#arma3_model

1 messages ยท Page 158 of 1

gray bronze
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Select the model in Blender Ctrl-A and apply all transforms

thorny coral
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ty ty it worked!

gray bronze
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Np! I'm in the same boat as you, I started learning Blender and Arma modelling 2 weeks ago and it's been days of hair pulling getting little bits of info from (often outdated) tutorials spread across different sites to finally get a working model in game. Once I've completed my own gauntlet I want to put a guide on everything I've learnt in the process on the forum so hopefully others don't have to suffer.

thorny coral
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Yeah idk if there's enough stuff about retexturing or modeling about arma if people wanna get into it

gray bronze
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There definitely is, but not in a single accessible place. Many guides only tell a part of the process, or are from 2014 where programs and tools have changed (many still refer to oxygen instead of object builder). Many of the blender tuts are for versions earlier than 2.8 where a lot of the shortcuts and layout have changed, some are for 3dsmax.

median bough
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basically it boils down to "know the software you are working with". the rest comes at it's time

foggy finch
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plus the sample data files are there for people to pick apart and learn from / become familiar with.

median bough
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*once they know the software they are working with ๐Ÿ˜‰

foggy finch
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yep

median bough
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first, get familiar with the 3d software of your choice

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get a model done

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make another

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and another

gray bronze
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The sample data doesn't play nice with Blender, not sure about 3DS max but if you try to work with them you get lots of awkward verts and tris because Blender has no concept of proxies or LODS

median bough
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until you are good and confident

foggy finch
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sample data loads fine in max, but there are max files there ๐Ÿ˜„

median bough
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too many start at a too high level...
like a uniform, weapon or even a vehicle. that's the wrong way to do.
make a box, texture it. then a donut... raise the difficulty level with each practice model

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getting that stuff ingame comes later down the road

thorny coral
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well I don't really wanna start but I can't find anyone to help me so I'm just having to learn all this and what to do so I can get my vest model ingame

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I'd happily commission this out to someone but I can't find anyone willing

gray bronze
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@median bough i agree with what you say, but it's good to have a goal, putting a box in game won't teach you about memory points, or proxies for eg, and you'll be forced to learn this stuff as you go

median bough
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because one of the modding credos in arma is: if you want something in game, you do it

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i agree with what you say, but it's good to have a goal, putting a box in game won't teach you about memory points, or proxies for eg, and you'll be forced to learn this stuff as you go
sure it doesn't, but if you wanna race in F1 you need to learn how to shift gears first

thorny coral
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That's not true people hire devs all the time

gray bronze
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How about a pie? (honestly this was the best guide and most straightforward and without it I would have struggled a lot)

median bough
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That's not true people hire devs all the time
here in th arma community?

thorny coral
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Yeah cause, how do you think people get stuff done for servers? the server owner doesn't know how to do everything so they hire people that do know how to do stuff

foggy finch
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if you learn how to model and game-encode your asset for arma, those are transferrable skills you can use for anything else where you need 3D models, the game encoding part in Arma is bespoke, but it's a skill none the less and many other game engines have their own bespoke quirks too.

median bough
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well, not one of the big players i know paid "externals" to do their job
not rhs, cup, tfar, cba, 3cb, acre, ace.......

dull lagoon
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Hi, sorry if this is the wrong channel for this, but I don't know where to ask else. How do I add 3d hair to a character's face, like the one Miller has?

subtle bison
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https://community.bistudio.com/wiki/diag_recordTurretLimits
is there any trick on how to make a loop? i'm trying to get a 360ยฐ rotation done, but i can't figure out how. tried to "overshoot" the points a bit, tried to have the first and last point be the same coordinates, but no matter what, it doesn't work

runic plover
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@subtle bison

minTurn = -360```
subtle bison
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hm oh yeah, I have -180 min and 180 max

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I'll try 360 once I'm back home

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just weird, because it worked when I copied the CUP values of the limit array

runic plover
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You have definitions in the model.cfg too?

subtle bison
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it works 360 if I dont add the limit array data

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dont know what's in model.cfg right now

runic plover
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What kind of limit array data?

subtle bison
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the FFV stuff

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I posted about it further above. sorry, can't directly point at it right now. bit tedious on mobile

shrewd jay
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The sample data doesn't play nice with Blender, not sure about 3DS max but if you try to work with them you get lots of awkward verts and tris because Blender has no concept of proxies or LODS
@gray bronze Are you using the Arma Toolbox for Blender? Because that should take care of LODs and Proxies.

gray bronze
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@shrewd jay of course, I don't think there's any other addons remotely as feature complete as yours. Using collections for LODs works well enough, but proxies just get lost in the mesh with no way to hide them (that I know of). I also haven't figured out how to create a proxy with armtools in Blender, currently I do it in object builder after the export.

shrewd jay
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There should be a button on the list of proxies to create a new one

stuck oyster
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@gray bronze the sample data works just fine with Blender when the toolbox is used..

gray bronze
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@stuck oyster it's a great thing that I am using it then huh ๐Ÿ˜‰

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@shrewd jay can confirm it is working as expected, maybe it was when I tried with the release build and not current master branch (I was the one that posted ticket about the missing add all frames button)

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explain something for me though, what's the rational behind having a special field for texture/colour on material, does Blender api not allow you to extract that information from the object material properties?

stuck oyster
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Blender materials are very different

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And there is non equivalent for rvmat in there

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There isn't really anything to extract such info from

terse sail
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@stuck oyster hey dude, you still busy? can we chat by chance please sir ๐Ÿ˜„

gray bronze
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yep, understand that, but say for eg even a basic colour, you could extract the colour property base colour instead of having a separate control for it (I notice even if you set it in
the arma toolbox material settings it doesn't translate correctly after export and you end up with a different colour), and you could also potentially save the image data from the UV map and export it to a predefined path then set the path automatically on the exported model, just some ideas

stuck oyster
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Well basically nothing looks absolutely same as the renderers are different. Where would you export the basic color from? And why would that be even useful since you most of the time want textured objects anyway and not plain colors

gray bronze
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the idea isn't to get a WYSIWYG cause obviously different engines, but rather to cut down on time manually setting material properties for different parts of the model and essentially doubling up what has already been done. Sometimes there are objects that are very simple and single colour where it makes no sense and is easier to assign a simple colour, if it was pointless why would arma engine even support the feature at all?

shrewd jay
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Well how would you store the path to an RVMat in a Blender Material without the extra fields?

gray bronze
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take this for eg, say I wanted a simple green cube in-game, I can set that colour as a property, you'll notice on the material properties on the right I can set the same colour both in blender and in the toolbox field

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as I explain, RVMAT I totally understand and needs a special field

shrewd jay
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Other than that, when will you ever use constant colors? And textures are paa's, so not necessarily something that Blender can handle.

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They also have a specific path in your project, or they might be from the vanilla game... there is no "generic" way to handle this, so the extra fields is the only feasible alternative

gray bronze
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that was wrong image

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you could export to tga and let object builder do the conversion (ultimately you need to touch things up in there anyway, you're almost never just going to use a model straight exported from blender)

shrewd jay
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How would that work? I do all my textures in Substance Painter, as do most people.

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And I don't know what you mean, I only use Blender, nothing else.

gray bronze
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it could also be an option, so you can either use the fields if you are going to be using assets from different sources or use the automagic if you are only using the materials entirely in blender

shrewd jay
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The times that is actually useful are so limited that it isn't worth implementing. Just as an example, with your green base color, how big a texture would it be? When does it stop just being a base color? Sorry, but it doesn't make sense to implement that when in reality you will hardly ever use it.

gray bronze
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maybe I'm old-skool, I export the uv and edit in Gimp then re-import ๐Ÿคทโ€โ™‚๏ธ

stuck oyster
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Why not paint in blender 3d

shrewd jay
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Even then... color information is only one aspect, you have SMDI, Normal map, Ambient Shadow, etc.

gray bronze
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blenders painting tools are very limited compared to using gimp/photoshop, I also don't think in 3d space, I'm much better at working with 2d spaces

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@shrewd jay correct me if I'm wrong, those all need to be done externally anyway as like you say what you see in blender is not the same as what you get in-game

stuck oyster
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Well sounds like such feature won't be made as the maker does not find it useful.

gray bronze
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that's the wonderful thing about open source tools, one can add features they find useful ๐Ÿ˜„ ..also.. why are you always so jaded.. who hurt you?

shrewd jay
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Huh? Are you talking about me?

gray bronze
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no, HG

shrewd jay
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He is right, I dont consider this useful, and you should really be thankful for helpful people like HorribkeGoat.

stuck oyster
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I type short and on point when on mobile

gray bronze
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@shrewd jay there are plenty of wonderful and helpful people here that I am eternally appreciative of their help, but there is some level of toxicity I notice with some of the 'veterans' in this modding community towards new users. I get it, you deal with hundreds of people coming in each day asking the same questions, not following instructions, expecting you to do all the work for them and sometimes throwing abuse when you don't give them what they want, but taking the 'your wrong', 'it's not relevant/important to me therefore it's not important at all', 'just do it, don't ask questions or try to learn' pushes people away and breeds resentment that helps nobody. This is not criticism towards anybody or a personal attack, just what I've casually observed over the short time I've been here and on the forums.

quick terrace
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there is no toxicity

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also, if you frequent other discords that are 3 art related you might find out that most have the same sort of rule - do not help vampires

gray bronze
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that kind of goes back to what I said, you do absolutely get people like that, the problem is in assuming everybody who asks a question is a vampire

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it's all about tone, I'll give an example, like with my suggestion (not demand) above, you could respectfully say " thanks for the suggestion but I won't be adding that feature", rather than "that's a stupid idea, why would anyone want that feature"

stuck oyster
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I'll take that personally anyway since you singled me out earlier. I don't have time or strength to always be chipper and cheerful and hand hold everyone through everything. When I don't, I write short and blunt.

quick terrace
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also, while tools feedback is welcome of course, for most stuff you need to understand that
a. it is a 3rd party tool
b. if you really really need a feature, you could write it yourself

gray bronze
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again, completely on the same page, I only mentioned it because I was asked about it, and yes, that is my intention to modify the toolbox to suit my own workflow, at the same time I'd rather not re-invent the wheel so if I can work with the authors intent that is my preference and why I asked about the design philosophy

stuck oyster
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Also before I forget, @terse sail I suspect your thing is something bigger than I got time for right now so probs can't do such at the moment.

terse sail
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@stuck oyster hey dude, its ok, thanks for getting back to me, much appreciated

bold flare
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Hey people, shadow banding fix is back on profiling branch (and i think dev branch too) so if you wanna give feedback then please do

subtle bison
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@subtle bison

minTurn = -360```

that didn't work, by the way

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so there must be something else i'm doing wrong

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or wait, seems i changed the wrong file... time to try again

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yup, doesn't work

woeful viper
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@bold flare could you confirm tomorrow if its on dev branch? i looked around in2.01.145752 , there are still bands - i just dont know if they are different from before. I'm inclined to say yes but thats just guessing.

bold flare
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No dev yet, dev is ready but not public

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Forgot that we first do QA check before publish

subtle bison
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QA is for noobs :>

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real men yolo it

woeful viper
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real men yolo it
and die at the age of 40 from stress and lack of medical checks... no you dont want to aspire to be that

full skiff
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Hi, two quick stupid questions. I've tried to find the answer myself, but failed and I'd like to make sure I know what I'm doing before I carry on. So I'm making a gas mask, but I'm not sure how to make the glass. Do I just leave the glass texture tranparent? Also, in order to have the texture of my gas mask changeable in config via hiddenSelctionsTextures I need to specify it in the .p3d file, right?

polar fiber
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UV the glass to a separate texture sheet. You can then either make a texture image for it and create an alpha channel in your image editor of choice to define the transparency (in an alpha channel white = opaque, black = transparent, grey is in-between). Image with this alpha channel should be saved as #filename#_ca.tga, and thus converted to _ca.paa format

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Or if it's just a really simple single color transparency you can do it with a procedural texture in Object Builder, applying a texture of the format #(argb,8,8,3)color(#Red#,#Green#,#Blue#,#Alpha#,CA) inputting 0-1 RGB colour values in the first three values of the array, and defining the transparency with another 0-1 value in the fourth array value #Alpha#

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For adding hiddenSelections, you need to select all faces that have the individual textures in your .p3d and create selections named e.g. camo1, camo2 etc. until you have selections for each texture sheet you want people to be able to retexture. Then in your model.cfg for the object, these names also have to be listed in the sections[] array. e.g. sections[] = {camo1, camo2};

full skiff
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That's way more detailed answer then I could hope for. Thank you very much. If this won't get me back on track, I don't know what will.

white jay
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thanks 10/13 horriblegoat for telling us to rezip a folder to install arma toolbox, was going bonkers over blender not installing it

clever solar
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See I didnt even rezip it.. or maybe I did and forgot.. but I just restarted Blender and it was suddenly working

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Didnt even enable it..

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Unless I was half asleep and just forgot everything I did

lethal anchor
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Hello All, I am using the most recent version of Blender and the most recent version of the Arma Toolbox, for some reason I am unable to find the tick box to set the object to Arma 3. Is someone able to help me or point me in the correct direction?

foggy finch
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3rd section it says how

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@shrewd jay is fhq page up to date with latest version of your tools? If so i think we should get it pinned in here.

shrewd jay
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No latest version is on github, hold on

foggy finch
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I meant the usage guide ๐Ÿ˜„

shrewd jay
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Oh... TBH, I think that is the newest one I have, and it is pretty much outdated.

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I would need to do something about it, but alas, I lack the time ๐Ÿ˜

foggy finch
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another thing on todo list ๐Ÿ˜„

shrewd jay
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Yep

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  1. Click on the "Arma 3" tab in the side bar. If you don't see the sidebar, press N to open
  2. Click on the checkbox in front of "Arma Object Properties"
orchid spruce
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I have a weird issue with a model, when in-game, there's some weird floating polygons in some spots visible https://prnt.sc/v5gxr7 which are not at all present in the p3d in any of the lods or anything https://prnt.sc/v5gyy9

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I just can't figure out where they are coming from

woeful viper
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maybe the pieces are accidentally part of an animated selection

polar fiber
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Or they're parts that are accidentally omitted from an animated selection

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or even they're part of two animated selections and wont animate because of bone overlap

orchid spruce
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oh yeah, there was a single polygon that wasn't assigned to the turret selection and so didn't get rotated into their init positions

shell coral
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when i hold down the trigger on the custom gun

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instead of the trigger being pushed back its being pushed up

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so its going opposite of what it should be

gloomy folio
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Hello! I am working on fixing a vehicle for someone (The searchlight wasnt turning on), I now have the light turning on but it is showing in the completely wrong direction from where it should start! Any ideas on how to fix this

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(Please tag me if you are responding with an answer so I get a notification)

lethal anchor
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Not sure what it is, if you or someone else could help that would be great

shrewd jay
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@lethal anchor This happens when you add a material slot but do not assign a material to it. See if there is any unsused material slot in your model, and remove it

lethal anchor
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facepalms thanks mate, I think it worked give me a minute

shrewd jay
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You might need to restart Blender, sometimes the lock on the file remains and AddonBuilder or pboProject cannot read the file

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Just save, restart, and then re-export

lethal anchor
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Nethermind I got it all working mate, thanks so much for the help

gloomy folio
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Wait... Is the light direction based of a memory point or a proxy?

icy ridge
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At the danger of being offtopic, just wanted to say, thanks for the toolkit alwarren, it made my work a hell of a lot less painful! Thank you really!

stuck oyster
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@gloomy folio memorypoint

gloomy folio
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Ok so for me the memory point is in the right spot, but it isnt facing the memory point I set it to

subtle bison
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wasnt there a way to flip faces in object builder?

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ok found it

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thanks ppl :>

surreal elk
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hello all

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Im tryin

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g to load in a custom hat I made

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however it keeps loading into the chest area?

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autocenter and head is already applied

polar fiber
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model.cfg?

surreal elk
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ok

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where to send it

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?

vast tulip
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Hi guys, currently running into trouble making a collar for an arma model in marvelous designer, anyone have experience with something like this?

quick terrace
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@vast tulip i suggest you find another discord server specific for the software

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or find some tutorials or alike. this is general channel for model making for A3, software agnostic most of the time

placid relic
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Hello guys,
I have a p3d who doesn't have shadowLod, it's working fine IG but the shadow is not like the others so I'm trying to add a shadowLod.
My first attempt was to create a new LOD (was 5.000 then) and to change properties into "ShadowVolume" to make "ShadowVolume 5.000" but after that -> I can't Binarise with AddonBuilder anymore notlikemeow

My question is really simple : How to correctly create a ShadowLod for my model when All I have is some Resolution Lod ?
(Possibly a stupid question but I couldn't find any solution by myself notlikemeowcry )

stuck oyster
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why are you using addon builder?

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and simplest answer, model a completely new lod mesh

placid relic
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why are you using addon builder?
@stuck oyster Cause it's enough for me since years ahah derpWolf
and simplest answer, model a completely new lod mesh
@stuck oyster What do u mean by "model a completely new lod mesh" ? Create a new file from scratch by importing parts into it ? Because when i'm create a new LOD, it's named like 5.000 and I saw that It need to be 0.0000 or 10.000 something like that meowtrash

stuck oyster
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well with addon builder you have likely build broken things for years

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๐Ÿ˜›

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as it just packs what you give it

placid relic
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Maybe, but broken things that work ! ๐Ÿ˜„

stuck oyster
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right

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good luck then

placid relic
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I think the problem is not with addons imo

stuck oyster
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could not tell since you use workflow that is not really possible to debug

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becuase addon builder just packs stuff you put into it

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it "works" untill you do something like what you did now and then it does not work

placid relic
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So, having a ShadowLOD named "ShadownVolume 5.000" is not a problem ? Because all the ShadowVolume that I saw in others p3d were like 1000 or 10 or 0

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(And i'm using AB just because it's working since years and I'm pretty lazy to try something else when it's working. I'll try it soon then badcode )

stuck oyster
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should not be

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you could of course try setting its resolution to 0

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lazyness is not really a good thing in Arma modding

placid relic
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But to have a 0.000 LOD, it need to be the first one nah ?

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'cause I didn't find any way to change the LOD number

stuck oyster
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shadow lods have their own numbering

placid relic
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Hm embarrassing

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Thanks for the answers, I promise i'll try pbo project badcode

jaunty apex
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Dear model maker guys, where do models of arma vehicles generally have their origin [0,0,0]? Is it at truck's bottom point or is it at truck's center somewhere?

woeful viper
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there is no common answer, because it depends on the modeller...

jaunty apex
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Ok so there is no common standard. That's also helpful to know ๐Ÿ‘

stuck oyster
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quite often the wheels are made to touch the 0 height

woeful viper
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but its not reliable and not always precise
but you can calculate it by script by converting model coordinate to world coordinates

stuck oyster
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the center point can also affect the handling and physX

woeful viper
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you sure? model 0/0/0 isnt the same as center of mass

stuck oyster
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am quite sure

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center of mass plays part on it too

woeful viper
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physx vehicle model origin should have no impact, otherwise the calculations are doodoo

stuck oyster
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but im fairly certain if you make a vehicle here it will not work well

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just my experiece

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could be Im wrong

woeful viper
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just for physx simulation propably not, but for other things (bounding box etc) it would not be helpfull certainly

jaunty apex
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It should in theory, but floating point errors might cause minor degradation of accuracy, I assume

stuck oyster
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well my advice is to to play it safe and center the wheels at least in sideways axis

wraith tendon
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Center of mass can be "anywhere"

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Doesn't need to be at [0,0,0]

jaunty apex
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What does boundingCenter do? I thought that with it I can calculate offset between the bottom point (the one which attached to ground in 3den editor) and the center of model, but it doesn't seem to be correct for all vehicles

wraith tendon
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center of the boundingBox

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BB = points in max. pos

jaunty apex
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ok, center of bounding box relative to model origin (0,0,0), right?

wraith tendon
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no

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one sec

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BBC would be roughly at the center, 1.5 on the Z axis

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So half a square above the Box

jaunty apex
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and the outer four points are the bounding box, right?

wraith tendon
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Those are points in the model, they define the BB

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e.g. memory points

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like getInDriver etc

jaunty apex
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ok, center of bounding box relative to model origin (0,0,0), right?
why is my assumption wrong then? ๐Ÿค”

wraith tendon
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It DEPENDS

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With autocenter = It would be the center

jaunty apex
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๐Ÿ˜ฎ BoundingCenter, by all means of common sense I'd assume it to be center of bounding box ๐Ÿ˜ฎ

wraith tendon
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Since it "automoves" the model

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It IS the center of the BB

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That is always correct

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But the center is not always at 0,0,0 (model pos)

jaunty apex
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But the center is not always at 0,0,0 (model pos)
you mean the bounding box center

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all right, then final question: how do I get the coordinates of that bottom point by which objects snap to the ground? It appears to be not at the bottom edge of the bounding box

wraith tendon
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you mean the bounding box center
@jaunty apex Yes

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all right, then final question: how do I get the coordinates of that bottom point by which objects snap to the ground? It appears to be not at the bottom edge of the bounding box
guessing ยฏ_(ใƒ„)_/ยฏ

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Hence the reason why i hate autocenter

jaunty apex
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sorry I don't really know what auto center is, I've never done models

wraith tendon
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autocenter is a setting in the model

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It erm.. autocenters the model ๐Ÿ˜‚

stuck oyster
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missing landcontact

wraith tendon
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Oh yeah, landcontact. Totaly forgot about that

jaunty apex
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is it like a selection which I can access with a script command? ๐Ÿค”

wraith tendon
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erm, i think with 198 or 200 it became available

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You can try to check

jaunty apex
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23:41:44 "Selections:"
23:41:44 " otocvez  [-0.204211,0.682523,-0.398391]"
23:41:44 " otochlaven  [-0.235314,0.285308,-0.326179]"
23:41:44 " zasleh  [0,0,0]"
23:41:44 " proxy:\a3\data_f\proxies\muzzle_flash\mf_machinegun_m2_50.001  [0,0,0]"
23:41:44 " proxy:\a3\data_f\proxies\gunner_standup01\gunner.001  [-0.205925,-0.964261,-1.76822]"
23:41:44 " zbytek  [-0.253363,0.192625,-1.42553]"
23:41:44 " proxy:\a3\data_f\proxies\flags\flag_auto.001  [0,0,0]"
23:41:44 " otochlaven_shake  [-0.204211,0.682523,-0.398391]"
23:41:44 " damagehlaven  [-0.0906532,0.296984,-0.410984]"
23:41:44 " recoil  [0,0,0]"
23:41:44 " feedtray_cover  [0,0,0]"
23:41:44 " charging_handle  [0,0,0]"
23:41:44 " rail  [0,0,0]"
23:41:44 " traversing  [0,0,0]"
23:41:44 " gunner_shield  [-0.0906532,0.296984,-0.410984]"
23:41:44 " optic_rail  [0,0,0]"
23:41:44 " gunner  [-0.205925,-0.964261,-1.76822]"
23:41:44 " magazine  [-0.496037,0.0944215,-0.413409]"
23:41:44 " bolt  [0,0,0]"
23:41:44 " ammo_belt  [0,0,0]"
23:41:44 " travelev_1  [0,0,0]"
23:41:44 " travelev_2  [0,0,0]"
23:41:44 " travelev_3  [0,0,0]"
23:41:44 " proxy:\a3\weapons_f\acc\acco_dcl_120_f.001  [0,0,0]"
23:41:44 " bullet011  [0,0,0]"
23:41:44 " bullet010  [0,0,0]"
23:41:44 " bullet001  [0,0,0]"
23:41:44 " bullet002  [0,0,0]"
23:41:44 " bullet003  [0,0,0]"
23:41:44 " bullet004  [0,0,0]"
23:41:44 " bullet005  [0,0,0]"
23:41:44 " bullet006  [0,0,0]"
23:41:44 " bullet007  [0,0,0]"
23:41:44 " bullet008  [0,0,0]"
23:41:44 " bullet009  [0,0,0]"
23:41:44 " camo_2  [0,0,0]"
23:41:44 " camo_1  [0,0,0]"

Doesn't seem to be here

stuck oyster
#

landcontact?

#

no its not a selection

#

its a lod

jaunty apex
#

Ok I see. What can I do with this LOD to get its position within model?

stuck oyster
#

I dont understand the question

#

what are you trying to do here?

#

is this a model you made?

jaunty apex
#

No

wraith tendon
#

Check the parameters in selectionPosition

jaunty apex
wraith tendon
#

guessing ยฏ_(ใƒ„)_/ยฏ

stuck oyster
#

yeh likely that

jaunty apex
#

well the game has this value somewhere, right? It must render the marker on the screen somehow

wraith tendon
#

(not joking there, that's an issue for a while now. Haven't checked the newly added/changed commands yet)

stuck oyster
#

what marker?

wraith tendon
#

hey means the bottom, where it's landcontact is

jaunty apex
#

what marker?
the marker of the HMG, the one from which the arrows are pointing right and up

#

on this screenshot

wraith tendon
#

Check the parameters in selectionPosition

LODName: String - LOD name, one of the following:
"Memory"
"Geometry"
"FireGeometry"
>>>>>>>>>>  "LandContact"  <<<<<<<<<<<
"HitPoints"
#

What does it return?

jaunty apex
#

yes I tried to get selections from LandContact but it gives an empty array

stuck oyster
#

theres typically no selections there

wraith tendon
#

Have you tried a Vanilla Model?

stuck oyster
#

this is not really a model making question anymore. more a #arma3_scripting topic

wraith tendon
#

kinda ish

#

what was in landcontact?

jaunty apex
#

Have you tried a Vanilla Model?
well it seems that a vanilla truck has it, but static guns don't, I need it fro static guns anyway

these are values for truck, just for curiosity: ["wheel_2_4_damper_land","wheel_1_1_damper_land","wheel_1_2_damper_land","wheel_1_3_damper_land","wheel_1_4_damper_land","wheel_2_1_damper_land","wheel_2_2_damper_land","wheel_2_3_damper_land"]

stuck oyster
#

3Den might also have things build in on engine side

#

that you cant access

wraith tendon
#

Yeah, could be

stuck oyster
#

and likely has

wraith tendon
#

damn BI โœŠ always keeping the good stuff for themselve!

jaunty apex
#

Well, if there is no proper solution, I'll use this then:

_o = (get3denSelected "object") select 0;
_posWorld = getPosWorld _o;
_posATL = getPosATL _o;
_atlToWorld = ATLToASL _posATL;
_centerToBottom = (_posWorld#2) - (_atlToWorld#2);
diag_log format ["Type: %1", typeOf _o];
diag_log format ["Pos World:      %1", _posWorld];
diag_log format ["Pos ATL:        %1", _posATL];
diag_log format ["ASL to ATL:     %1", ASLtoATL _posWorld];
diag_log format ["Cent. to bottom:%1", _centerToBottom];

See how _centerToBottom is calculatede. I assume that getPosATL operates on this point ๐Ÿคท Seems to be consistent across models.

#

this is not really a model making question anymore. more a #arma3_scripting topic
well this is kinda models, coordinate transforms and stuff

stuck oyster
#

if you say so

wraith tendon
#

its mixed

woeful viper
#

spawn object somewhere flat, check its model position after getting it to rest... cache it... move model where needed. profit?

mossy violet
#

Hey, making a car type vechile for the first time (usually make air stuff) and I'm having difficulty understanding the whole wheel stuff and how the game would know what the wheels are so they can spin? In the carma 3 car sample the wheels are only grouped as "wheel_1_1_hide". But do i need to define the visual lods wheel as "wheel_1_1"?

stuck oyster
#

memory points

wary radish
#

hey, I am working on a boat .Both driver and passengers can't die when u shoot on them.

stuck oyster
#

no proxies in fire geometry perhaps

wary radish
#

no, proxies are good

wary radish
#

No other idea? @stuck oyster

stuck oyster
#

nope

wary radish
#

๐Ÿ˜ฆ

gloomy folio
#

Hey model developers! I am trying to raise and rotate the position of a player when they are sitting on a boat. When I raised and rotated the proxy nothing happened, what tips do yall got?

stuck oyster
#

did you repack your model?

gloomy folio
#

I opened the p3d in Object Builder and clicked save when I finished

#

Must I do differently?

stuck oyster
#

you will also need to pack that into a pbo

#

is it a model you made?

gloomy folio
#

Oh yeah, I repacked the pbo

#

Im not that dumb lol

#

and not one I made, I am editing it for a server I do work for

stuck oyster
#

well if you moved it in all lods saved it and repacked it then it should work

#

ยฏ_(ใƒ„)_/ยฏ

gloomy folio
#

Oh that may be the issue, I only moved it in one LOD

#

Mega RIP

#

One recond

river kite
#

Which Values could be tweaked that the inner Wheels of a Vehicle dont loose the contact to the ground ? Im currently trying to do that with Sprungmass, Springstrength and SpringDamperRate is this the correct way or incorrect way ? Because no matter what i change of those 3 i dont get it fixed

stuck oyster
#

inner wheels?

river kite
#

inside of the turn

#

so if i turn right the front right looses the contact to the ground lightly and the brack right also

blissful plinth
#

Could someone pm me to help me fix a arma 3 helicopter mod

stuck oyster
#

if it is some old mod you did not make, those cant really be fixed

#

only the author can do such

#

@blissful plinth

#

added how?

blissful plinth
#

Dm me i can explain

stuck oyster
#

no this sounds like its shady business you should not be doing

blissful plinth
#

not shady at all

#

fr

stuck oyster
#

editing other peoples mods/models is forbidden

#

and sounds like that is what you are doing

foggy finch
#

the more people who see your problem, the more potential answers you will get, no need to do it via pm when this is open platform like BI forums.

river kite
#

no ideas for my wheels liftoff problem ? ^^

stuck oyster
#

make sure its not happening on vanilla vehicles too

#

as in is bug/feature

river kite
#

not happening there checked multiple ones

river kite
#

lowering the mass point in the geometry lod helped

stuck oyster
#

good call! ๐Ÿ‘

#

how high was it before?

river kite
#

hm would say little bit above the center of the wheels

#

now slightly below

stuck oyster
#

that may indeed be a good tip for the future.

surreal elk
#

Is face hub for facewear

stuck oyster
#

yes. though only if you need stuff to move with the face

surreal elk
#

Anyone have a conf for mask

keen snow
#

can anyone make like ww1 horses

stuck oyster
#

yes

stuck oyster
#

it is quite difficult though

#

those work

keen snow
#

im tryna put together like

#

a new scenario

#

on ww1

#

just need horses

stuck oyster
#

well that above is the only available option

keen snow
#

ye those ones require that ace thing

stuck oyster
#

then it is unlikley to happen

keen snow
#

alr

quick terrace
#

can anyone make like ww1 horses
@keen snow this isnโ€™t a request channel

atomic path
#

What was the solution to transparent weapons?

#

inb4 CO - doesn't work

stuck oyster
#

transparent weapons?

atomic path
#

when you can see blurred background trough a weapon

#

and the hands are visible over the texture

polar fiber
#

Muzzle flash is a proxy rather than in the model?

atomic path
#

it's in the model

#

but yeee, that might have been muzzleflash

stuck oyster
#

too much alpha in object

polar fiber
#

It's usually the case. If you have a large area with an alpha texture it assumes all faces are alpha as a matter of optimising the way the p3d is rendered

#

You can try doing forceNotAlpha in the geo LOD, but if it's just the muzzle flash that has an alpha texture, making it a proxy should resolve it instead

atomic path
#

yeee, but proxies didn't work with custom muzzleflashes

#

I've used this muzzleflash on other weapon in the model so I'm expecting Forcenotalpha to work

surreal elk
#

Does anyone have an ex config file for face meshes

#

Face wear

stuck oyster
#

there isnt really anything special about their config

#

you can find examples in the vanilla configs if you need

surreal elk
#

Where is the template in samples

stuck oyster
#

dont remember if theres any for facewear

#

but you hava access to all the Arma configs if your P drive and mod development environment is all set up

inland pike
#

bust.p3d

stuck oyster
#

or you can use the in game config viewer

#

hes looking for config

inland pike
#

ah

atomic path
#

any ideas why my attachment scope doesn't work?

#

I right click and nothing happens

#

I had similar issue 2 years ago, already forgot what was that

#

I thought it was lack of viewpilot in attachment LODs but not this time

quick terrace
#

maybe it is config related and the scope is not compatible with the weapon?

atomic path
#

How would that be?

quick terrace
#

?

#

is it a model related issue?

polar fiber
#

Indeed you need a viewPilot LOD on both the optic and weapon

#

wrong view memory points could also be an issue

atomic path
#

so basically

#

the attachment works

#

I can see it

#

I can attach/detach it

#

But as long as it's attached I can't look down the sights

#

I've checked the memorypoint names a million times now

#

I can even switch between colimator and scope, the only indicator that it's happening is the range switching from 100m to 300m in top rigth weapon info panel

#

For some reason when I press right click absolutely nothing happens

stuck oyster
#

does it have a pilotview lod?

#

or whats it called

atomic path
#

both do

stuck oyster
#

could you try replacing the view and resolution lods with a small cube

#

also does it have autocenter 0?

atomic path
#

yea it does

#

I'm checking the box thing

stuck oyster
#

optics/sight mode works without optics yes?

atomic path
#

still doesn't work with boxes

stuck oyster
#

can you also try some vanilla optics on it?

atomic path
#

sights work without optics

#

checking vanilla...

polar fiber
#

oh, what do you have for modeloptics?

atomic path
#

vanilla shights work

polar fiber
#

IIRC if you just do modelOptics = ""; for a collimator sight they don't work

atomic path
#

yea I do exactly that

#

based of A3 samples...

#

what do I put there?

polar fiber
#

Yeah, I think it changed and now there's like some empty p3d. I will check the path now if I can find it

#

modelOptics="\A3\Weapons_F\empty";

atomic path
#

progress has been made, thank you!

#

now for some reason it always zooms to colimator - in both scope and coli

#

might be mistake on my end here tho

#

yay! it works

#

๐Ÿ˜„

stuck oyster
#

๐Ÿ‘

#

excellent

surreal elk
#

Can't find an example conf

#

For face

#

Facewear

stuck oyster
#

where did you look?

surreal elk
#

In the editor

#

Under weapon conf

stuck oyster
#

theyre not in the weapon config

surreal elk
#

Where

#

?

steel vector
surreal elk
#

My glasses pad model use face hub instead of head is that correct

stuck oyster
#

if it does not need any facial expression movement then head would have been sufficient

stuck oyster
#

You need to combine each lod into 1 object in blender

blissful spire
#

what would cause a config to not overwrite the model from an inherited class?

    class DSA_PDFHelmet : H_HelmetB
    {
        scope = 2;
        displayName = "[PDF] Helmet";
        picture="";
        model="\DSA_SWLB_INDEP\pdf_helmet.p3d";
        weaponPoolAvailable = 1;
        hiddenSelections[] = {};
        hiddenSelectionsTextures[] = {};
        editorcategory = "";
        subItems[]={};        
        class ItemInfo : ItemInfo
        {
            mass=10;
            model="\DSA_SWLB_INDEP\pdf_helmet.p3d";
            hiddenSelections[] = {};
            allowedSlots[]={801,901,701,605};
            modelSides[]={6};        
            class HitpointsProtectionInfo
            {
                class Head
                {
                    hitpointName="HitHead";
                    armor=6;
                    passThrough=0.5;
                };
            };
        };
    };
```.
its using the default model from H_HelmetB rather then being either invisible or giving an error code
surreal elk
#

My facewear mesh seems to be missing parts when I load it into the game

runic plover
#

@blissful spire change the second model="\DSA_SWLB_INDEP\pdf_helmet.p3d"; to uniformModel="\DSA_SWLB_INDEP\pdf_helmet.p3d";

blissful spire
#

huh... did i really miss that

#

after doing a bunch of helmets, how did i miss that lol

runic plover
#

dont know ^^

#

@surreal elk check if all your points and faces do have the right selections like "head" etc

blissful spire
#

@runic plover, cheers man. that worked

surreal elk
#

They all do

runic plover
#

model.cfg also correctly done?

surreal elk
#

Yea

#

Unless bandana cannot be defined as bandanas

#

As glasses

#

Does a bandana follow the glasses conf

stuck oyster
#

The game does not know what kind of mesh you feed to any of the uniform item classes. So yes

#

You could have helmet item that looks like separate knee pads

#

Did you check that the missing parts are on it in the P3d in object builder and buldozer

surreal elk
#

Yes I did

runic plover
#

do you pack with pboProject your source file to a .pbo file?

surreal elk
#

Yes

surreal elk
#

So what could it be

surreal elk
#

Images of the problem

surreal elk
#

?

stuck oyster
#

I think the faces are all backwards

#

in the hat too

#

turn backface culling on in Blender

#

Arma renders only the front of face

surreal elk
#

The hat is not apart of the model

#

But ok I will

surreal elk
#

Did not work

quick terrace
#

what is the bone that the neckscarf is weighted to?

surreal elk
#

How do I weight it

#

In one piece?

#

Its the head

#

All of it is the head

#

Is

surreal elk
#

??

runic plover
#

For me it looks like reversed faces like HorribleGoat already mentioned in the ingame picture. But in the model picture it looks alright. Are you sure everything is correct with named Selections and you dont have 2 Selections with same name like "head" and "Head"?

surreal elk
#

Yes

runic plover
#

Is it already fully textured?

surreal elk
#

Yes

surreal elk
#

Idk what to dom

#

Do

surreal elk
#

I solved it

runic plover
#

I solved it
@surreal elk what was the issue?

subtle bison
#

so what exactly determines how far away an object can be seen? is it just the amount of lod levels that an object has or are there hidden properties?

#

how come the tree lod is visible in far greater distance than a wall lod, even if both have (example) 4 lod levels?

#

the white dome structures are visible from a huge distance, but they only have 4 lod levels as well. it's almost the last object that blends out, so it must have a much higher priority than anything else around it

runic plover
#

far away it will show the last LOD level, so as example if the white dome has 4 resolution LODS, far away you will see just the last resolution LOD, so number 4

#

if you have in the last resolution LOD nothing, so 0 points and 0 faces, you will see in a far sight also nothing, cause your last LOD will be loaded then

subtle bison
#

well yes, that's clear

#

but how come the dome structure is visible from a huge distance while everything else is already gone

#

as far as i've read, lod level draw distance is calculated automatically. it can't be influenced. so then how does the game know that the white domes are a priority object? because it has a big size? (geo lod?)

#

here is altis from a distance. everything is blended out already, except for the domes (and they still show even if i fly away further)

#

it doesn't seem to be related to the geo size, because small and big domes are blending out at the same time.

quick terrace
#

but how come the dome structure is visible from a huge distance while everything else is already gone
@subtle bison you can set certain things to always render no matter of distance/ render distance settings

#

most stuff that are flagged that way are lighthouses, large landmark structures etc

subtle bison
#

where are they flagged like that? model.cfg?

subtle bison
#

but that's a script command

runic plover
#

i think its in your config of your object featureType=2;

subtle bison
#

nope, dome config has no such thing

quick terrace
#

irc is a named property, not a config entry

#

but i am phone, need to check some mesh iโ€™ve done

#

where are they flagged like that? model.cfg?
@subtle bison a lot of the structures have no model.cfgs

subtle bison
#

yeh. in my experience, as soon as there is no light, door or other moving part, there is no model.cfg

quick terrace
#

hmm, weird thing is i can't find any mentions of any named properties

runic plover
#

im sure its featureType=2; just try out

quick terrace
#

i have seen featureSize=60 in lighthouses configs, but not in the dome's one

#

Integer: Default 0. 1 means the object is always visible within object view distance, 2 means always visible within terrain view distance. Same as setFeatureType.

runic plover
#

^^

subtle bison
#

but why is it not in the dome model file :p

quick terrace
#

that's config entry, not named prop

#

and indeed, it isn't in the dome's config, or not in it's base config i was looking over

runic plover
#

probably it was done by a patch later

#

for the domes

quick terrace
#

i didn't check all macros and the like

#

nor the 2.0 full config dump

subtle bison
#

white dome config says featureType = 0;

#

i checked ingame right now

runic plover
#

0 is default, could work with 0

#

0 or 2

subtle bison
#

what's interesting is that certain buildings are also visible from an unusual long range, but still not as long as domes

runic plover
#

depends on how many reso lods i think

#

or if reso lod is like 8.000 or only 4.000

quick terrace
subtle bison
#

yes, returns [["map","house"],["class","house"],["damage","no"],["prefershadowvolume","0"],["sbsource","shadowvolume"]]

quick terrace
#

so duck all

subtle bison
#

could this be hardcoded for whatever reason?

quick terrace
#

hardcoded to what?

subtle bison
#

not even trees are visible as far as the domes

quick terrace
#

@rough idol ^

runic plover
#

its in config featureType=2; add this and you got what you search. set to 0 or 2, just try out

#

same place like model = or armor =

subtle bison
#

yes, i get that. but it's not in the vanilla config :p

#

i'm just curious why

rough idol
#

bigger buildings disappear further away

#

it's all about how many pixels they take on screen

subtle bison
#

but small and big dome disappear at the same time for me. so it's just a coincidence?

rough idol
#

they could share same bounding box

#

for whatever reasons

subtle bison
#

i see

woeful viper
#

i have an issue with a trench i made (bottom section is how the roadmap looks atm) https://abload.de/img/deathtrap7mji0.png

If i run up the sand ramp from the right, and then fall down into the trench, he collides with the rear wall and gets stuck in the falling animation (and eventually dies).

On VR map this doesnt happen at all, on Malden however it happens almost every time, if you run or sprint directly, without stoping at the edge.

Does anyone have an idea what i could try to reduce this? At first i only had all the top surfaces, then i added the backwall and merged it to the bottom to see if that stops it, but no dice. Tried some other stuff, tweaking geo and road distance to each other and so on...

wraith tendon
#

Add a tiny ramp of roadway to the top, so you get "caught", when you run over it like stupid

rough idol
#

Iirc roadway sloped above 90deg gets rejected - try maybe making it bit more sloped?

runic plover
#

more sloped could do possibility to move out of the trench, but you have to try it out yes

wraith tendon
#

I meant: ~5-10cm of 45ยฐ "ramp" at the top of the it ยฏ_(ใƒ„)_/ยฏ

woeful viper
#

that "jump off" ledge doesnt seem like it causes the issue (although, if you run from the other side, you can get the same effect...)
Looks more like the player gets hung up on the top edge of the rear wall for some reason

stuck oyster
#

does the roadway float over the geometry?

#

there needs to be some offset

woeful viper
#

yes it does

#

I dont think the roadway lod can stop collision when there is forward momentum like this. So it has to collide with geo lod.
If i remove geo lod, the body just goes through the rear wall (even when slightly angled roadway on the rear)

#

i just checked my other wall with trench and its the same stupid problem

wraith tendon
#

(you can call me Dschablo Picasso now)

woeful viper
#

i can try, but the problem with these hacks is that roadway lod is cooked to a collider for physx as well, so this can lead to other issues

runic plover
#

what happens if you make instead a sharp edged roadway a more smoothed one? like Dschablo Picasso painted?

rough idol
#

could you share that scenario?

#

I could load it with some diag modes in a moment then

woeful viper
#

yeah, hang on a sec, ill make a clean one without my mod stuff

rough idol
#

sure

ivory grove
#

i've made tank for arma 3 and the shadows for the driver when turned out are broken, when looking from the outside the shadows are fine, does anyone have any idea what's causing this and how to fix it https://imgur.com/a/GKWkBrR

rough idol
#

eh, as I thought - you are pushed up since part of collison geo collides. I guess push should use collided surface normal instead just pushing upwards

wraith tendon
#

Yeah, it's an issue since... forever.

#

e.g. stuck inside a rock -> Running forward pushes you backwards (and the other way around)

silver zenith
#

sometimes even if I put no roadway lods on slightly tilted walls I end up walking really fast upwards on top of them

woeful viper
#

thats because speed is relative to horizontal plane (so if the angle would be 89.99999999ยฐ and you could walk on it, your speed in the vertical is near infinite)... its super silly. You can walk up 60ยฐ slopes iirc, and it looks ridiculous. But you have to use the stepping key a bit to get on it.

silver zenith
#

yeah thats what I though, what I don't understand is why am I able to walk on this wall even if it has no roadways

woeful viper
#

you sure? whenever i put just geometry i just get the falling animation and glitchingess

silver zenith
#

yeah, clueless on why

stuck oyster
#

did you save the file and repack it and dont have some old version overwriting it

#

no roadway = no walking

silver zenith
#

there is no roadway

#

just checked again

#

its weird

stuck oyster
#

is it very close to ground?

silver zenith
#

its a fence/wall
so yes

surreal elk
#

How do I make my goggle model enable nightvision is it with the configuration

stuck oyster
#

well yes I suppose it is

#

though not sure if goggles can actually have such feature

#

or is it tied to headgear/nvg items only

surreal elk
#

I have no idea

woeful viper
#

what are the correct psalms and offerings to appease the bugfix gods?

runic plover
#

@surreal elk you could try this subItems[] = {"Integrated_NVG_F"}; but i dont know if this works. it works for helmets. or you configurate your goggles like nvg's

blissful spire
#

if NVG config has the subItems attribute it should work

frosty rain
#

And I made the squares separate so they weren't all the same component

stuck oyster
#

and I dunno maybe they are inverted or something. But there is a convex component tool in OB that goes through all of the separate parts and makes them convex

#

it works most of the time

frosty rain
#

alright thanks goat

vivid dock
#

Hey guys, just thought I would stop in here to offer 3d services. If anyone is needing models made let me know. I haven't made models for arma yet, so I'll need to brush up on how they require the meshes to be setup, rigged, named, etc. But if anyone else wanted to handle that side of it I would be happy to do the modeling side. Pm me with requests

warm berry
#

Alright, not sure if this is something that goes either here or in #arma3_config, but I've encountered a problem.

When trying to make a unit of any kind that is taller than 7ft or so, we come across an issue where damage does not register to the entity. So, say for example that we've got an entity that is 12 ft tall, almost half of it will not register damage. Does anyone have a solution, or can anyone help us identify what the problem is and how we can change it?

runic plover
#

What kind of unit?

warm berry
#

Not sure how to phrase that...

Basically, trying to make a living being that would have a custom skeleton and animation set. Not a vehicle or object, a character. We've done something similar before, but when we scale above 7' or so, they become unable to take damage at that height.

runic plover
#

FireGeometry is also fitted to that 7'?

warm berry
#

I believe so. I'm not the guy that understands everything about this. xD

According to the guy that's tested this:

...the firegeo stops working for character that are over 7 feet. any part of the firegeo that is above that does not work at all. increasing the boundingsphere for the animations is suppose to fix that issue but it does not for some reason. so at the moment if you got them in game, the top half of the body wouldn't take any damage at all.

#

I'm primarily a modeler and Animator, but barely any of the latter has actually been for Arma yet.

runic plover
#

May ask if his FireGeometry is convex at all and also all got seperated Component01 - ComponentXX

warm berry
#

Should be. It wouldn't work at all elsewise, correct?

runic plover
#

It could work with some parts

cunning viper
#

Howdy folks, I have an issue with flashlights not working on an object I made.
Basically the problem I'm having is when I shine my flashlight at the object in game, it lights up half of the object in peculiar ways, and doesn't actually show the circle of light I would expect on the object. I want my flashlight in game to interact with the object I shine it at.

Initially thought this was because I did not add a "ShadowVolume" LOD, however once I added the LOD the issue still persisted. Is there something I'm missing? Another type of LOD or something in Object Builder?
I have a video of the weird behaviour if that would help.

#

Google has been zero help unfortunately

warm berry
#

@cunning viper Is your Memory LOD set up correctly? Pretty sure you need that.

cunning viper
#

Don't have a memory LOD, I thought that was for setting up light sources?

runic plover
#

@cunning viper object needs rvmat file for its texture, without you get weird lightnings around faces of the object and no circle of your light will show up

warm berry
#

I think almost everything requires some level of a memory LOD...

cunning viper
#

Okay sweet, I'll add a memory LOD and an RVmat. Thanks guys

runic plover
#

@cunning viper to get clearance

You got the problem that the flashlight doesnt do any circle light at your object?

And your own made flashlight doesnt work properly?

Or only a flashlight you use doesnt do a circle on your object?

cunning viper
#

Yeah Vanilla flashlight doesn't put the light on my custom object, instead I get weird illumination of the object going from vertex to vertex

#

From the sounds of it, it's because I don't have an RVmat

runic plover
#

Ok so only rvmat file is needed for your object textures

cunning viper
#

Sweet thanks so much @runic plover Really appreciate it! ๐Ÿ™‚

#

Saves me googling for hours

warm berry
#

Ah, yeah. My bad. I thought you were talking about a flashlight you made not casting the light right. xD

cunning viper
#

@warm berry Yeah too easy mate, I didn't explain it very well ๐Ÿ™‚

warm berry
#

That's where I was coming from with Memory LODs

#

Moving back to previous topic, so let's say for the sake of argument that this guy's competent enough to check that on the FireGeo. What else would be causing this problem, and how can we resolve it?

stuck oyster
#

There is very little data on large scale characters unfortunately.

#

Or custom shaped ones

#

Character geometry blob could be a factor. As well as the bounding sphere it has been set to use in the animation config.

warm berry
#

If they prove not to be, what would be the best way to go about identifying the issue?

stuck oyster
#

Poking at everything you can think of. As said, not really data about the matter and what makes it tick.

#

There could even be hard limits

warm berry
#

That's what I'm afraid of.

If I were to contact bohemia directly, you think they'd respond?

runic plover
#

A little idea i do have but i dont think this would do it.. characters are "mainly" the "only" which have autocenter=0 as property

When its to 0, probably some part of the FireGeo is subterran and doesnt fill up the 7'.. but thats just a theory and not 100% prove

stuck oyster
#

Reyhard talks here often and has commented on this too for someone else's problem on the same matter. So this is pretty direct line already. @warm berry

rough idol
#

@warm berry class rhs_crew_in: Default { actions = "CargoActions"; aiming = "aimingNo"; aimingBody = "aimingNo"; legs = "legsNo"; head = "headNo"; disableWeapons = 1; interpolationRestart = 1; soundEdge[] = {0.45}; //seems that bounding Sphere is crucial to hit detection boundingSphere = 2.5; canPullTrigger = 0; leaning = "crewShake"; rightHandIKCurve[] = {1}; leftHandIKCurve[] = {1}; rightLegIKCurve[] = {1}; leftLegIKCurve[] = {1}; ConnectTo[] = {}; InterpolateTo[] = {"Unconscious",0.1}; }; increase bounding sphere of your large character

#

on all your custom animations

runic plover
#

Nice info! I may need this later for a special unit ๐Ÿ˜ thank you!

warm berry
#

Yeah. We're gonna need a lot of special units. Anything I can get with it is needed and greatly appreciated. xD

surreal elk
#

My helmet textures appeared flipped the appear on the interior instead of exterior

stuck oyster
#

your faces are still the wrong way

#

did you enable backface culling in blender?

warm berry
#

Have you properly set the o2 script on the Arma Toolbox addon for Blender?

runic plover
#

Or just open in OB, select whole helmet and push "W" ( if the whole helmet is reversed )

stuck oyster
#

things should be done correctly from the start

surreal elk
#

Yes

#

In painter it does not appear reverse

#

I flipped the faces

#

And it works for the other parts

#

But

#

Then the mask if I flip it is invisible

#

But if I don't it is not

#

But the exterior is shown on the interior

stuck oyster
#

painter?

#

have you enabled this?

surreal elk
#

Yes

#

And I flipped the faces

#

Then I exported it to surface painter

#

Did the texturing

stuck oyster
#

painter might not care about face direction

#

its what you export from Blender to OB/Arma that matters

surreal elk
#

Yea I fixed the faces before

#

I have no idea

#

I thought maybe the faces were reverse

runic plover
#

could you add a screen how its looking now?

surreal elk
stuck oyster
#

what does it look like in blender

#

what it looks like in substance does not matter that mutch as the model is wxported from blender

#

and what does it look like in OB viewport

surreal elk
#

Thats what it looks like

stuck oyster
#

and this is what you export to P3D?

surreal elk
#

Yes

#

?

#

Should I recalculate normals in blender

#

Inside ?

#

?

stuck oyster
#

what does it look like in OB

#

also how many triangles does it have?

surreal elk
#

Like that

#

And I need to see

#

I think its the uv map but I maybe wrong

surreal elk
#

Nope

stuck oyster
#

also not related to your problem exactly but what is happening here?

surreal elk
#

Idk I flipped that

orchid spruce
#

I have a ViewCargo lod in my vehicle and for some reason when I'm in the cargo of the vehicle and looking from first person, the whole vehicle looks like it's completely in shadow, why would that be?

zenith lake
#

Looking to recreate this terrain-hugging effect that helipads have for a custom zoning model being made (similar to helipads, it's just some lines/text meant to be on the ground). Every attempt so far results in it being treated like a physical building and clipping/slanting with the terrain whenever they meet a corner instead of hugging/curving over it like helipads do...

https://image.prntscr.com/image/GfPzKqygTsKwGVqlYX6m6Q.png

Does anyone know how to achieve this effect? Is this something done within the p3d or something done in rvmat/configs? Thanks!

stuck oyster
#

you need to make them decals

#

and decals only work right when placed in TB

#

@clever solar you had some decal steps somewhere written up maybe?

runic plover
#

@zenith lake in OB, select model and push Shift + E

You can try in the Surface section
On surface or
Keep height (fence)

Or do them as decals like HorribleGoat told.

stuck oyster
#

on surface is more glitchy

zenith lake
#

Thanks!

#

I'll look into this. ๐Ÿ™‚

stuck oyster
#

named property decal was related to them I recall

#

BI forums may have something about it

#

or possibly searching this discord for decal related chat

runic plover
#

With Shift + E you can also select Normal or Decal ive noticed now๐Ÿ˜…

zenith lake
#

Got it! Thanks for your help @stuck oyster @runic plover ๐Ÿ™‚

fervent steppe
#

so i opened up the a2 powerstation..made a pathway lod same as i always do and the darn ai sometimes use it and sometime dont...what gives? why would they ignore the pathway if they were already using it?

#

and on top of that they wont use the ladder

stuck oyster
#

did you replace the old one or made a new named copy?

fervent steppe
#

you mean the name of the powerstation?

stuck oyster
#

yes

fervent steppe
#

yea its jbad_blabla

stuck oyster
#

then it cant be conflicting with some other same named version from some other mod. ๐Ÿค”

fervent steppe
#

yea its weird.

#

i dont get it at all

stuck oyster
#

is there roadway under the path?

fervent steppe
#

its like its interacting with the terrain verts

#

instead of the pathway lod in the model

#

yes theres a roadway lod under it

stuck oyster
#

how much above the roadway surface is the pathway mesh?

fervent steppe
stuck oyster
#

could try putting it like 10 or even 20 cm higher

fervent steppe
#

i'll double check i tihnk i did that already but let me try again so i can say for sure

#

theres a video and theres the pathway lod

#

its like they use it then ignore it

stuck oyster
#

uuuh private video @fervent steppe

#

cant see it though xD

fervent steppe
#

@stuck oyster try now

stuck oyster
#

that is rather odd indeed

#

how close is the terrain?

fervent steppe
#

right!

stuck oyster
#

/how high is the floor

#

~~about

fervent steppe
#

i mean the building is sitting maybe 6" above the terrain

stuck oyster
#

this terrain placed or editor placed?

fervent steppe
#

terrain

#

i tried editor as well..same issue

stuck oyster
#

could you try putting it little higher in editor and see if that does anything

#

and possibly on terrain too (<3 binarize time)

#

if it is for some reason having trouble with the height

#

it should not

#

but maybe it could

fervent steppe
#

i just raised the roasway load in the model so ur like a foot off the ground now and still the same issue lol

stuck oyster
#

dont remember seeing this kind of issue before

#

I've had objects with paths on them hugging ground just fine

fervent steppe
#

so i just raised the building in the editor and it seemed to work..guy followed the path fine

#

still wouldnt use the ladder but didnt run through the switchgear

dusk frost
#

do equipment pieces (helmets, hats, nvgs, etc.) need to be weighted to the player skeleton in order to show up correctly on a player

fervent steppe
#

not sure why im having this issue tho. i have tons of other buidlnigs that are hugging the ground with 0 issues

stuck oyster
#

@dusk frost yes

#

what geometry named properties does it have? @fervent steppe

dusk frost
#

thanks

#

I assume all the lods etc. have to be weighted as well?

stuck oyster
#

yes

dusk frost
#

alright

fervent steppe
#

map = house, class = house, dammage = building, sbsource = visualex

stuck oyster
#

nothing odd there

runic plover
#

@fervent steppe would you like to get rid of these light flares in your lamps?

fervent steppe
#

Yea

runic plover
#

Ill give it you when im at home, im at work now ๐Ÿ™ˆ

surreal elk
#

I finally fixed it

#

Cool helmet tbh

clever solar
#

Someone tag me?

clever solar
#

Not sure why that never works with mobile

#

Oh I had a youtube vid

#

Discord not showing my @'s

#

Discord not finding anything relevant in searches

#

Ye dunno, I just searched for for like 15 minutes, it gone

orchid spruce
#

I have a ViewCargo lod in my vehicle and for some reason when I'm in the cargo of the vehicle and looking from first person, the whole vehicle looks like it's completely in shadow, why would that be?
I still can't figure this out

stuck oyster
#

where did you export it from? perhaps the vertex normals are messed up

#

pics would always be helpful for debug

orchid spruce
#

the viewcargo is just a duplicate of the first visual lod, there's no difference between the two other than some parts being deleted in the viewcargo

#

it simply looks like the whole vehicle is in a shadow

rough idol
#

and are you sure you don't have cargo shadow?

orchid spruce
#

which lod would that be?

#

oh you mean like the "ShadowVolume - ViewCargo" one?

#

no I don't have that

stuck oyster
#

does the object have a shadow lod at all?

orchid spruce
#

yes it does

stuck oyster
#

is it accurate?

#

or does it cover the interior

orchid spruce
#

yeah, looking at the vehicle normally it's fine

#

it covers the interior but the cargo seats aren't inside

stuck oyster
#

how about some pics then

#

as it does not sound like normal vehicle

orchid spruce
#

it's just a tank that has passenger seats on the top

stuck oyster
#

ยฏ_(ใƒ„)_/ยฏ

#

dunno then

orchid spruce
#

here's an example, top image is looking at a spot in the passenger seat in first person, bottom image is looking through an external camera placed in the same spot https://prnt.sc/vcs7gb

#

it also only happens in passenger seats, if I'm in a crew seat and turn out, everything looks normal

#

is it possible to make cargo seats just use the main resolution LOD?

fervent steppe
#

finished that off

cunning viper
#

Hey guys, I am still having problems with RVmats. I'm trying to make my custom object interact with the vanilla flashlights, but the object doesn't display the typical circle you'd expect. Instead it lights up the object from corner to corner.
I have an RVmat file linked and working, but it's just a basic "General Material" rvmat.
What maps do I require in the RVmat file of my object to make it interact with flashlights?

#

Just ambient and diffuse?

cunning viper
stuck oyster
#

Have you tried supershader on it?

quick terrace
#

does that have a geo and a svlod?

cunning viper
#

Yeah it has Geometry and ShadowVolume LOD. SV is triangulated

#

@stuck oyster I'll try supershader see how I go

runic plover
#

SuperShader should work yes.

cunning viper
#

Sweet cheers! If you don't hear from me assume that it's worked ๐Ÿ™‚

#

I didn't know supershader was a thing, so thanks so much for the suggestion

quick terrace
#

what rvmat were you using instead of supershader?

cunning viper
#

One that I tried to make from scratch, it had a normal map and a specular map but that's it...

stuck oyster
#

Use the default rvmats from p:\a3\data_f

#

As base

#

Or even to test it

surreal elk
#

How to add thermal vision to glasses conf

runic plover
#

@surreal elk this is NVG + thermalsubItems[] = {"Integrated_NVG_TI_1_F"}; this is only NVG subItems[] = {"Integrated_NVG_F"}; I dont know if this would be only thermal subItems[] = {"Integrated_TI_F"}; maybe someone knows exactly for only thermal vision. try out if my one is correct for only thermal

surreal elk
#

Does this go in conf

surreal elk
#

Does this work for glasses

stuck oyster
#

Maybe

runic plover
#

I used this for my helmets. Dont know if it works for glasses too.

soft kernel
#

i try to figure out why i can see through my model. i have correct texture suffix. correct Lods. geometry is closed and convex, shadow is closed, sharpened edge, and triangulated. i tried to apply a3 vanilla textures on it and also can see through:

stuck oyster
#

Are you using CA texture on it?

#

You also have CA texture on the TI stage instead of TI

#

And tried to apply vanilla textures how?

soft kernel
stuck oyster
#

Looks like it has lot of windows. It's probably because of those

#

The engine starts to think its transparent

soft kernel
stuck oyster
#

Does it have rvmats? Do the CO textures contain alpha channel?

soft kernel
#

without rvmat i cannot see through. but that can not be the solution

#

oh. wrong i can see through without rvmat

stuck oyster
#

all objects should have correctly set up rvmat on them

#

also you seem to have a lot of separate textures on the boat

#

do you have proper baked textures for it?

#

and yes your _CO also has alpha channel though it is all opaque

#

might be good idea to remove alpha channel from all textures that do not have transparency

dark anvil
#

Hey! Im trying to make a model for a helmet, but id appreciate a base arma Bi-ped to form around, anyway i can get my hands on one? legally that is

#

just need the arma base character for scaling

stuck oyster
#

Arma 3 samples on steam

dark anvil
#

sorry to be a pest but can you link? i cant seem to find it @stuck oyster

runic plover
#

C:\ or where you've installed it SteamLibrary\SteamApps\common\Arma 3 Samples\Addons\Test_Character_01

stuck oyster
#

@dark anvil no, google should find it

dark anvil
#

ah dope

upbeat prawn
#

Is there a way to verify the MFDs in bulldozer?

stuck oyster
#

no

#

filepatching/mergeconfig and diag exe will be useful for that

upbeat prawn
#

@stuck oyster Thank you, any link to how I use this stuff, unknown to me.

stuck oyster
#

Bi wiki might have some. dont have any at hand

upbeat prawn
#

@stuck oyster Thanks bro

vital geyser
#

Can PreProcessor be used in a model.cfg?

stuck oyster
#

No

#

What are you trying to do?

blazing berry
#

Greetings,
I have a P3D of a cigarette, and I link it to the bone of "Face_Jawbone" so that it moves with the jawbone when speaking.
My problem is that when I move the camera away, the head reduces its LOD to 1 and loses the gesticulation bones, making my cigar end up between my legs for a moment until I move the camera further away and then the LOD 1 of the cigar is activated and returns to the mouth on the "Head" bone.
Do you know if there is a possibility to prevent the cigarette from falling between the legs by adding a Head bone in LOD 0 or creating a LOD 0.5?
Any solution?

stuck oyster
#

you have some other issue there as the bones do not dissapear with lods

#

even if the head model does not have selections for that particular bone the bones are still there.

#

possibly you need to check your cigarettes lods

blazing berry
#

if I have the LOD 0 in "Head" I have no problem, but the cigar is static when moving the lips, when moving the camera away, the head has no bone "Face_Jawbone" en el LOD 1.

stuck oyster
#

what type of item is your cigarette?

#

does it have more than 1 lod

blazing berry
#

is a pair of glasses and is in headgear.
It has 2 LOD
LOD 1 = Face_Jawbone
LOD 2 = Head

stuck oyster
#

you have Head or head in lod2?

#

as "head" is the correct one

blazing berry
#

head and "h"

#

If you want I can upload a copy of the P3D model in Mlod.

stuck oyster
#

I could not reproduce it with a quick test as helmet item that was weighted on jawbone

#

is it a custom character you put it on?

#

if yes, try vanilla one

#

possibly the character is missing proxies for glasses in latter lods

blazing berry
#

the problem persists in personalized characters and vanilla.

stuck oyster
#

try it as helmet item

blazing berry
#

There is a desynchronization between the dispancy to which LOD2 is applied in the character's head and in the headgear.

stuck oyster
#

well at least I cant reproduce it on my end

blazing berry
stuck oyster
#

hard to say what happens as you have modded content running and I cant reproduce the issue

blazing berry
#

I am thinking of creating some vertices to deceive ArmA about the size of the cigar. if it is bigger than the head,
If it works I will say something. ๐Ÿค™

stuck oyster
#

๐Ÿ‘ good luck

runic plover
#

looks for me like a selection is missed in the other LOD. probably selection missed of the character or your cigaret ( or helmet in your video)

woeful viper
#

yeah, thats the only reasonable explanation, it should happen with vanilla helmets on this model too

blazing berry
#

Solved,
by creating a vertex and joining it to both "head" and "Face_Jawbone" when the camera is moved away and the "Face_Jawbone" disappears from the head in the LOD2, it stays in the position of the LOD1 of the cigar because there is a "head" with a linked vertex.
๐Ÿ˜ https://i.imgur.com/g8jTmAc.png
Thanks @stuck oyster for the contribution. ๐Ÿ‘

vagrant harness
#

Hi, I would like to give this away to anyone who could implement it in Arma 3 as a functional SMG. Who should I contact??

woeful viper
#

uv'ed,baked,LOD'ed and textured?

junior saddle
#

I can tell you that isn't textured, but it looks baked. It could be the rendering software tho

#

"baked" as in AO. It also looks very high poly, so maybe it isn't AO or Normal baked. I think that's meant to be the high-poly source.

junior saddle
#

Hi all,
After unsuccessfully getting the Toolkit to work in Blender 2.9 and getting a warning roadsign saying "Upgrade to 2.8x required," I installed 2.83.8, trying the toolkit with that instead. I get the same problem. The User Guide that comes with the Toolkit is a tad outdated. Apparently there were some significant updates to Blender as of 2.8, so I assume the toolkit is not quite up with Blender? Ugh. I just can't seem to get over this install problem.

stuck oyster
#

@junior saddle where did you download the toolbox from?

junior saddle
#

Armaholic. The other two links are down for maint.

stuck oyster
#

this is the correct place

junior saddle
#

cool!!

#

will it work with 2.9?

#

or should I just stick with 2.83.8 for now?

#

...or should I downgrade Blender even further?

stuck oyster
#

That I dont know. @shrewd jay did you yet move to 2.9

shrewd jay
#

I haven't but I have tested on 2.9 and it works

junior saddle
#

I'm doing something wrong

junior saddle
#

Ack! Now I can't find the user guide?

#

It looks installed right, with no warnings, but I can't tell where the shelf is supposed to be located at this point. It doesn't seem to be in the properties shelf.

vagrant harness
#

uv'ed,baked,LOD'ed and textured?
@woeful viper Not lod nor textures but it's doable. Does have normal maps

lavish jay
stuck oyster
#

wrong destruct type possibly

stuck oyster
#

what type did you use?

lavish jay
#

Default

lavish jay
#

ahhhh it never changes

lavish jay
#

I'll check for problems with named properties

stuck oyster
#

is it meant as terrain object or editor object

mental wave
#

Hi is anyone able to help me? im trying to get into Rvmats as i have never known how to use them or create themand would be greatly apprierated ! as im a modeler but i dont know Rvmats

lavish jay
#

is it meant as terrain object or editor object
@stuck oyster
Yes

ivory grove
#

What is a good number of tris for a tank

polar fiber
#

Depends on the tank and what's on it

#

Stuff with lots of ERA blocks, bar armour, external weapon mounts etc. will be more than something a bit more basic and angular

crude plaza
#

Hello everyone, first sorry for my English I am French please be indulgent ๐Ÿ˜ I have concerns about importing a vehicle at the physx level, the vehicle is slowed down and does not go at its maximum speed although the configuration used is functional on other models that I have already imported, I have the impression that some things are bugged but I can turn everything around in all directions impossible to find, has someone already had this problem? thank you in advance

outer condor
#

@crude plaza PX is tricky. reyhard and X3KJ know best.
good would be to upload your model.cfg, config.cpp and images of relevant LODs from OB

stuck oyster
#

same settings usually dont work right on different sized and weight vehicles. also copypasting memorypoints and such can make them flip and that can cause issues with dampers and rotation directions

crude plaza
#

Thanks @outer condor for help but usually I do not have this problem I have 40 models imported and never had this problem

#

the config

#

and pics

#

@stuck oyster ok thank you for your information ๐Ÿ‘ what I find weird is that I have never had this problem on other models, I am not a mechanical engineer ๐Ÿ˜‚ so I do not go too much into modifying the physX otherwise after that it becomes strange .

quick terrace
#

@crude plaza you actually modeling civilian vehicles?

crude plaza
#

@quick terrace I model and import a bit of everything, civilian vehicles, trucks , boats ...

quick terrace
#

I was asking because most people don't use their own models

crude plaza
#

No problem ๐Ÿ˜‰> I was asking because most people don't use their own models
@quick terrace

ivory grove
polar fiber
#

24k verts/47k tris is reasonable for a tank I think. You have a lot of ngons though so the face count in your HUD isn't that meaningful

#

Some bits like the coax MG barrel and cylinders on top of the turret look more vertex dense than they perhaps need to be. I would have used those extra edges on the larger round parts of the turret

ivory grove
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Ok thanks for the help, yeah i was thinking that as well i tried to use the decimate modifier for the turret, but ill probably get better results if i do it manually.

orchid spruce
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is the component convexity checking in object builder supposed to be reliable?

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if I do a convexity check on this component, it selects almost all of the points, even though it is a convex component by usual definition https://prnt.sc/vgy1b9

polar fiber
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I think the triangulation is in the wrong direction to be convex on some of the non-planar surfaces

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If you select the four verts that make up those faces and click the "turn edge" tool in the toolbar (it's between the touch faces selection tool and the pin tool, looks like a brown quad with red and green X on it), it will switch the direction of the diagonal edge

crude plaza
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@outer condor , @stuck oyster , @quick terrace I come back to you following my concern for speed on the vehicle after several days of research ๐Ÿคฆโ€โ™‚๏ธ I have finally found the answer ๐Ÿฅณ to my problem the games were changed to Imperial unit of measure so in mph alone. If anyway that happened to you it suffers to open your profile arma 3 which is in the documents with notepad ++ and to look for the line "useImperial ...." and to pass the value to zero. good evening to you โœŒ๏ธ

stuck oyster
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XD oh dear

crude plaza
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Incredible almost to tear your hair out ๐Ÿคฆโ€โ™‚๏ธ ๐Ÿ˜‚ the main thing is to have found the solution

orchid spruce
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what do the "stopa" memory points do on cars? I'm seeing there's ones named like "stopa pll" on what look like the bottom edges of all wheels, do they just mark where the boundaries of wheels are?

polar fiber
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Some things they're used to put treadmarks on the terrain

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With cars they probably just happen to align with the wheel boundary

orchid spruce
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is there a way to preview hitpoint radius in object builder?

stuck oyster
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no

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or make them with x radius spheres and then join as 1 when ready

solid sonnet
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Hi guys, I encountered a problem when dealing with the "shadow model". When I proceed to Structure / Topology /Closed, my OB will not respond (this problem is usually triggered when Closed is executed twice in a row)

runic plover
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if its a bigger model just wait and dont click anything

stuck oyster
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Best to make shadowlod properly before taking it to OB

quick terrace
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minimal LODs required before even considering getting stuff into OB

  1. Resolution / Visual LOD - highest
  2. ShadowVolumeLod - highest
  3. Geo LOD - with named properties and weight
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this could be pinned as well BTW

minor jasper
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are there any max users here who know if there are any tricks to export a 120 selection vehicle with say camo1 and door_left and zbytek named selections on same mesh parts?

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or are we really stuck with only one name per part?

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it seems a bit crazy in this era to have such a powerful tool that cannot handle mutiple names on selections during export

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it makes me wonder if we should not hire max users in future... which is insane

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as whenever a new export is made, it needs to be renamed again manually

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seems like a bad workflow, which maya and blender do not suffer.

runic plover
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Did you try it with all variants as example like .obj .fbx ?

minor jasper
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it's not me doing it, but yes i'm fairly sure

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my main experience with max users is on weapons where a single texture is used so needing camo1, camo2 etc wasn't an issue

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on a vehicle you can have a lot of bone and section selections overlapping

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if they just exported the bones, how would we know which ones were UV'd onto camo1 and camo2?

minor jasper
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ok HG came up wit ha solution, using a skeleton and pretend weighting

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awesome

quick terrace
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you can export each thing as a separate part

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or use weights. both work

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you break existing named selections in max to individual objects and keep the naming of the selection sets

stuck oyster
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if theyre broken into separate objects how can 1 object have 2 selections

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if 1 object == 1 selection

quick terrace
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i need to check a certain script for that

stuck oyster
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Just curious really if anyone else runs into this problem. I dont really use Max myself ๐Ÿ˜„

orchid spruce
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what might a vehicle to tilt to the side by default? I thought it was because my geometry lod had a component with weight that was only one side, but I've removed the weight from that component and made sure the weight is all distributed symmetrically and it still tilts to one side

stuck oyster
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ive seen that happen by just having an edit lod

orchid spruce
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a what?

stuck oyster
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edit lod

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in the p3d

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but also mismatching physx setup can cause that

orchid spruce
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I don't have that, never had it

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by physx setup you mean in the config?

stuck oyster
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or wrong directions in damper axis

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yes

orchid spruce
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which physx properties might affect it?

stuck oyster
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springs

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and other wheel related stuff

orchid spruce
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my wheels seem to be all set symmetrically

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where are the springs set?

stuck oyster
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in the physx config

orchid spruce
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I mean what properties

stuck oyster
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cant remember off the top of my head

#

the samples I think have them commented

orchid spruce
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oh yeah they do

#

well I'm not finding any properties that have any sort of directional effect

#

it's all either total or only affecting front/rear

old citrus
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can someoene help me my muzzle fire isnt working somehow i used the muzzles from my other guns that do work but i just cant mine working.

stuck oyster
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custom muzzleflash?

old citrus
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no normal one which somehow doenst want to work

stuck oyster
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does the proxy have correct named selection that corresponds with the config?

old citrus
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it should

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i got this once proxy:...\muzzle_flash_rifle_Mk20.001

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i got that one from someone when I was starting and well it worked all the time dont know why it isnt anymore

stuck oyster
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it should also be part of a another named selection

old citrus
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yes muzzleFlash which is corresponds with the model cfg

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it still doesnt work

old citrus
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it shows up in OB with the corresponding animation but it doesnt show up ingame

stuck oyster
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does your weapon have the muzzleflash parameter defined?

old citrus
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where should it be defined ?

#

or what do you mean exactly

stuck oyster
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in the weapons class there is a config paramater that needs to point to the muzzleflash named selection

old citrus
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would it be this ? muzzles[] = { "this" };

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and change this to muzzleFlash ?

#

no found it iam dumb its in there too

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selectionfireanim = "muzzleFlash";

stuck oyster
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those selections are case sensitive so make sure you have it same in all necessary places

old citrus
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its correct

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i know that they are case sensetive but thx for the heads up ^^