

yes that is how

#

there is no automation to "remove turret"

hoary knoll
#

yeah no i know that

#

so 1. remove selection 2. select each part in 3D and remove it too

stuck oyster
#

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

hoary knoll
#

ah good point

tropic jewel
#

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

hoary knoll
#

wow HorribleGoat (didnt want to ping you) that worked like a charm, thanks alot

#

only got two small issues

#
  1. 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)
#
  1. the gunner can still shoot (this must be a config issue, even tho i tried to remove it there
hoary knoll
stuck oyster
#

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

tropic jewel
#

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

hoary knoll
#

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

stuck oyster
#

the "how to animate a model" page is good for getting to know how that works

#

for the both of you

hoary knoll
#

the think is i simply used the model.cfg that was ready included in A2SM

#

would be strange if that one is not working

stuck oyster
#

There are model specific requirements. Read the pages

hoary knoll
#

yeah it says that each selection for each animation in cfgModels has to be a bone in cfgSkeletons

#

actually it probably inherits some bones from helicopter base class

stuck oyster
#

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

hoary knoll
#

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

polar fiber
#

Clearning the turret selections from the model.cfg you mean?

#

Or just the model

hoary knoll
#

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

polar fiber
#

Same filename?

#

the cfgmodels class in the model.cfg has to be the same name as the .p3d

hoary knoll
#

oh wow

#

let me test that

#

i think you are right

#

yep that fixed it

#

thanks alot

stuck oyster
#

this is what I was hoping you would come to with the wiki

median bough
white jay
#

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

runic plover
#

@white jay

Arma 3 Samples / Test_House_01 has an example

white jay
#

I'd use the sample house but internet is down on pc for the next few months

fluid copper
#

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

white jay
#

Does your model have ngons?

#

Polygons with more than 4 sides?

#

Also did you check the arma 3 object properties box

runic plover
#

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

stuck oyster
#

@fluid copper the error usually gives a clue on the reason. Take screenshot of it and link here.

fluid copper
#

@stuck oyster

#

Oh I cant post img, one sec

#

there we go

#

@white jay there was no option for object properties when exporting

stuck oyster
#

Oh I though there was a blender error

#

This means the P3d is faulty and probably contains nothing to open.

fluid copper
#

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

silver zenith
#

oh if it does that I think you need to reopen(if its not open already) it in blender and save it

stuck oyster
#

probably the parts you are exporting are not marked in their Arma 3 properties as lods

#

so there is nothing to export

icy condor
#

What is the problem? Already tried everything

Warning: pneNLOD format in object din_mech \ textures \ head_caetus_bc.paa

stuck oyster
#

What is everything? the file does not have correct suffix to begin with. Is it correct resolution? is it converted with imageToPaa?

bold flare
#

preNLOD*
broken mod, corrupted download

#

also that file is not a model

#

preNLOD means failed to load model.
a .paa is not a model

stuck oyster
#

this a Object Builder message?

bold flare
#

but judging by the other typo's in the message, that might also be yet another typo

icy condor
#

This error happens when I take my object in the arsenal

stuck oyster
#

then it seems to have some bad fault

#

find out where that path is used

runic plover
#

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

icy condor
#

This is my texture path. Everything opens fine in buldozer, but the game closes

stuck oyster
#

do you have that path somewhere in the config.cpp?

#

what is the model path in the config.cpp class?

icy condor
#

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
#

😅

fluid copper
#

@stuck oyster How would I mark them as lods inside of blender?

stuck oyster
#

you can scroll up a bit from there and read about @subtle bison s journey on the same subject

subtle bison
#

good to know i'm not alone :>

stuck oyster
#

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.

subtle bison
#

well i was already looking for a few hours and started getting tired of it

white jay
#

I can't find any info online about arma 3 modding, googling only shows mission editing stuff, is there a website you guys use?

stuck oyster
#

modding in what sense?

#

modding is very broad topic so you will have trouble finding anything unless you can be more specific

stuck oyster
#

@white jay ❓blue_questiongreen_question

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

hybrid frigate
#

^^^ this

stuck oyster
#

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

fluid copper
#

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?

fluid grove
#

@stuck oyster do we have a comparable config reference like the bisim wiki when A3 alpha came out?

stuck oyster
#

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

fluid copper
#

I love you

white jay
#

Ctrl A > all transforms

stuck oyster
#

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.

icy condor
#

Ported the model, the head is not displayed. remind me what the problem is

subtle bison
#

missing proxies?

icy condor
#

Perhaps, although I tried with them and without.

stuck oyster
#

Sounds like a proxy problem yeah

north sundial
#

Anyone have the link for that bohemia forums post that had the complete process of implementing an asset?

#

cant find it on google

stuck oyster
#

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.

icy condor
#

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

#

😎

north sundial
#

thats what i was looking for goat

#

sending it to someone else

#

cheers

still jewel
#

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?

stuck oyster
#

It's set up to use multimaterial

#

So they are like that on purpose to align the tiling textures

still jewel
#

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?

stuck oyster
#

I don't know why the textures were never included.

still jewel
#

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

stuck oyster
#

The uvs are always unique I suppose

short plinth
#

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

stuck oyster
#

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

short plinth
#

alright .. so lets say im on the limit .. but if possible we can perform some cleanup

stuck oyster
#

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

short plinth
#

hot it .. ok man .. appreciate your help .. need to work on that cleanup stuff

quick terrace
#

@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

short plinth
#

hi there @quick terrace ... u mean 3-5 k for vertex count?¡

quick terrace
#

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

short plinth
#

yeah .. seems fair statement ... then i have lots more work than i thought

icy condor
#

if, when picking up a weapon, the model breaks, is this also a proxy?

stuck oyster
#

likely

valid gorge
#

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

stuck oyster
#

yeah that probably does not work there anymore

#

that is a lot of points

#

you should consider optimizing the model

valid gorge
#

i was just curious because i had some other guy tell me he could open one that was 300k points

fluid grove
#

in my experience once you get to about 75k poly's it will crash.

tropic jewel
#

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
woeful viper
#

artillery computer can only calculate firing angles >= 45°

silver zenith
#

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

bold flare
#

lod 1 and lod 2 are separate objects with their own resolution and polycount
huh what?

#

can you explain that in more detail?

silver zenith
#

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

bold flare
#

4 resolution lods, which

#

screenshot from the lods in OB?

silver zenith
#

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

stuck oyster
#

@silver zenith your lod values in blender are not right

#

Or you go duplicate object

silver zenith
#

if you check the 2 screenshots you'll see that there is an extra object that was not present in blender

#

a ghost lodmeowsweats

stuck oyster
#

Check your objects. You have 2 objects that have res 1

#

The name of the object does not matter its the Arma property

silver zenith
#

even if I had misnamed the property(which I haven't)
it wouldn't be able to duplicate a lod

runic plover
#

In OB are both 1.000 LODs same polycount?

silver zenith
#

didn't check
hold on

runic plover
#

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

silver zenith
#

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

runic plover
#

Then go into that lod and click again on it

#

Or rightclick to each lod and change

silver zenith
#

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

runic plover
#

Amount of what?

silver zenith
#

polys

runic plover
#

So you can delete one.

cinder meteor
#

Quick question, is isDiscrete=0 supposed to work with vehicles ?

silver zenith
#

I tried deleting the 1 from blender but when ingame it just disappeared
checking rn deleting from OB

runic plover
#

@cinder meteor is needed to be 1 or your anims on turrets as example are bad

cinder meteor
#

Meh, ok, thanks

runic plover
#

@silver zenith i only work with OB and dont have any LOD problems so far. About blender i dont have any clue with LODs

silver zenith
#

never had this problem
and deleting from OB didn't work
it packs but when ingame there is no 1 LOD

runic plover
#

Is LOD 2 or 3 showing up?

silver zenith
#

yup

#

probably hypercorrupted or something
I'll just delete the lod1 in blender and remake it

shrewd jay
#

@silver zenith it sounds like you have a second object somewhere which also has LOD = 1

runic plover
#

To test reso lods you also can add a different color if you see if it shows up

silver zenith
#

@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

shrewd jay
#

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.

runic plover
#

@shrewd jay you talk about Blender & export right?

shrewd jay
#

Yeah

runic plover
#

K

silver zenith
#

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

shrewd jay
#

Huh?

cinder meteor
#

You can actually export two lods with the same resolution

shrewd jay
#

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.

silver zenith
#

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

shrewd jay
#

Uh, whatever.

silver zenith
#

probably a blender problem, something corrupted with that specific lod

cinder meteor
#

Did you try re-importing the p3d into blender ?

shrewd jay
#

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

silver zenith
#

tried re-importing and it now has 2 lod 1

shrewd jay
#

Are they different ?

silver zenith
#

in the extra one most of the model is missing except for the named selection

shrewd jay
#

😐

silver zenith
#

I really don't get it

shrewd jay
#

Neither do I. To duplicate a LOD there need to be two separate mesh objects, otherwise it wouldn't happen.

silver zenith
#

yup
I'll try exporting the exported object

#

it worked
absolutely no clue why

shrewd jay
#

Really weird shit 😐

runic plover
#

It has to do with Arma.. Arma is always weird in every kind of thing 😂😂😂

stuck oyster
#

@silver zenith still got the orignal blend?

#

I can take a look

silver zenith
#

got an old version
its not optimized but should be the same

stuck oyster
#

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

silver zenith
#

alright
give me a minute

#

yup it does

stuck oyster
#

perfect. throw it over

silver zenith
#

so looks like I had an hidden collection in the 1 lod which had another mesh
thanks to @stuck oyster for checking it out

stuck oyster
#

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

subtle bison
#

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?

quick terrace
#

i dont get the question

#

we still talking about grenade launchers or mag wells

subtle bison
#

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)

quick terrace
#

hmm, i’m not even sure that’s possible without some workarounds tbh

subtle bison
#

it kinda blends together, tbh

sonic valve
#

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.

polar fiber
#

Will depend on the size of the texture files and HDD speed probably

#

Can't us UV animation instead?

sonic valve
#

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.

stuck oyster
#

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

sonic valve
#

I guess I could jerry rig some sort of weird layered plains into a looped animation.

stuck oyster
#

you could run the settextures locally I suppose

#

or particles could be an alternative too

sonic valve
#

What would you think would work best at longer view distances?

stuck oyster
#

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

rough idol
#

@sonic valve contact decon shower is using around 16 frames loop with hide/unhide loop

stuck oyster
#

Oh it works now???

#

Or was it only time source that did not work with it?

rough idol
#

hide/unhide loop

#

not uv animations

stuck oyster
#

oh so each plane has different texture and they are animated

#

gotcha

glacial compass
#

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

stuck oyster
#

A3Samples on Steam would likely be a starting point

sonic valve
#

Awesome, yea I was curious about the plains idea, but glad there is a in-game example of it.

lime basin
glacial compass
#

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?

stuck oyster
#

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?

glacial compass
#

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.

stuck oyster
#

A2 stuff usually needs heavy remodeling

#

as they are not separate objects like in A3

#

if you want A2 assets Id recommend CUP

median bough
#

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

polar fiber
#

Separate backpacks were added in A2/OA

late root
#

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?

Visual: https://gyazo.com/c90aa4da69c5fcc3416349d6f496194e

runic plover
#

@late root maybe autocenter : 0 property forgot?

late root
#

autocenter 0 is on the geolod

#

I did at one point forget it (which caused issues with some animations).

glacial compass
#

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. 🥙

vapid nexus
#

that looks like its just showing the shadowlod

restive prism
#

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?

stuck oyster
#

it needs geometry lod set up correctly with components and mass

#

refer to the house sample in the Arma 3 samples

orchid spruce
#

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
desert notch
#

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?

stuck oyster
#

all weapon models must be created in the same direction yes

orchid spruce
#

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?

stuck oyster
#

yes

junior saddle
#

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

stuck oyster
#

if not convex, shape does not work

junior saddle
#

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.

polar fiber
#

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

stuck oyster
#

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

polar fiber
#

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

stuck oyster
#

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

quiet blade
stuck oyster
#

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?

quiet blade
#

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.

stuck oyster
#

👌 Very cool! please do share pics of the progress!

rich bluff
#

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

polar fiber
#

sourceaddress loop and playing with the hide/unhide values I guess

mossy violet
#

Quick question, what is the size limit on arma 3 objects before things get weird?

#

Size limit as in Meters not verts.

bold flare
#

60m diameters I think

#

maybe 70

mossy violet
#

Thanks for info. 😄

stuck oyster
#

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

mossy violet
#

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.

mint socket
woeful viper
#

you ask the author to kindly upload it...

#

if he doesnt, then its off limits

stuck oyster
#

or you grab the data from the Arma 2 released datapacks and do one of your own

mint socket
#

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.

stuck oyster
#

it would not be possible to retexture it anyway

mint socket
#

hmmm why not?

stuck oyster
#

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

stuck oyster
#

retexturing is done with hiddenselections and configs

#

you never ever repack vanilla A3 things

#

thats not legal

mint socket
#

ohh. oops. well how do people make blufor retex mods then

#

oh nvm I get it... they create new units through configs

stuck oyster
#

yes

loud shadow
#

how do i open texture of model in blender?

stuck oyster
#

needs to be converted into Blender openable format like tga or png

heavy relic
#

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.

stuck oyster
#

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

heavy relic
#

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!

late root
#

For the hmd proxy is it bound to the character, or the headgear?

stuck oyster
#

~~all proxies ~~ Almost all proxies are on the character

polar fiber
#

except pistol holsters on vests

snow crag
#

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?

late root
#

Thank you for the answer

stuck oyster
#

@snow crag bad physX setup most likely

late root
#

^^^

stuck oyster
#

or no physX setup at all 😄

rich bluff
#

turns out, as far as hide goes, you cannot hide and unhide the same object with different CfgAnimations classes when using the same source

stuck oyster
#

that makes sense

rich bluff
#

there was no definitive answer when I asked about it previously, so I thought I'd come back and update :p

stuck oyster
#

yeh was good to test

#

but now that you said it, it does make sense

#

since the other animation hide is still running

runic plover
#

@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

ivory scaffold
#

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 🙂

polar fiber
#

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

ivory scaffold
#

@polar fiber
thank you very much

ivory scaffold
steel vector
#

make sure you installed all tools from Mikero (like 'rapify')

ivory scaffold
#

yeah it already installed

#

i used before this program

#

but i get this error for the first time

stuck oyster
#

install them again

ivory scaffold
#

i already tried to install rapify

#

but its steel give me this error

median bough
#

reinstall all tools

ivory tree
#

Is there a channel where I can ask where to find specific things?

#

or do I have to use this one for that

steel vector
#

depends on what kind of specific things

ivory tree
#

Armorvest mainly

ivory scaffold
#

there is a installer for all the tools together or i need to download each one seperate

#

?

ivory tree
steel vector
#

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? 🤔

median bough
#

you should have all your installers already in your download folder. but it's best to download all latest again to reinstall

ivory tree
#

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)

steel vector
#

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

ivory tree
#

Ah thanks

#

Well I didn't really know where to look for

#

Like

#

In search terms

steel vector
#

since it's a movie prop, it will probably will very hard to find a legal model for it due to IP and copyright.

ivory scaffold
#

@median bough
still not working mate

#

maybe i missed something

ivory tree
#

Well I don't need the exact model, just a vest that looks like that one

stuck oyster
#

Id say Halo stuff got closest to that

#

Other than that theres not really anything good like that

restive prism
stuck oyster
#

well you have set it to use some texture

#

make proper textures and materials for it and assign them to correct faces

restive prism
#

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?

stuck oyster
#

then there is something very wrong with your tools setup

scarlet rapids
#

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

bold flare
#

#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 ^^

scarlet rapids
#

really? It seems like such a mundane thing to do... Just increasing a value D:

bold flare
#

yeah. it is basically just that. But the overhead of making a mod overall is quite a bit to chew through

scarlet rapids
#

Ooooo, thanks

bold flare
#

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

charred plaza
#

You what I would want more than anything in the world?

#

A chieftain tank. Not a single one on the workshop.

quick terrace
#

@charred plaza who is stopping you to make one?

#

considering this is #arma3_model channel, with and emphasis on makers

charred plaza
#

Hmmmm....

#

I guess I got something to study now....

vapid nexus
#

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 ?

polar fiber
#

1 unit = 1 meter grid scale

#

Character is about 1.85m tall

vapid nexus
#

ok thanks 🙂

stoic blaze
#

In CfgSkeletons, what does it mean whether the bones have a hierarchy or not? (isDiscrete = 1)

vapid nexus
#

under cfgskeleton

stoic blaze
#

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?