#arma3_model

1 messages Β· Page 159 of 1

terse scroll
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Hey! I am currently working on upgrading an old custom pylon system to the new arma 3 dynamic loadouts system. I built a model with CfgNonAIVehicles simulation pylonpod, and it has 4 proxies in it of the hellfire model which have been given simulation maverickweapon. This seems to work perfectly, other than the model that we are using for the hellfire is not being used and instead the default Maverick pylon. I am assuming I have not got a config somewhere specifying what model the pylon should be using for the ammo. Where is this defined? I am preparing a minimal config example of what I have written

polar fiber
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proxyShape in cfgAmmo

terse scroll
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Thank you very much! I think that has helped me track down my mistake

terse scroll
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https://ibb.co/Z8QtSbX Great, thank you! The misalignment is to do with the proxies positioning, your information worked perfectly!

wraith socket
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I circled those red parts because I can tell its my mesh

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but the default arma material is somehow being applied

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The weird shadows are another thing but I can figure that out separately

stuck oyster
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you likely have not cleared your model from the personality selection hl and the camo selections for hiddenselectiontextures

polar fiber
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because you have some selection names applied to it that you shouldn't

wraith socket
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oh yeah thats it

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thanks !

stuck oyster
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your shadowlod probably has those too

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as it seems to bug

wraith socket
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yeah, I used a data transfer in blender for the vertex groups

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before taking it into OB

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so they will be there for sure

orchid spruce
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how do I set the center in a p3d?

runic plover
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@orchid spruce what do you mean exactly?

orchid spruce
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do p3ds not have some kind of center point to them? like what is considered the middle of the vehicle

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if autocenter is disabled, what does it consider the center?

quick terrace
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afaik the boundry box of the mesh itself

orchid spruce
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so how do I set it to be a different point?

stuck oyster
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Move all lods

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Or create centering verticles

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Why do you need to change it?

orchid spruce
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my vehicle has some asymmetrical parts which I think causes the center of mass to end up being off to the side, I think that might be what makes it tilt slightly to one side

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or it's not centering it at all so the center stays at 0,0,0, since that's where the ace interact position ends up being and also when I go through virtual garage the camera starts on the floor unlike all the other vehicles

stuck oyster
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Sounds like it may have all kinds of trouble

orchid spruce
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yeah it has issues

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Or create centering verticles
how do I do this?

quick terrace
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you mean geo lod mass?

orchid spruce
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I don't know

runic plover
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You have to adjust the landcontact and you have to adjust the mass in the geometry

orchid spruce
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the mass is completely symmetrical in the geometry, the components that aren't symmetrical have no mass

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the landcontact is also symmetrical

runic plover
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So, when you select whole geometry, where is the blue point at?

orchid spruce
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the what?

runic plover
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When you select the geometry, there shows a blue point, thats the mass center

orchid spruce
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there is no blue point

runic plover
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OB or Blender?

orchid spruce
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object builder

polar fiber
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All parts of the model count towards the model centre. Including get in/out memory points, proxy triangles etc etc

runic plover
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I got in OB a blue fat point with a little blue cross trough the blue point. That shows me the mass center of the whole geometry when i select the whole geometry

orchid spruce
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I don't have anything like that anywhere

subtle bison
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i have added some stuff to the front of my car. it works in all normal lods, but in the view-cargo lod the texture isn't shown. i found out that this is because of the front window of the car

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anyone got any idea how to fix this?

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if i shoot out the front window, the texture suddenly shows. otherwise it's flat white

runic plover
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is the window a seperated face?

subtle bison
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yes

runic plover
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select it, ctrl copy, delete it, ctrl paste

subtle bison
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ok

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that fixed it. awesome.

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thanks

polar fiber
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select it, ctrl copy, delete it, ctrl paste
@runic plover Faces>>Move Top

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And best to select all faces by texture+material section before performing those sorting operations or copy & pasting, otherwise your section count goes up

runic plover
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yes had to fix some sections already ^^ you're right

subtle bison
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selections are the biggest pain. had quite some issues with them already in the past

stuck oyster
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DX view mode does not show the center of mass btw.

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So @orchid spruce you need to turn that off to see it

orchid spruce
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oh yeah

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well the center of mass seems about right, pretty much centered

stuck oyster
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prettymuch is not good enough

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even slight deviation from center will cause tilting and trouble

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is your model properly modeled symmetrically around the center

orchid spruce
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the geometry lod is

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at least I'm pretty sure it is

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does it need to be 100% perfectly symmetrical?

stuck oyster
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well no

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but preferably in the in the middle between the wheels would be centered

orchid spruce
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it is in the middle, it's only a few pixels off to one side

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so could the visual lods being not entirely symmetrical somehow affect the tilting?

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the vehicle itself is pretty much symmetrical as any armored vehicle, it just has some bits attached to the sides that are different on each side

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like boxes and stuff

stuck oyster
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should not

orchid spruce
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does component mass affect anything other than center of mass?

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as in, mass distribution, not overall mass

stuck oyster
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yes

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thats what the blue dot/cross is for

orchid spruce
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yeah so that's center of mass

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I mean is there anything wrong with just making some component near the bottom way heavier than all the other ones to bring the center of mass closer to the ground?

stuck oyster
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no that usually makes handling better

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if you are very top heavy it will tip over easily

orchid spruce
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okay good

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wasn't sure if that was gonna break something else

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so it really seems like center of mass is not what's causing the tilt I'm getting

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I also don't think it's a config because the config I have is mostly copied from another vehicle that doesn't have any issues

stoic blaze
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Is there a way to make an object larger than 50x50 meters have collision, without having to add multiple collision meshes?

stuck oyster
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no, when the limit is reached thats it

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50x50 is considered safe size

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and it varies a little depending on terrain settings

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but there is no quarantees things work right after 50x50

orchid spruce
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well I somehow fixed the issue with my vehicle center being at 0,0,0, it was because of some named property in some lod

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I think it was because the geometry lod had a autocenter 0 property

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I think deleting that is what fixed it, now in virtual garage the camera looks centered like other vehicles and the ACE interact gets placed properly in the middle

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I think I'm just gonna have to live with the tilt though, can't figure that one out at all

stuck oyster
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cars must not have autocenter 0

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or vehicles

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so yes sounds like that would cause the issues you saw

orchid spruce
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when I changed something in a visual lod and resaved the file suddenly the autocenter 0 is back in the geometry lod

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what the hell

stuck oyster
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perhaps you have duplicate lods

orchid spruce
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I guess when I copy pasted something into the lod it also brought the property with it or something

stuck oyster
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yes that would do it too

runic plover
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yes autocenter 0 is not needed for vehicles. and also yes, if you copy the geometry of a model in to a other model, it will also copy its properties.

stuck oyster
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must not be used on vehicles*

sterile kiln
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I have ine more problem before i can publish my model

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To the main mod that is

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I can walk through it

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And im not sure what component handles colliders

stuck oyster
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Geometry lod

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Wiki page for lods and sample on steam should point you in right direction

sterile kiln
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Strange, i meet all the requirements...

sterile kiln
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I got it nvm

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So i wanna start working on a vest now, where can i get a base character for measurements?

polar fiber
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Arma 3 samples on steam

sterile kiln
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Thx

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I cant import ascii fbx files or smth

polar fiber
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What software you using?

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Blender?

sterile kiln
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Yeah

polar fiber
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Then I'd just use the Arma toolbox and import the .p3ds directly

stuck oyster
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πŸ‘†

sterile kiln
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Yeah tried that, kinda fucks up for me aswel, ill take a look tomorrow

sterile kiln
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Help, my p3ds wont import! :/

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Does anyone have a .fbx of the example character that works for them in blender 1.8? If so, please send it to me if you can

sterile kiln
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I really dont know what i could do to fix this

median bough
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Blender should have native fbx import

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Not "open with blender", open blender and use "import"
@sterile kiln

sterile kiln
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Ive done tha

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I get an error, version 6100 not supported minimum 7100

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@median bough

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Or when i do the template it says ascii fbx not supported

median bough
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Strange...
You could try a "workaround" until smb more knowledgeable is awake:
Open fbx in OB, export as P3d, import in blender using blender arma 3 toolbox

sterile kiln
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Ill try that

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Thx

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What are thise strange triangles i see?

median bough
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Proxies most likely

sterile kiln
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Ughhh it doesnt work either

median bough
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Sorry mate... No idea then

sterile kiln
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Hmffff, so frustrating

median bough
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Welcome to arma modding πŸ˜‰ 🀣

sterile kiln
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Loll

foggy finch
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version 6100 not supported minimum 7100
that's due to blender not supporting earlier versions of FBX.

stuck oyster
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@sterile kiln what p3ds are you trying to import?

sterile kiln
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Ill send it

stuck oyster
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No just write where its from

sterile kiln
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Its from the arma 3 examples

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its

A3 character tamplate

stuck oyster
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K so did you install the Blender Arma toolbox addon?

sterile kiln
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Yep

stuck oyster
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From github?

sterile kiln
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Uh i dont think from github, from armaholic

stuck oyster
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Yep well that's the issue

sterile kiln
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Ill try taht thx

stuck oyster
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Github has the latest version that works with latest version of blender

sterile kiln
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Is this it?

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It says latest release 2019

stuck oyster
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Yes that is the one.

sterile kiln
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Ah you saint it works now

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Wait what....

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It worked for like one time, then i was deleting triangles, then blender crashed and now it doesnt work

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ughhhhhh

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Well it somehow worked now, i exported it quickly as fbx

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so now i have it. Thanks! @stuck oyster

stuck oyster
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Why in fbx?

sterile kiln
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So i can use it in more projects

stuck oyster
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projects?

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Arma models are meant for Arma use only

polar fiber
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Said yesterday he wanted it for modelling a vest to scare IIRC

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in which case you don't want to open the template file anyway, you want the example file

sterile kiln
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Arma models are meant for Arma use only
@stuck oyster Projects as in different vests, different mods etc

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I dont rly know about the front plate

stuck oyster
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then you dont need to save as fbx after importing the p3d. saving it as normal .blend file will keep it safe

sterile kiln
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I do, other people i know who want to use it use maya etc

lethal anchor
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Hello All this may be a dumb question. I am unable to find an example human model to base my vest around. Can someone help me I've been unable to find an example in samples

stuck oyster
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@lethal anchor

sterile kiln
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Hello All this may be a dumb question. I am unable to find an example human model to base my vest around. Can someone help me I've been unable to find an example in samples
@lethal anchor You have the exact same problem i had hahah

lethal anchor
stuck oyster
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yes that is correct

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the model has multiple technical lods and parts

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not just the visual mesh

lethal anchor
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so unticking all off it looks like fire geometry is the closest to human model

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I am prsuming this is the same for all

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?

stuck oyster
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wut

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πŸ™ˆ

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maybe check the 1.00 lod

polar fiber
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Example doesn't have a 0.00 LOD, 1.00 is the first LOD

stuck oyster
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fixdit

lethal anchor
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sorry I am completely new to this lol facepalms First lod appears to be humanoid now

polar fiber
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And as I said before, make sure you load example, not template. Template is just the proxies and arms and legs, no torso

sterile kiln
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sorry I am completely new to this lol facepalms First lod appears to be humanoid now
@lethal anchor lol, welcome to hell!

lethal anchor
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Thanks haha, I apricate the help during my brain haemorrhage that occured

river kite
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having again a problem with my vehicle, it moves completly as it should be, only when im braking it stays completly straight and doesnt move down at the front any suggestions why this occurs ?

median bough
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what kind of vehicle do you have?

river kite
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4 wheeled car

stuck oyster
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how do you expect it to move then?

river kite
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Wheel when u drive and then brake it should move a bit down at the front suspension

stuck oyster
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then probably your suspension config needs tweaking

river kite
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The thing is when u accelerate forward and backwards its moving right . Accelerate forward front goes slightly up and back down for reverse driving the opposite

sterile kiln
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So, ive just made my vest in blender: now to step 2, weight painting. How would i do that? Is there a guide?

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Cause i dont see any skeleton in the example file

stuck oyster
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Technically skeleton is not mandatory for weight painting but of course its very useful for checking it.
You can use Macsers armarig for that.
Also you can use weight transfer to project the sample characters weights on your model as a base.

sterile kiln
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Right

stuck oyster
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sounds more complex than it is. there are simple steps for it online

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or you can even search on this discord for my steps with pointy arrow pictures

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although the pics might be from blender 2.79 so not 100% accurate anymore in regards where buttons are

frosty rain
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When I place my building on the editor my arma crashes, this is only happening after I added a shadow volume lod

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I have 5580 triangles in my shadow lod

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And its closed, triangulated and edges are sharp

stuck oyster
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that is a very complex shadow

frosty rain
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How should I modify it?

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It's my first time making a shadow lod so i dont have much of an idea of what to do lol

stuck oyster
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well you could just use sbSource = visualEx named property

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but its probably not the shadow lod

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check the rpt log if it tells anything about whats happening

frosty rain
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I'll check them give me a min

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Warning: myke_client\buildings\sheriffsoffice.p3d: Degenerated triangle found on source triangles (1317,1316,1316)

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a bunch of these

stuck oyster
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probably problems with your model overall then

frosty rain
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I'll check it

frosty rain
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Alright managed to fix it, some window frames were causing the problem, thanks goat

quick terrace
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Alright managed to fix it, some window frames were causing the problem, thanks goat
@frosty rain
SVLod should be 1500 verts

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anything above can lead to performance issues

frosty rain
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Verts are 949 so should be ok

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what I'm getting is when I start arma up and place the building arma freezes for like a second or less and then it places it

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It did that with the res lod only too, verts are 15039, tris are 27676

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8 sections

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what could be causing that stutter?

orchid spruce
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I assume the model is binarized?

frosty rain
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Don't think it is lol

orchid spruce
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unbinarized models will always cause that stutter

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it should be binarized, that makes sure it's optimized for the engine

frosty rain
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Ohhh

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thank you so much

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thought it was something to do with my optimization

quick terrace
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are you using multimats?

frosty rain
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Nope

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Texturing with substance painter

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if you're referring to that

balmy umbra
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is Arma Toolbox by Alwarren good? im just starting modelling

frosty rain
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Yes

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Very very useful

balmy umbra
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ah okay, just starting learning blender

frosty rain
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If you have any questions here just ask, people are generally very helpful!

balmy umbra
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yes i know πŸ˜‚

sterile kiln
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So ive just weight painted my vest, its all good: what do i do know? do i delete everything besides the rig?

quick terrace
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@frosty rain if you are doing buildings, you should use multimats instead

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would reduce these 8 sections

stuck oyster
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If those are 4k textures by any chance they be massive strain on the machine

sterile kiln
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What causes the "detected unbinarised p3d's" error in eliteness, and how do i fix it?

frosty rain
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They are 4k textures

sterile kiln
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@frosty rain I always use 2k

stuck oyster
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@sterile kiln since you work in blender no need to delete other stuff. You can use the Arma toolbox P3d export to export only selected objects

sterile kiln
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@sterile kiln since you work in blender no need to delete other stuff. You can use the Arma toolbox P3d export to export only selected objects
@stuck oyster So i only export the vest and its geometries, and not the skeleton?

frosty rain
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@sterile kiln was responding to goat haha

stuck oyster
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@sterile kiln pack with pboproject

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And yes just the vest lod objects

sterile kiln
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ah roger

frosty rain
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Would I be able to texture in substance painter and also use multimats?

stuck oyster
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Not really I think

sterile kiln
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Why use multimats? Cant u just use a rvmat?

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or is that same/very different

stuck oyster
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Multimat is a type of rvmat

sterile kiln
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ah lmao

frosty rain
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The way I'm doing it is I use a supershader

stuck oyster
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Ye that won't be good

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Read the wiki pages of multimaterial

sterile kiln
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Ugh it still gives the unbinarised p3d's

frosty rain
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You have to binarize them

stuck oyster
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What are you doing with elitenezz

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You doing weird stuff

frosty rain
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πŸ‘€

sterile kiln
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Just createPbo

stuck oyster
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No

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Use pboproject

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πŸ™ˆ πŸ™ˆ πŸ™ˆ πŸ™ˆ πŸ™ˆ πŸ™ˆ πŸ™ˆ

sterile kiln
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Ah will try

frosty rain
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thanks for the help goat

sterile kiln
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Yeah

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hmm pboProject says smth with thte p3d aswel....

median bough
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what error to be precise?

stuck oyster
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Need to have correct folder structure and config files for it too

quartz prism
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Hi, I have th following problem. I want to make a building with roof windows, where the Sun is shining through. Everything was fine until its starts raining. I found in this discord that the shadowlod effects the rainfall inside a building. Does anyone have a solution for this Problem?

old citrus
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@quartz prism how did you create the Shadow LOD ? and what does it look like ?

quartz prism
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I am creating the shadow LOD out of the visual model, by deleting the window parts and closing everything else.

old citrus
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@quartz prism can you show me a picture real quick ?

quartz prism
old citrus
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hmm i was thinking its because of bad Topology or someting because some people just slap a decimate modifier on shadows and then wonder why its not working correctly but it doesnt seem like thats the case I just thought I could help you with that tbh but iam not sure what you could try but isnt good for performance is cast a shadow from the Geometry its a little trick i sometimes use but its not super good for performance. If you want to try that you just need to give your Geo this property --- Name : Sbsource / Value : Visualex

quartz prism
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Ok thanks I will try it.

frosty rain
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Is 8 sections fine for a medium sized building?

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And about 27k tris

icy terrace
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anyone here know how tracers work ?
if i spawn them with createVehicle, Createsimpleobject or createvehicleLocal, they dont have the light effect.

old citrus
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Is 8 sections fine for a medium sized building?
@frosty rain IMO 8 Sections are fine, and for a medium 27k tris isnt perfect but its fine for LOD 0 as long as you got Distance LODs.

frosty rain
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Alright thanks

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I’ve got 4 distance lods so should be fine i think

old citrus
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I’ve got 4 distance lods so should be fine i think
@frosty rain 4 is Ok. how many tris does your last LOD have ?

frosty rain
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Uhh let me turn on my pc give me a sec

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4121

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Should probably do some more res lods right? @old citrus

old citrus
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Uhh let me turn on my pc give me a sec
@frosty rain yeah 4k is a bit high is that 4.0 or 5.0 ?

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Uhh let me turn on my pc give me a sec
@frosty rain I would allways try to half your last Lod so LOD 1 is 15k , LOD 2 is 7k , LOD 3, 3.5 k , LOD 4 1.75 k and LOD 5 is around 800

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but if possible go as low as possible for the last LOD.

frosty rain
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Its 3.0, i started with 0.0 @old citrus

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I’ll try to do 2 more so it can go to 2k and then about 1k

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What’s the best way for lowering tris count? I simply use the decimate modifier in blender and so far no issues

stuck oyster
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@old citrus visualEx has bedt shadow performance actually.

woeful viper
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doing smaller steps than halfing each LOD can just lead to the LOD selector algorithm to skip over the LOD in the middle

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i did 100%, 70%, 50% and it just skips over the 70% one (or displays it for about 5m before it chooses the next lower) - for a tank

subtle bison
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yeh, noticed stuff like that as well in the past

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sometimes it's like flipping right through the lods while you didnt really change distance a lot

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makes me wonder if it wouldnt have been better to be able to manually define when to change lod levels

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but i guess something like this would just f- with the video graphic settings.

stuck oyster
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Manual defining would tank scene performance

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So no

subtle bison
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depends. it could be used as optimal setting and the engine itself would failsafe to some automatic calculation if necessary :>

stuck oyster
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but engine would immediately have to default ot the failsafe because everyone wants their quality lods to show and then you get 1 fps

subtle bison
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well that's a problem for the people who make their stuff like that :p

rough idol
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You can already control how fast lods are switching via named property

frosty rain
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when assigning the named selections for like doors on the resolution lods can i just copy and paste the selection from the first res lod into the others or do i have to manually assign the selections for each res lod?

stuck oyster
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manually assign

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the parts are not connected in anyway

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it could be adviceable to make the selections before you make lods

frosty rain
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I did it as vertex groups on blender and imported as p3d and it worked

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BUT

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the materials didn't show up

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So im exporting as OBJ and that saves the materials but not the vertex groups lol

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so i just manually assign the named selections

stuck oyster
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you have not assigned the arma mataerial/texture paths on your model

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going trhrough .obj is sillyness

frosty rain
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how do i assign it on blender?

stuck oyster
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in the materal tab

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at the bottom

frosty rain
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custom properties?

stuck oyster
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no

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not that bottom

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assuming the objects arma properties are enabled

frosty rain
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yep

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Oh I found it

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damn you'll save me so much time for my next building lol

stuck oyster
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πŸ‘

frosty rain
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When the sun hits my glass mirror it looks white from the outside but clear from the inside

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Could it be my rvmats?

stuck oyster
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probalby face sorting is not done

frosty rain
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Did that and didn't fix it, changed the rvmat and got fixed lol

dense hedge
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Short question, do you guys know if it's a model related issue when the barrel of a tank is not aligned with the scope while aiming up and down?

rough idol
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model.cfg related, I think someone had similar problem not that long ago

sterile kiln
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getting this error

11:14:02 Error: scp_vests\mtf_vest.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered.
white jay
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Have you made sure that you only used triangle faces in your shadow lod? Although I'm quite sure the error msg for polygons used was different, would be my first thing to check

sterile kiln
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Yes

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I cant find anything wrong...

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This is my p3d

white jay
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Im only on phone rn, sorry

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But are you really sure about not using n-gons?

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This wiki post is pointing to it, too

sterile kiln
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But are you really sure about not using n-gons?
@white jay ill check thx

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Yeah its clean of ngons

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Its all triangles

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Im tracking it down now

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I fixed the first error now its this

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Opposite edge to P(4916, 4917) was not found - shadow geometry is not closed.
runic plover
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Do you work with OB?

sterile kiln
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Well i just fixed that one aswel: it imports, kinda

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No texture

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And for some reason, its at the feet

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Any idea what could cause that @runic plover ?

runic plover
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Its a vest?

sterile kiln
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Yes

runic plover
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Does it have selections like Spine1, Spine2 and Spine3?

sterile kiln
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In OB?

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Yes it does

runic plover
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OB or Blender (I onky work with OB)

#

Does it also have a model.cfg and does the p3d file has the same name like the cfgModels defined vest?

sterile kiln
#

Yes

#

I can see the model

#

Ill send a scs wait one

#

It takes a while to load, it kinda freezes when i click on the vest

runic plover
#

Do you work with pboProject to pack your source file to a pbo file?

sterile kiln
#

Oh no

#

I used addinbuilder/breaker

runic plover
#

You should use pboProject. Even unbinarized p3d model files do load much longer than binarized p3d model files.

#

And pboProject will list any errors you did too to make your work more error less. Important to save some fps at least

polar fiber
#

Shadow LOD must be closed, you can't have any holes in a mesh or areas where faces are joined to backfaces

sterile kiln
#

This is so fucking frustrating

#

I hate that there are no good guides on this

runic plover
#

There is a 1to1 guide for vests in the arma3 samples

And the arma3 wiki page does also tell most stuff about shadow lods, and other lods, properties, selections etc

#

You got a screenshot of it ingame?

sterile kiln
runic plover
#

I dont know if your pbo tool does implent your model.cfg file or not.

You should use pboProject of Mikero's tools. I see also your vest is grey (means unbinarized model) (binarized is white)(binarized will solve your loading problem)

If you got the Spine selections
The autocenter = 0 property

Then im sure your model.cfg is wrong or not loaded

With pboProject youll get more clearance about your vest.

#

Also check the Arma 3 Samples ( Character_Test_01 its called, there is a vest example ) , you can find it in steam

sterile kiln
#

Rog thanks. Im kinda losing motivation but ill try

runic plover
#

At beginning its normal. When you got the knowhow it goes better. Just keep on it

sterile kiln
#

Will do thanks ❀️

limpid minnow
#

question about modding a helicopter so it can sling load cargo, do i have to unpack its pbo and tamper with the models and add reference points for the sling attached to the model?

stuck oyster
#

You can't tamper with models.

#

So no can do

#

@limpid minnow

rough idol
#

you can always try to reuse some existing memory point

limpid minnow
#

@stuck oyster so how do i say, make a tank a sling-able cargo

#

for example make a tigris rope-able to a taru

polar fiber
#

Easiest way would be mission scripting to setMass the tigris to a lower weight that the taru can carry, then restore its usual mass when it's no longer sling-loaded

limpid minnow
#

ahh thanks

#

so something like using setstate

stuck oyster
#

models that get into pbo are binarized and non editable after that

#

setMass is the command

limpid minnow
#

i mean to let the game know its no longer being sling loaded and set its mass accordingly

stuck oyster
limpid minnow
#

fair, thanks tho

granite mural
#

How would i replace the model of an existing gun with one i made as a sort of crude mod? For OFP that is.

burnt forum
#

So quick question, not sure if this applies to this channel but it'd be great if anyone could help. Does anyone know how to change a rifle you can use in game but also make it to be a placeable object in the editor? I know it's possible just not sure how.

stuck oyster
#

@granite mural Im afraid there might not be very many OFP modders around anymore.

#

@burnt forum you need a groundholder defined that has the gun in it

burnt forum
#

I'm confused as to what that means, if you can explain a bit that'd be great

#

If not thats cool too atleast it gives me somewhere to start

stuck oyster
#

ground holder is a object that you see when things are on ground

#

and it show the items in it as proxies

orchid spruce
#

I have a barrel recoil set up on my static weapon, it works correctly, only it does not animate when I fire the last round, why would that happen?

#

model.cfg sqf class gun_recoil { type="translation"; source="reload_source"; selection="bofors_barrel"; axis="recoil_axis"; animPeriod=1; minValue=0; maxValue=1; offset0=0; offset1=1; memory=1; };

#

reload_source in the config just has source="reload"; and the used weapon specified

stuck oyster
#

there is nothing to reload after last shot

orchid spruce
#

so the reload animation doesn't run on last round?

stuck oyster
#

I would suspect so

orchid spruce
#

can I get around that then?

stuck oyster
#

they might use different source

#

like revolving

orchid spruce
#

how would I set up a translation animation from revolving then?

stuck oyster
#

same way, just change source

orchid spruce
#

I mean, how do I convert revolving into a translation animation after every shot

#

if revolving is returning the amount of shots

#

do I make an extra recoil animation that animates the barrel as the revolving value goes last shot > empty?

orchid spruce
#

well I tried doing this but it didn't work sqf class gun_recoil_last { type="translation"; source="revolving_source"; selection="bofors_barrel"; axis="recoil_axis"; animPeriod=1; minValue=0; maxValue=0.24; offset0=0; offset1=1; memory=1; };

#

it's a 4 round magazine so theoretically, when it fires the last round, it should then start going from 0.25 down to 0 and thus do the animation but it doesn't

stuck oyster
#

Hmm you might be able to do the last one with isEmpty source

orchid spruce
#

what does that return?

#

I assumed it just jumps to 1 when the gun is empty

stuck oyster
#

dont remember but possibly. The wiki page for model.cfg has them listed

orchid spruce
#

it doesn't say how isEmpty actually animates

#

The animation to hold the bolt open when the weapon is empty. that's all

polar fiber
#

IIRC it's just a state that goes from 0 to 1 instantly as soon as the mag is empty so not really useful for a recoil anim if the bone is to have visible travel

noble hatch
#

Hi all, hope this is the right place.
Looking for some advice on how to get the high poly model of a barrel surround with holes, as seen in pic 1 and the model in pic 2, baked into a low poly cylinder texture with transparency (3rd pic)
Pic 1: https://i.imgur.com/1lbPyZW.png
Pic 2: HP detailing to bake - https://i.imgur.com/ei2KlnW.png
Pic 3: low poly wanting transparency - https://i.imgur.com/S1CoQAA.png

Any help much appretiated! Only way I've managed it so far is manually painting transpaency onto the texture file. Thinking there must be a better solution.
Thanks, Jazza

polar fiber
#

Apply white colour to the shroud and put a cylinder with black colour applied inside the barrel shroud. Bake a colour map - would produce the same result as an alpha mask of the HP

noble hatch
#

oooo that sounds good, thanks for the rapid bit of advice.
If I can be a pain, baking in blender best for that right?

polar fiber
#

Probably. I don't use blender though so I don't know how well it bakes

noble hatch
#

Thanks again for your help!

balmy umbra
#

what is the minimum and maximum poly for arma?

#

is model at hum3d any good?

white jay
#

humed is doing vehicles, right? I think the highest poly vanilla vehicle is a tank with 30k in highest resolution lod and you can probably go way higher in an empty scene, but you have to remember that your asset is going to be one of many things in your screen which all suck up computational power. You would need to seriously simplify a professionally made vehicle with easily 1 million tris to make it work properly, and to be honest, and let me tell you, modelling it by yourself with a reasonable polycount is the most fun part of getting your dream vehicle/asset into the game, much better than trying to modify someone elses work which is probably gonna clash with IP rights anyway. (Have a read in the ip_rights_violations channel, and bring popcorn)

stuck oyster
#

Tanks with interiors visible reach 80k or so.

white jay
#

That high? Whoa

stuck oyster
#

But bought models rarely are game ready

#

And if one has to ask, then they definitely are not game ready.

#

And thus no good

balmy umbra
#

oh

#

hum3d have gameready option?

marsh canyon
#

Game ready =/= Arma ready

balmy umbra
#

ahhh okay

#

btw, is there any step by step tutorial for model making? i mean if i have a 3d model then what should i do?

stuck oyster
#

There are some like the blender to Arma series

balmy umbra
#

i've tried exporting using armatoolbox. tried to load it in object builder. error

stuck oyster
#

Something went wrong then

balmy umbra
#

file 0kb

#

lol

stuck oyster
#

But its same thing as with terrains. Its impossible to cover every single thing in a tutorial

#

You did not have Arma properties set so it exports nothing

balmy umbra
#

i meant the basic of it, so i know what i need to learn next

#

ohhh

white jay
#

pmc wiki is giving a good rundown for basic setup. Have a look at Arma 3 samples, I took the test car as a starting point and slowly replaced all the different LODs and configs with my own, taking hints from this lovely discord channel here, the BI wiki and pmc wiki

stuck oyster
#

BI forums have some inthe pinned threads too

balmy umbra
#

oh ya i forgot pmc cover model making too

white jay
#

I'm 8 months in, spent uncounted weekends and 130 bucks on substance painter, and I'm still not done πŸ˜„

balmy umbra
#

well actually im not going to model my self as a friend of mine will do it, but i need to know how the process will go as the part converting it to arma object is mine

#

where is this arma properties? i couldnt find it in the properties tab

#

nvm found it

#

so small

balmy umbra
median bough
#

yes

#

he as a series

stuck oyster
#

That's the blender to Arma series I mentioned earlier

jaunty apex
#

I'm curious, do people use CAD like Solidworks to make 3D models for games?

polar fiber
#

@jaunty apex CAD software like Solidworks isn't good for making game models

jaunty apex
#

I just like the workflow there. It's fairly simple to define basic shapes by constraints. So I thought maybe you could make, say, a table in it, then export it and further optimize the generated mesh?

#

but I understand that you also need to make the UV map

#

so perhaps the gain isn't worth the more complicated export process?

polar fiber
#

Depends how simple the object is. Generally anything curved, or with holes in it from a CAD program creates too many unnecessary polygons and automated optimisation is never as good as modelling it from polygons. CAD can be useful for generating high-poly meshes for baking normal maps and AO detail, but not the ingame mesh unless you approach it in the mindset of creating a suitable topology for games, which is much easier to do in polygon mesh modelling software than it is with Surface/NURBS modelling like you use in CAD software

jaunty apex
#

All right, I understand, so in the game the optimization part is so important that it's easier just to make the model in meshes

#

Thanks πŸ‘

#

Would it be cool if you could make game models in CAD software, if the optimization problem was solved magically? Or would it be still more convenient just to use meshes?

polar fiber
#

Optimisation in terms of having the lowest number of edges and vertices that achieve the desired look, and generally clean topology where the model is transitioning between different adjoined shapes so that you don't get shading errors and degenerated polygons

#

Automated holes, unions of objects etc. tend not to be very clean at all. Most modellers for visual media avoid such boolean operations unless completely necessary

woeful viper
#

but only as first stage. Rectangular things are alright to do in CAD, but anything with roudness will lead to pain. However, you can use CAD based model as Highpoly to bake a low poly.

#

for example barrel shroud with circular holes that have a chamfer... much easier in cad for HP than using subdivision workflows.

stuck oyster
#

If GPU technology was different mathematical models could be much nicer and basically need no lodding at all.

#

I'm real-time that is

woeful viper
#

@stuck oyster lets make our own GPU technology... cant be that hard πŸ˜‹

stuck oyster
#

XD sure!

balmy umbra
#

so i've trying following Gattington's tut on making a pie. Did everything he did but when i tried to export p3d it gives me an error.

`Traceback (most recent call last):
File "C:\Users\user\AppData\Roaming\Blender Foundation\Blender\2.90\scripts\addons\ArmaToolbox_init_.py", line 223, in execute
exportMDL(self, filePtr, self.selectionOnly);
File "C:\Users\user\AppData\Roaming\Blender Foundation\Blender\2.90\scripts\addons\ArmaToolbox..\ArmaToolbox\MDLexporter.py", line 511, in exportMDL
export_lod(filePtr, obj, wm, idx)
File "C:\Users\user\AppData\Roaming\Blender Foundation\Blender\2.90\scripts\addons\ArmaToolbox..\ArmaToolbox\MDLexporter.py", line 423, in export_lod
writeFaces(filePtr, obj, mesh)
File "C:\Users\user\AppData\Roaming\Blender Foundation\Blender\2.90\scripts\addons\ArmaToolbox..\ArmaToolbox\MDLexporter.py", line 111, in writeFaces
raise RuntimeError("Model " + obj.name + " contains n-gons and cannot be exported")
RuntimeError: Model Cylinder contains n-gons and cannot be exported

location: <unknown location>:-1

`

#

i have applied location and rotation & scale before exporting

blissful spire
#

make all the faces triangles for the N-gons error @balmy umbra

balmy umbra
#

nvm, got it

blissful spire
#

πŸ‘

stuck oyster
#

best to practice just the modeling part before going into the Arma specifics

dusk trench
#

hello, can i use sketchUp 3D to model arma 3 vehicle?

median bough
#

you can but it will be faaaaaaar from optimal

#

it will require too much post-work to get it in game with object builder or blender. best to start in blender directly

dusk trench
#

thanks

strong plaza
#

depends, I still sketch my models in sketchup and flesh them out in modo. thing about sketchup is it creates really bad topology on the export formats, if you're a beginner you should probably steer away

balmy umbra
#

@stuck oyster what if i have a friend who can do the model, i need learn the arma specifics part

white jay
#

Hope your friend's name is not hum3d ;)

strong plaza
#

lol

#

there's always a "friend"

balmy umbra
#

no its not

#

a 3d artist

#

one of my community member

#

but he asked me what he need to do to make it arma ready, im not sure what to answer

balmy umbra
#

as for me im doing pie

#

πŸ˜‚

quick terrace
quick terrace
#

once that is done, he can obviously create the needed lods that are A3 specific (geo/SVlod etc)

balmy umbra
#

alright i ask him if he knows about it

idle umbra
#

or youtube tutorial

#

or arma 2 model

woeful viper
#

Why does everybody coming in here have a friend who makes 3d models for them... and more importantly, why do i not have a modeller lackey friend myself?

strong plaza
#

man the time I could save with such a friend πŸ˜„

#

and everyone seems to have one except me 😦

woeful viper
#

we could be each others friend... but i think this would lead to a singularity in space time...

strong plaza
#

lol

balmy umbra
#

well got my hands tied on terrain making, thats why. my other community member can contribute too

balmy umbra
#

is the blender's scaling the same in OB?

stuck oyster
#

What do you mean?

#

The units?

#

Then yes, 1 OB unit is 1 meter that equals to 1 blender unit that is also a meter

#

But If you don't apply scale and rotation on your blender object it will export wrong

#

Blender can also be set to show metric units

balmy umbra
#

yes the units. okay. i'll look more into how to draw accurately in blender then

stuck oyster
#

You can use the snapping tool

#

It has different modes. Increment snaps to grid

balmy umbra
#

oh, okay thanks HG!

shrewd jay
#

@balmy umbra

RuntimeError: Model Cylinder contains n-gons and cannot be exported
one of the objects you are exporting contains n-gons, as the error message says. In Blender 2.79, an export plugin like Arma Toolbox could automatically triangulate that, but that functionality was removed in Blender 2.80.

If you are adventurous, you can download the master branch from github, it contains functionality to apply modifiers to models on export so you can simply add a Triangulate modifier to your objects. Otherwise you need to go in, select all ngons and triangulate them by hand.

balmy umbra
#

i barely know how blender works so i just went manually triangulate them all

shrewd jay
#

That's the easiest solution to the problem, yeah πŸ™‚

balmy umbra
#

anyway thanks for the toolbox, its awesome

shrewd jay
#

Thanks ^^

runic plover
#

@white jay most 3d pages like turbosquid do have 3d models to use. Some are free, some cost something. But take care, some 3d models arent gameready and do have to many polycounts.

stuck oyster
#

and more often than not a "free" model is free because it has been stolen from somewhere else

woeful viper
#

most free models you will find that are not ripped from somewhere are god awefull...

#

even many models that you can "buy" on various sites are just ripped game models, because the site admin just keeps uploading them under alias while posing as "good guy" and removing them at request.

balmy umbra
#

the material i set in blender won't get exported into p3d right? texture is set in OB. am i right?

#

and why does only some part of my model is being exported? i didn't hide any layer

stuck oyster
#

only 1 object per lod is exported

#

so all parts of 1 lod must be joined together

#

and yes you can set the Arma material too in Blender

#

its in the material tab at the bottom

#

since it has to point to files Blender cant otherwise use, it is separate from the Blenders own material setup

balmy umbra
#

i see okay thanks

balmy umbra
#

so how does i export the 2nd lod if i have 2 lod made in 1 blender file?

#

disable the first lod first?

idle umbra
#

Set at arma object properties. In blender press N, it will show the tools. If it is resolution lod, choose custom and reso is 1 for first, 2 for 2nd.

#

The blender will export all object to p3d if it set to arma object properties. And depend what lod u set on each object

#

U can try import p3d from arma sample and check how

balmy umbra
#

okay thanks lapuk @idle umbra

shrewd jay
#

I really need to make a new release of the toolbox, the current work-in-progress version can merge all LOD's of the same type into one single LOD on export.

frosty rain
#

I removed my rvmat and it was gone so I suppose it's that

stuck oyster
#

something off with your textures probably

#

if its a building you should be using multimaterial though

frosty rain
#

on the texture it looks fine

stuck oyster
#

multimaterial a special type of rvmat that uses tiling textures

frosty rain
#

like the proper texture

old citrus
frosty rain
#

Can i use substance painter and multi mats? @old citrus

#

I texture with substance painter

frosty rain
warm berry
#

Oh, that might be causing part of your problem. You need to make sure you match your specular color in your shader settings in SP to your RVMAT specular colors.

frosty rain
#

I put it to 0.01, 0.01, 0.01, 1. and 32 on the other one and it got fixed

old citrus
stuck oyster
#

@frosty rain samples are not binsrized

#

Unpacked A3 and mod data is, but the samples from "Arma 3 samples" are not

#

Unless you've binarized them yourself

frosty rain
#

Oh i always thought they were lol

#

Nvm me then @balmy umbra

stuck oyster
#

πŸ™ˆ

steel vector
#

I'm sure the pro's will answer this better, but afaik it's not an issue with the configs but with the model itself

#

something from the forums:

Please make sure you have the autocenter property in the Geometry LOD set to 0. That might do the trick.

steel vector
#

that could help as well 🀣

polar fiber
#

Question is, why are you trying to get what appears to be a ripped model of the Kipchak vest from Contact DLC into the game?

bold flare
#

@balmy umbra care to explain?

turbid cove
#

@balmy umbra πŸ‘€β”

fallen quiver
#

Question, any idea why this is happening?

#

it's the exact same texture, same rvmat, for some reason the lighting is having this impact on it

stuck oyster
#

the lines?

#

is a bug with shadow casting from the resolution mesh

#

its going to be get a engine side fix at some point

#

yes but that object can not be extacted in legal ways

#

you are already breaking quite a bit of rules with that @balmy umbra

#

very naughty boy

#

yes

#

nope

#

theres no gain in that either

#

there are example models in the Arma 3 samples for self experimenting

#

well I want you to give me 90% of your monthly income

#

doesnt work that way

#

Β―_(ツ)_/Β―

bold flare
#

!purgeban 166818176162725888 60d ripping, modifying contact model. This ban is only temporary

high scarabBOT
#

*PewPewPew!!*
RIP @balmy umbra

bold flare
#

being nice
You don't just rip and modify content that is both encrypted and that you also don't even own because you didn't buy the DLC..

desert notch
#

Hey guys.
Is it possible to create a box that is fully opaque from the inside but fully transparent from the outside?!

#

i.e invisible when you're standing outside of it

#

but you'd see the sides when you're inside of it

bold flare
#

yes

#

A face is only visible in one direction

#

usually you make modesl who's polygons face outside, you can turn them around

#

Like how you can bug your head into a building, and from the inside the walls are seethrough. Because the polygons face outside, not inside

polar fiber
#

Likely would will still see half the polygons though from the outside though

#

Since the back inside walls would have normals facing the direction of the backface of the front wall

desert notch
#

what if I just made a surface?

#

then put 6 of them together (in the game) to form a box?

rough idol
#

you could always use basicFade shader

desert notch
rough idol
#

I've tried normal & super - I don't think there is any limitation there

#

of course some more exotic ones like cloud might not work

desert notch
#

I'm not sure what I'm doing wrong, but the surface is not invisible. It's white when I look at the surface normally (the default texture)
It transitions to black when I look at it at an angle

rough idol
#

ahh, I read it again

#

basicFade is not going to work in such situation

#

another idea that I have is using alpha sorting

desert notch
#

so anyway I created this box (made up of various number of surfaces based on required size):
#screenshots_arma message
but the problem is in daylight the shader is very weird and the texture color varies
I have placed a light source in the middle that lights up the entire box and the box looks good at night.
but it doesn't look right in the day (light is also being shown in daylight)

#

which shader should I use to give it a uniform color?

stuck oyster
#

what is its purpose?

desert notch
#

or maybe should I use different light paramters?

#

It's a box I place around objects
for object viewer

#

using render to texture

stuck oyster
#

yes but for what purpose?

#

what are you trying to do with it?

desert notch
#

so that the world around the object is not visible

stuck oyster
#

the box is a custom object?

desert notch
#

it's not really a box

#

I made a surface (thin box) in object builder

#

then I put them together to make a box

#

It only has a res lod

stuck oyster
#

are the mesh edges sharp shaded?

desert notch
#

dunno what that is!

#

I don't use any shaders right now

#

just using a procedural texture for the sides

stuck oyster
#

its not rexture related

#

its how the mesh itself shades

runic plover
#

sharp & smooth edges

desert notch
#

the thing is, what you see are several surfaces.

#

Not just one object

#

I can send the object if you want

stuck oyster
#

nah I dont have time to do other peoples work atm. πŸ˜›
Also Im still not quite sure what the purpose of the box is and what it should look like

desert notch
#

I just want the "border" between the surfaces to disappear (using a shader or something)

fluid copper
#

Try making it just a single object with the normals facing inwards

desert notch
#

I want the size to be variable

fluid copper
#

Do you want it to be able to be changed in game?

desert notch
stuck oyster
#

isnt there some sort of greenscreen object in Arma for that already?

desert notch
#

dunno!

#

so anyway, is there any shader that would make it look the same regardless of light source direction?

#

or maybe some RVMAT settings for light diffusion and stuff?

#

I think these three would help right?

Ambient[]={1,1,1,1}; 

Diffuse[]={1,1,1,1}; 

ForcedDiffuse[]={0,0,0,0};
#

I don't have much experience with RVMATs so I'm not sure

#

or maybe:

Ambient[]={1,1,1,1};
Diffuse[]={0.5,0.5,0.5,1};  
ForcedDiffuse {0.5,0.5,0.5,0} 

This combination makes same result as old vertex property Half Lighted (surface is lit the same from all sides, it appears flat)

desert notch
#

Okay, I figured it out:

Ambient[]={0,0,0,0};
Diffuse[]={1,1,1,1};  
ForcedDiffuse {0,0,0,0};

I just had to disable the reflection of ambient light.

stuck oyster
#

πŸ‘

polar fiber
#

There's already some kind of dome object used in BIS_fnc_exportEditorPreviews that achieves similar, no?

maiden heron
#

hello. i've noticed that in the samples, tank's wheel is diamond shaped square plane. not even a circle or a cylinder. does this means arma will make it looks like a cylinder with config?

stuck oyster
#

no

#

it possibly is a plane with transparent texture

#

that then looks like the wheel

maiden heron
#

what is armaproxy?

median bough
#

can be seen as a placeholder that links to another model

maiden heron
#

i see

stuck oyster
#

proxies in p3d link to various engine functionalities too

#

like driver / gunner / passenger positions

maiden heron
#

so say if i put a proxy for a driver position, the drive would be positioned at the bottom of the triangle?

median bough
#

pretty much, yes

maiden heron
#

so its needed across different lods? only 1 in reso is not okay?

median bough
#

it depends on the proxy, but basically yes

maiden heron
#

okay

runic plover
maiden heron
#

if i try to pack it into a working mod i would get a square wheel? thats fun!

quick terrace
#

why would you pack anything from samples res lods?

maiden heron
#

i dont know, wanted to see what it looks like in game

orchid spruce
#

when you put the model in the game it's going to look as the model is, arma isn't magically going to make the model higher polygon

woeful viper
#

it doesnt? <pikatchu face>

stuck oyster
#

Actually if you put the makeMeBeautiful = 1; config parameter into your vehicles class it will transform it. Its almost christmas so I thought Id share this hidden feature as an advance gift.

maiden heron
#

the sample was making me curious why is it like that and not make a proper sample, thats why i ask. because i looked at other sample, they were pretty much have a complete look

stuck oyster
#

it is a proper sample for all the functionality

#

it might not represent the full detail modeling level of a first lod

#

but that is meaningless to put in a sample

maiden heron
#

yeah i get it now

shut lichen
#

Anyone know why the p3d object isnt including the mirror sections of the object? Trying to make a simple object but 3 sides don't appear. These sides are mirrored, unsure what to do apart from remake the sides to be 1 object

stuck oyster
#

mirrored how?

#

mirrorin usually also flips the mesh so it can "turn invisible" when Arma does not render the backside of the faces

#

you need to turn on bacface culling in you 3D program to see which faces point forward and which to wrong direction

shut lichen
#

Turns out it wasn't applied correctly and the person I managed to get some help from ended up going "that model sucks, I'm making you a better one" lmao

stuck oyster
#

alrighto

radiant dirge
#

Hi πŸ‘‹ Someone know how to play a sound with a trigger place in object builder ? (When it is activated by a player)

runic plover
#

@radiant dirge you mean like as example opening a door, opendoor sound gets played?

And "trigger" like User Action?

vital geyser
#

sound position in animation source maybe?

radiant dirge
#

@runic plover not exactly

#

I mean like a button in a room and the user press the button and the sound get played

radiant dirge
orchid spruce
#

how do I properly export a FBX of a character with animation from object builder? when I import the FBX into 3ds max now, all the bones are at weird positions and the model looks all deformed

#

and also really tiny

#

the small dots are the bones

stuck oyster
#

I dont think object builder exports animations to fbx

orchid spruce
#

well it sort of exports the current pose, but all messed up

stuck oyster
#

or if it does then your import or export scale or workspace measurement settings are wrong

orchid spruce
#

what units is object builder in?

stuck oyster
#

1 unit 1 meter

orchid spruce
#

yeah I have 3ds max set to meters

stuck oyster
#

thats all I can think of as non max user

runic plover
#

@radiant dirge but thats what it sounds like

A User Action defined sound source πŸ€·β€β™‚οΈ

warm leaf
#

I've got some odd stretch lines occuring on my models - textures and UV looks fine in blender and object builder and substance painter, but then in game its covered in these odd stretch marks. Haven't had the same problems with other models I've made, any ideas welcome at this point: https://i.imgur.com/M5MbCbz.png Left is ingame, right is blender. I've tried adding extra edge loops, triangulating geometry to no avail

icy condor
#

I make a building, made 0 lod and made a lod roadway, but in one place I fall through the floor, although there is a lod there and there

main jasper
#

Anyone got any idea why my objects textures are appearing black even though they have the same texture as the walls next to it
See image for reference
https://i.imgur.com/NISXYp1.png

idle umbra
#

Anyone got any idea why my objects textures are appearing black even though they have the same texture as the walls next to it
See image for reference
https://i.imgur.com/NISXYp1.png
@main jasper AS texture, maybe..

main jasper
#

Don't know about that. The texture works on the walls next to it

hasty path
#

So I'm having issues exporting to a P3D from blender. I have everything modeled with different vertex groups and geometry LODs.

This is the error message

Ill Traceback (most recent call last):
File "C:\Users\mail4\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\ArmaToolbox_init_.py", line 223, in execute
exportMDL(self, filePtr, self.selectionOnly);
File "C:\Users\mail4\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\ArmaToolbox..\ArmaToolbox\MDLexporter.py", line 511, in exportMDL
export_lod(filePtr, obj, wm, idx)
File "C:\Users\mail4\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\ArmaToolbox..\ArmaToolbox\MDLexporter.py", line 423, in export_lod
writeFaces(filePtr, obj, mesh)
File "C:\Users\mail4\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\ArmaToolbox..\ArmaToolbox\MDLexporter.py", line 112, in writeFaces
materialName, textureName = getMaterialInfo(face, obj)
File "C:\Users\mail4\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\ArmaToolbox..\ArmaToolbox\MDLexporter.py", line 31, in getMaterialInfo
texType = material.armaMatProps.texType;
AttributeError: 'NoneType' object has no attribute 'armaMatProps'

location: <unknown location>:-1

#

This is my second stab at modding after successfully doing some retextures and my god. It feels like I'm going nowhere and theres so much conflicting information out there. If anyone has a comprehensive tutorial on how to go from having a textured 3D model to a functioning in game gun I would be extremely grateful

stuck oyster
#

there are no comprehensive tutorials that cover all bases and errors you may encounter

#

your issue is that you have no material assigned to your model

#

so the exporter cannot read the arma material properties of it

#

or you have empty material in it

hasty path
#

I found the culprit, for some reason there where 2 versions of the trigger one of which untextured

raw beacon
#

Having an issue with my destructible building. However, when i reach the damage threshold to replace with the ruin token, the undamaged model dissapears and does not replace with the ruined version

#

Here is config

#

Also having similar issue with some exploding barrels. When the damage threshold is reached the initial model is not replaced/ disappears

white jay
#

thonk didnt say to ping the mods though, thats all you

hasty path
#

mounting my p drive is what fixed that for me

white jay
idle umbra
#

Don't know about that. The texture works on the walls next to it
@main jasper . Check ur path in rvmat for AS texture. I having this issue before with my vehicle.

white jay
#

how whas that all cap

bold flare
#

You are trying to tell me that BUT WHAT ABOUT MY PP is neither allcaps, nor spam?

#

!mute 282145634385920001 7d Some time to study the definitions of allcaps and spam

high scarabBOT
#

Silence!! Γ²_Γ³
...
I keel u, @white jay!!
Γ’_Γ“
Llama#5353 now has 3 infractions.

hasty path
#

Anyone have any good resources on how to write a model.cfg? im guessing it has to be done using the tool in OB but none of the tutorials so far have covered it

#

I'm just very confused by the standard BI Wiki one

polar fiber
#

Nope, you can write it in any text editing software like notepad

stuck oyster
#

@hasty path you can just write it in any text editor. I recommend notepad++

#

oh it was already answered

#

πŸ§“

hasty path
#

okay thanks! Ill take another stab at that page... idk y but its rly confusing for me

raw beacon
#

Having an issue with my destructible building. When i reach the damage threshold to replace with the ruin token, the undamaged model dissapears and does not replace with the ruined version
Here is config
https://pastebin.com/eq0jm2Cr
Also having similar issue with some exploding barrels. When the damage threshold is reached the initial model is not replaced/ disappears

(second time asking)

hasty path
#

So, this may sound wierd but when i pick the new weapon in game its animated properly, but the model doesnt show. Also, rounds land at my feet.

stuck oyster
#

viewpilot lod might be missing

#

and memorypoints too

#

compare your gun to the one in the Arma 3 Samples on steam

hasty path
#

yeah i loaded it into my blender project to verify eferything was good as well as scale

#

i feel like i want to harm somebody im so frustrated at this point so im gonna take a break. if theres ever any time someone would be free to talk, I would be very appreciative. I'm not very good with most coding languages and this whole project has been ridiculously hard for me.

stuck oyster
#

new things always take time to get familiar with. there are many parts that need to be made to fit together

#

you have not started with anything easy

hasty path
#

i started by doing some uniforms and such

stuck oyster
#

getting something simpler like just a model of a box would be easier to begin with

#

retextures are nothing in comparison

hasty path
#

i may try that tomorrrow, if for no other reason other than feeling some accomplishment

stuck oyster
#

there is a "blender to arma" tutorial series that might be helpflul

hasty path
#

there are a few different ones ive watched, which one are uy referencing

#

you*

stuck oyster
#

one on BI forums editing sections pinned messages

hasty path
#

Not seeing it in the channels pins...

stuck oyster
#

not discord

#

the Bohemia Interactive Forums

hasty path
#

ooooh gotcha

#

thanks

#

honestly think ima just call it a day

#

noted for tomorrow tho

stuck oyster
#

since you are in the very beginning of the whole learning process it can feel very daunting and failure will be a constant visitor. There is no shame in that and there just is a lot to learn to figure everything out

maiden heron
#

do i need to put every of my tank's track into a vertex group or just the one with contact with land like in the sample?

#

or i can just pool all of them together in 1 group?

true river
#

hi.. im korean modder..
I'm so tired. Can I ask you a question?

Why am I not normal!
It doesn't recognize textures normally!

Does anyone know why?

Apply multiple textures by pressing "E",
Only one thing applies.
in Object Builder.

When there are so many compartments, only images applied to one compartment are imported.

How can I put an image in another compartment?
Translate sry 😦
modeler said there was nothing wrong with the UV.

silver zenith
#

could the filepaths be wrong?
usually when you select a texture from ob the filepath automates to P:\Modfolder\etc....
while they should just be Modfolder\etc...

woeful viper
#

if modeler said something is wrong with UV, UV needs to be fixed... simple as that

idle umbra
#

hi.. im korean modder..
I'm so tired. Can I ask you a question?

Why am I not normal!
It doesn't recognize textures normally!

Does anyone know why?

Apply multiple textures by pressing "E",
Only one thing applies.
in Object Builder.

When there are so many compartments, only images applied to one compartment are imported.

How can I put an image in another compartment?
Translate sry 😦
modeler said there was nothing wrong with the UV.
@true river just assigning material using blender. U can click path for texture and rvmat in material panel when u set it as arma object

#

Hard to assigning rvmat and texture in OB. Better do it in blender

night summit
#

Hi, if anyone is able to help me I would really appreciate it. Im having trouble getting my ShadowVolume to work.
I have made sure that the model is fully closed, sharp and triangulated.
I have put a LodNoShadow property in all my resolution LODs, geometry, geometry Phys, geometry Buoyancy, land contacts and fire geometry.
Any help is appreciated

stuck oyster
#

what are your geomery lod named parameters?

#

also lodNoShadow is only for resolution lods

#

and make sure you have shadows enabled in the video settings

night summit
#

Okay, ill remove the lodnoshadow from the others then try it again. My shadows are on. I can see the shadows of other objects. Im not sure what you mean by lod named parameters

#

Component01 is the name of the vertex group on the geometry LOD, im not sure if that is the named parameters that you are asking for though

reef granite
#

Hello every body :)
I'm pretty new and I try my first APC like vehicle.
My issue :
Inside the turret, the reticule does not rotate with my vehicle's turret rotation.
Any idea ?

night summit
#

https://imgur.com/0qHZ6zg I removed the unneeded lodnoshadows. there are no visible changes. still no luck with the shadows though

stuck oyster
#

sorry meant named properties

#

as in same as the lodnoshadow

#

what else do you have in the geometry lod

#

@reef granite quite likely your memorypoints are not part of the animated selections

night summit
#

autocenter and buoyancy

stuck oyster
#

nothing there to prevent shadows as far as I can tell

#

are you packing your addon with pboProject?

night summit
#

yes

stuck oyster
#

does your shadowlod have texture applied?

night summit
#

I dont believe so. There is no texture or material linked in face properties

stuck oyster
#

try adding sbSource = visualEx to your geometry lod

#

that way it should cast soft shawos from resolution lods

#

just to debug it

night summit
#

packing now

raw beacon
#

Having an issue with my destructible building. When i reach the damage threshold to replace with the ruin token, the undamaged model dissapears and does not replace with the ruined version
Here is config
https://pastebin.com/eq0jm2Cr
Also having similar issue with some exploding barrels. When the damage threshold is reached the initial model is not replaced/ disappears

stuck oyster
#

are you packing with pboProject?

raw beacon
#

yes

stuck oyster
#

probalby issue with your destrType

raw beacon
#

destrType="DestructDefault";

#

i pretty much copied everything over from the sample house

#

and changed the various model paths and such

stuck oyster
#

hmm I likely remembered wrong. that looks to be right type for it

raw beacon
#

Ive done a lot of troubleshooting on my own. So far no luck so im hoping someone here might have an idea of what is going on here

night summit
stuck oyster
#

no

#

can you place some other object next to it?

night summit
stuck oyster
#

ye you should be getting that same kind of shadow

#

can you add some like cube in OB to the first lod to make sure the model is actually updating

reef granite
#

@stuck oyster thank you very much for your answer. My "memoryPointGunnerOptics" is turning ok but the final/real reticle is not rotating with the turret. I mean this one :
https://i.postimg.cc/vZ4G7n05/tmp.jpg

stuck oyster
#

gunbeg, gunEnd points are likely then not moving

reef granite
#

Mmh normally they are moving because "konec hlavne" and "konec hlavne" are also in vtx grp "OtocHlaven"

#

*and usti hlavne

stuck oyster
#

if you shoot where does the shot go?

reef granite
#

The shoot go just in front of the vehicle. But the smoke is following the cannon

#

I mean if I rotate the cannon : it shoot in front of instead

stuck oyster
#

then perhaps you have a typo somewhere

#

in config or in the memorypoint selection

night summit
#

I added a cube to the res LOD and it has shown up

reef granite
#

Thank you HG, I will search then.
Just a question, in the tank sample why are there 2 vertex groups :

  • OtocHlaven
  • otocHlaven
    i don't get the difference. Is it important to repect UpperCase ?
raw beacon
#

@reef granite capitalization dosnt usually matter. However is recommend you stick with the form of abcXyz (or camelcase as its called)

idle umbra
reef granite
#

I understand πŸ™‚

idle umbra
#

if u have both, animation would not work properly

reef granite
#

I saw this inside the Test_Tank_01 but in my scene I only have OtocHlaven so I'm good to go then

stuck oyster
#

it matters

#

at least in most places

#

so best practice is to keep everything always same in configs and models

#

and if you want to be on the safe side always use small letters

#

@reef granite it depends what you have in your configs as gunbed and gunend

reef granite
# stuck oyster <@!410416731010498560> it depends what you have in your configs as gunbed and ...

My gunBeg and gunEnd vertex groups are written in lowercase as in my Object Builder scene.

Concerning my issue about the cannon shooting only in front of
I double checked : "konec hlavne" + "usti hlavne" + "gunnerview" are in my "OtocHlaven" animated part.
Maybe there is another vertex to parent in order for the reticle to follow the turret rotation.
Also I have an error but I thought it was not important :
"No entry "bin\config.bin/CfgVehicles/MyVehicle/Turrets/MainTurret/Turrets/CommanderOptics.soundElevation"

stuck oyster
#

that turrets mainturret turrets class tree does not look good

#

possibly your turret config in not valid

#

also all errors that pop up are very much important

reef granite
#

I just found why this pop up was coming. I don't have a working machine gun so I commented this code's part. No error now but same issue.
I will search again. Thank you for your time every body. The community is great here

night summit
#

https://imgur.com/JSNKN5q Just reimported it and it is working now πŸ€”. No idea what I did wrong the first time. Thanks for the help @stuck oyster!

stuck oyster
#

weird

runic plover
#

@night summit is this some StarWars stuff?

true river
#

@idle umbra
thx!
fixed!
my object builder error.
It ran fine on another computer.
πŸ™‚

woeful viper
#

Why is it that buildings flip axis compared to vehicles? Is there a way to prevent this?
E.g. when i use a vehicle as vehicle, forward in 3den is forward. When i paste it into a building, vehicle's forward is now backwards...

#

i want to make buildings (bunkers) that have fitting vehicles (gun installations) which can be placed on same coordinates as the building and fit perfectly. They are exported from the same model scene, so having one flip and not the other is mightily inconvenient

night summit
#

no its my star box

polar fiber
#

@woeful viper Do vehicles and buildings have a different value for reversed = (1/0); ?

woeful viper
#

i have not set anything like it in the geo lod. But if it works, i could try it on geo lod for the buildings

polar fiber
#

IIRC there's a config parameter for it too. Wondered if it was in some base class for either type of object

woeful viper
#

class All
{ reversed = 1;
autocenter = 1;

woeful viper
#

oh wait, no, geo lod didnt do anything (or gets overwritten by config base class...)

#

so looks like vehicles/statics default are reversed, but default buildings are not

woeful viper
#

clarify your question - what is "every" ? and what is "one with contact"?

stuck oyster
#

the sample tank in Arma 3 Samples has tracks that show how they need to be set up

woeful viper
#

the way he describes it, it sounds more like a non-ordinary tank (?) with multiple tracks (no land contact?)

maiden heron
#

no

#

i meant for every track segment

stuck oyster
#

arma does not use modeled tacks

#

tracks are just a strip of mesh

woeful viper
#

you need one selection for each track to have it UV animate

maiden heron
#

oh lol

woeful viper
#

and then you animate vertices of those tracks to align with wheel movements

stuck oyster
#

check the sample tank in Arma 3 Samples

maiden heron
#

yeah i have checked it, so i just need a vertice group shaped like a track right?

#

but in the sample, only 6 groups it weighted

stuck oyster
#

you see when you check the sample πŸ˜›

maiden heron
#

not all of the tracks?

stuck oyster
#

the track mesh moves only up and down with the wheels

maiden heron
#

thats what im asking

stuck oyster
#

the animated texture is what makes it look like its rolling

maiden heron
#

so only 6 podkolo

stuck oyster
#

if you have 6 wheels then yes

#

you can have as many wheels and selections as you like

maiden heron
#

ahh i get it

#

depends on the wheels

woeful viper
stuck oyster
#

Β―_(ツ)_/Β―

#

well then that many

maiden heron
#

well i have 5 wheels and 2 sprocket

#

5 podkolos then

stuck oyster
#

you can also name them as you like

maiden heron
#

i know

stuck oyster
#

as long as you model selections and configs match

maiden heron
#

but i dont want to mess up the config later

woeful viper
#

with podkolo_kolo_pokolo_p4 chances are you mess up quicker than if you use custom names that you understand (unless you are familiar with czech)... my advise.

stuck oyster
#

changing the names helps to learn to understand the configs too

maiden heron
#

ah okay thanks for the tips

woeful viper
#

still glad i decided on my own system back in what... 2013? The skype days... when it was revealed to me that i no longer need to czenglish

marsh canyon
#

Is it possible to β€œscale” a Geometry LOD's box? I have a scale-able box (literally a few of transformations) in Resolution and Shadow LOD with help of the Memories, but with Geometry (collision)?

#

AKA: it is impossible to transform a vertex of a Geometry right? But edges and faces?

raw beacon
#

Do you mean like scale the whole thing linearly?

runic plover
#

You should try if it works. It should work i think.

#

A animated door its geometry works also. Also chatacter firegeo works. Tank turret too, so i think to transform "scale" it should work

rough idol
#

regular geo will let you animate single vertex but most likely it will be no longer convex and hit simulation will not work

#

geo physx will not react to single vertex animations

lime basin
#

i cannot seem to install arma toolbox for blender, even on previous versions? what am i doing wrong lol

marsh canyon
#

Makes sense, thanks reyhard

lime basin
#

figured it out, did an oopsie

reef granite
#

Hello !
I have a "MSE-3 Marid" like vehicle but shooting artillery shells like a tank.

I just figured my yesterday issue :
The turret is visualy rotating but it shoots only in front of the vehicle.
The issue is that my main class is "car". If only I change it to "tank" I have some errors due to the tank nature but... the turret is rotating properly and shoots in the right direction.

Question :
Is it possible to have a car class using a turret shooting some artillery shells like a tank ?

stuck oyster
#

yes

#

you just have error somewhere

reef granite
#

Ok thx

maiden heron
#

this boolean difference really getting on my nerves. 😫
made two holes and it was fine. third hole is ticking me off

stuck oyster
#

boolean can be tricky to use

#

sometimes theres need of cleanup before you make new ones

maiden heron
#

is there any alternative?

#

i have already remove doubles

#

when i separate the surface it works fine. when i joined it back, the hole gone

#

nvm got it. double edges

#

in blender polycount is verts+faces+tris?

stuck oyster
#

que?

maiden heron
#

que?

stuck oyster
#

I dont understand the question

#

polycount is how many polygons your model has

#

in Arma everything is triangulated so your tris cout would be it

maiden heron
#

oh i see

lime basin
#

@stuck oyster hello, when i import my model it says the textures aren't mapped? is there something special i have to do to map textures? i have the P: drive and the .paa files but... can't seem to figure out how to apply it to the model in object builder

stuck oyster
#

no need to ping me specifically I look here often enough to answer if I know.

#

wheres the model from? I usually suggest assigning textures in the program the model was made in

lime basin
#

my bad, thought some of the mods were saying ping me if u need help, it was in blender, and im not aware of assigning textures, how do i go about that? thanks btw!

stuck oyster
#

im not a moderator

#

I just volunteer here.

#

Theres a blender to Arma tutorial on BI forums that should get you in right direction

frosty rain
idle umbra
#

@stuck oyster hello, when i import my model it says the textures aren't mapped? is there something special i have to do to map textures? i have the P: drive and the .paa files but... can't seem to figure out how to apply it to the model in object builder
@lime basin if the model is using only one texture map. Just press cntrl + A and then E in ob. If multiple, better you do in blender.

maiden heron
#

do i need to make interior on my reso lod? or in view-pilot is enough?

stuck oyster
#

for what kind of a thing?

maiden heron
#

tank

#

and lets say i make the view-pilot lod outside of my reso lod, would other player from outside the reso lod can see the pilot?

#

as far as i understand, view-pilot lod is only for the pilot's screen

#

because im wondering how BI made their periscope above the tank when the pilot is down below. surely its not PIP

stuck oyster
#

viewpilot lod is just for the pilots own view and not visible outside

#

same applies to all of the view Lods

polar fiber
#

If you have an interior in your resLOD it should be a lot less detailed than the one in your viewPilot. But it's only necessary to have interiors in the resLODs if that part of the vehicle is visible from the outside either through transparent surfaces such as windows, or because the vehicle has wide opening doors/hatches where you would be able to see much more than the unit that occupies that hatch

dusk trench
#

Vanilla gunner/commander/driver seat is interesting

maiden heron
#

nice that clears things up

stark pagoda
#

any good version of blender ? I mean version number

#

I used steam's blender and its really wacky

median bough
stuck oyster
#

latest Blender works fine

stark pagoda
#

my custom headgear doenst mount on my head.... did I do anything wrong ?

stuck oyster
#

probably missed the things that it needs to work

marsh canyon
#

Also Steam has legacy build

median bough
#

probably missed the things that it needs to work
best.comment.ever
πŸ˜‚

stark pagoda
#

I/O : Exception while reading .... wth is this mean btw

#

I cant even port p3d model

median bough
#

I cant even port p3d model
port?
import or export?

stark pagoda
#

import

median bough
#

you can't if binarized

stark pagoda
#

I can export it but cant import it

#

im really confused

marsh canyon
#

you can't if binarized

median bough
#

why would you import a P3D of your own model?

#

you already have it as blend file

stark pagoda
#

maybe im dumb idk

#

im new to this stuff

marsh canyon
#

Answer to audio

stark pagoda
#

I just want to check my p3d file

#

but it wont allowed me to import it

marsh canyon
#

you can't if binarized

stuck oyster
#

you have to use the original one you made in blender

median bough
#

tbh, not sure if blender binarizes a P3D at export...

stuck oyster
#

no

stark pagoda
#

yeah I export it from fbx to p3d and I want to re-check p3d again idk did I do something wrong ?

marsh canyon
#

Why do you wanted to do anyways?

stuck oyster
#

yes you did something wrong if you cant open it anymore