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
#arma3_model
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proxyShape in cfgAmmo
Thank you very much! I think that has helped me track down my mistake
https://ibb.co/Z8QtSbX Great, thank you! The misalignment is to do with the proxies positioning, your information worked perfectly!
Hey, if anyone has any ideas why my model looks like this in bulldozer(https://i.imgur.com/Eeg27vv.png) then ingame like this (https://i.imgur.com/aYKLMtq.png)
i'd love to hear it
I circled those red parts because I can tell its my mesh
but the default arma material is somehow being applied
The weird shadows are another thing but I can figure that out separately
you likely have not cleared your model from the personality selection hl and the camo selections for hiddenselectiontextures
because you have some selection names applied to it that you shouldn't
yeah, I used a data transfer in blender for the vertex groups
before taking it into OB
so they will be there for sure
how do I set the center in a p3d?
@orchid spruce what do you mean exactly?
do p3ds not have some kind of center point to them? like what is considered the middle of the vehicle
if autocenter is disabled, what does it consider the center?
afaik the boundry box of the mesh itself
so how do I set it to be a different point?
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
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
Sounds like it may have all kinds of trouble
you mean geo lod mass?
I don't know
You have to adjust the landcontact and you have to adjust the mass in the geometry
the mass is completely symmetrical in the geometry, the components that aren't symmetrical have no mass
the landcontact is also symmetrical
So, when you select whole geometry, where is the blue point at?
the what?
When you select the geometry, there shows a blue point, thats the mass center
there is no blue point
OB or Blender?
object builder
All parts of the model count towards the model centre. Including get in/out memory points, proxy triangles etc etc
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
I don't have anything like that anywhere
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
anyone got any idea how to fix this?
if i shoot out the front window, the texture suddenly shows. otherwise it's flat white
is the window a seperated face?
yes
select it, ctrl copy, delete it, ctrl paste
select it, ctrl copy, delete it, ctrl paste
@runic plover Faces>>Move Top
And best to select all faces by texture+material section before performing those sorting operations or copy & pasting, otherwise your section count goes up
yes had to fix some sections already ^^ you're right
selections are the biggest pain. had quite some issues with them already in the past
DX view mode does not show the center of mass btw.
So @orchid spruce you need to turn that off to see it
prettymuch is not good enough
even slight deviation from center will cause tilting and trouble
is your model properly modeled symmetrically around the center
the geometry lod is
at least I'm pretty sure it is
does it need to be 100% perfectly symmetrical?
it is in the middle, it's only a few pixels off to one side
so could the visual lods being not entirely symmetrical somehow affect the tilting?
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
like boxes and stuff
should not
does component mass affect anything other than center of mass?
as in, mass distribution, not overall mass
yeah so that's center of mass
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?
no that usually makes handling better
if you are very top heavy it will tip over easily
okay good
wasn't sure if that was gonna break something else
so it really seems like center of mass is not what's causing the tilt I'm getting
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
Is there a way to make an object larger than 50x50 meters have collision, without having to add multiple collision meshes?
no, when the limit is reached thats it
50x50 is considered safe size
and it varies a little depending on terrain settings
but there is no quarantees things work right after 50x50
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
I think it was because the geometry lod had a autocenter 0 property
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
I think I'm just gonna have to live with the tilt though, can't figure that one out at all
cars must not have autocenter 0
or vehicles
so yes sounds like that would cause the issues you saw
when I changed something in a visual lod and resaved the file suddenly the autocenter 0 is back in the geometry lod
what the hell
perhaps you have duplicate lods
I guess when I copy pasted something into the lod it also brought the property with it or something
yes that would do it too
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.
must not be used on vehicles*
I have ine more problem before i can publish my model
To the main mod that is
I can walk through it
And im not sure what component handles colliders
Geometry lod
Wiki page for lods and sample on steam should point you in right direction
Strange, i meet all the requirements...
I got it nvm
So i wanna start working on a vest now, where can i get a base character for measurements?
Arma 3 samples on steam
Yeah
Then I'd just use the Arma toolbox and import the .p3ds directly
π
Yeah tried that, kinda fucks up for me aswel, ill take a look tomorrow
Help, my p3ds wont import! :/
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
I really dont know what i could do to fix this
Blender should have native fbx import
Not "open with blender", open blender and use "import"
@sterile kiln
Ive done tha
I get an error, version 6100 not supported minimum 7100
@median bough
Or when i do the template it says ascii fbx not supported
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
Proxies most likely
Ughhh it doesnt work either
Sorry mate... No idea then
Hmffff, so frustrating
Welcome to arma modding π π€£
Loll
version 6100 not supported minimum 7100
that's due to blender not supporting earlier versions of FBX.
@sterile kiln what p3ds are you trying to import?
Ill send it
No just write where its from
K so did you install the Blender Arma toolbox addon?
Yep
From github?
Uh i dont think from github, from armaholic
Yep well that's the issue
Ill try taht thx
Github has the latest version that works with latest version of blender
Yes that is the one.
Ah you saint it works now
Wait what....
It worked for like one time, then i was deleting triangles, then blender crashed and now it doesnt work
ughhhhhh
Well it somehow worked now, i exported it quickly as fbx
so now i have it. Thanks! @stuck oyster
Why in fbx?
So i can use it in more projects
Said yesterday he wanted it for modelling a vest to scare IIRC
in which case you don't want to open the template file anyway, you want the example file
Arma models are meant for Arma use only
@stuck oyster Projects as in different vests, different mods etc
I dont rly know about the front plate
then you dont need to save as fbx after importing the p3d. saving it as normal .blend file will keep it safe
I do, other people i know who want to use it use maya etc
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
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
ye I found it looking in there. I am getting this tho. https://gyazo.com/a6a41847453af7c0208f41a7fe26ba58
yes that is correct
the model has multiple technical lods and parts
not just the visual mesh
so unticking all off it looks like fire geometry is the closest to human model
I am prsuming this is the same for all
?
Example doesn't have a 0.00 LOD, 1.00 is the first LOD
fixdit
sorry I am completely new to this lol facepalms First lod appears to be humanoid now
And as I said before, make sure you load example, not template. Template is just the proxies and arms and legs, no torso
sorry I am completely new to this lol facepalms First lod appears to be humanoid now
@lethal anchor lol, welcome to hell!
Thanks haha, I apricate the help during my brain haemorrhage that occured
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 ?
what kind of vehicle do you have?
4 wheeled car
how do you expect it to move then?
Wheel when u drive and then brake it should move a bit down at the front suspension
then probably your suspension config needs tweaking
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
So, ive just made my vest in blender: now to step 2, weight painting. How would i do that? Is there a guide?
Cause i dont see any skeleton in the example file
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.
Right
sounds more complex than it is. there are simple steps for it online
or you can even search on this discord for my steps with pointy arrow pictures
although the pics might be from blender 2.79 so not 100% accurate anymore in regards where buttons are
When I place my building on the editor my arma crashes, this is only happening after I added a shadow volume lod
I have 5580 triangles in my shadow lod
And its closed, triangulated and edges are sharp
that is a very complex shadow
How should I modify it?
It's my first time making a shadow lod so i dont have much of an idea of what to do lol
well you could just use sbSource = visualEx named property
but its probably not the shadow lod
check the rpt log if it tells anything about whats happening
I'll check them give me a min
Warning: myke_client\buildings\sheriffsoffice.p3d: Degenerated triangle found on source triangles (1317,1316,1316)
a bunch of these
probably problems with your model overall then
I'll check it
Alright managed to fix it, some window frames were causing the problem, thanks goat
Alright managed to fix it, some window frames were causing the problem, thanks goat
@frosty rain
SVLod should be 1500 verts
anything above can lead to performance issues
Verts are 949 so should be ok
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
It did that with the res lod only too, verts are 15039, tris are 27676
8 sections
what could be causing that stutter?
I assume the model is binarized?
Don't think it is lol
unbinarized models will always cause that stutter
it should be binarized, that makes sure it's optimized for the engine
are you using multimats?
is Arma Toolbox by Alwarren good? im just starting modelling
ah okay, just starting learning blender
If you have any questions here just ask, people are generally very helpful!
yes i know π
So ive just weight painted my vest, its all good: what do i do know? do i delete everything besides the rig?
@frosty rain if you are doing buildings, you should use multimats instead
would reduce these 8 sections
If those are 4k textures by any chance they be massive strain on the machine
What causes the "detected unbinarised p3d's" error in eliteness, and how do i fix it?
They are 4k textures
@frosty rain I always use 2k
@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 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?
@sterile kiln was responding to goat haha
ah roger
Would I be able to texture in substance painter and also use multimats?
Not really I think
Multimat is a type of rvmat
ah lmao
The way I'm doing it is I use a supershader
Ugh it still gives the unbinarised p3d's
You have to binarize them
π
Just createPbo
Ah will try
thanks for the help goat
what error to be precise?
Need to have correct folder structure and config files for it too
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?
@quartz prism how did you create the Shadow LOD ? and what does it look like ?
I am creating the shadow LOD out of the visual model, by deleting the window parts and closing everything else.
@quartz prism can you show me a picture real quick ?
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
Ok thanks I will try it.
anyone here know how tracers work ?
if i spawn them with createVehicle, Createsimpleobject or createvehicleLocal, they dont have the light effect.
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.
Iβve got 4 distance lods so should be fine i think
@frosty rain 4 is Ok. how many tris does your last LOD have ?
Uhh let me turn on my pc give me a sec
4121
Should probably do some more res lods right? @old citrus
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 ?
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
but if possible go as low as possible for the last LOD.
Its 3.0, i started with 0.0 @old citrus
Iβll try to do 2 more so it can go to 2k and then about 1k
Whatβs the best way for lowering tris count? I simply use the decimate modifier in blender and so far no issues
@old citrus visualEx has bedt shadow performance actually.
doing smaller steps than halfing each LOD can just lead to the LOD selector algorithm to skip over the LOD in the middle
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
yeh, noticed stuff like that as well in the past
sometimes it's like flipping right through the lods while you didnt really change distance a lot
makes me wonder if it wouldnt have been better to be able to manually define when to change lod levels
but i guess something like this would just f- with the video graphic settings.
depends. it could be used as optimal setting and the engine itself would failsafe to some automatic calculation if necessary :>
but engine would immediately have to default ot the failsafe because everyone wants their quality lods to show and then you get 1 fps
well that's a problem for the people who make their stuff like that :p
You can already control how fast lods are switching via named property
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?
manually assign
the parts are not connected in anyway
it could be adviceable to make the selections before you make lods
I did it as vertex groups on blender and imported as p3d and it worked
BUT
the materials didn't show up
So im exporting as OBJ and that saves the materials but not the vertex groups lol
so i just manually assign the named selections
you have not assigned the arma mataerial/texture paths on your model
going trhrough .obj is sillyness
how do i assign it on blender?
custom properties?
π
When the sun hits my glass mirror it looks white from the outside but clear from the inside
Could it be my rvmats?
https://pmc.editing.wiki/doku.php?id=arma:texturing:reflective_glass_tut I followed this tutorial
probalby face sorting is not done
Did that and didn't fix it, changed the rvmat and got fixed lol
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?
model.cfg related, I think someone had similar problem not that long ago
What can cause a vest to crash arma? https://we.tl/t-mdKi9CcRgd
getting this error
11:14:02 Error: scp_vests\mtf_vest.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered.
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
Im only on phone rn, sorry
But are you really sure about not using n-gons?
This wiki post is pointing to it, too
But are you really sure about not using n-gons?
@white jay ill check thx
Yeah its clean of ngons
Its all triangles
Im tracking it down now
I fixed the first error now its this
Opposite edge to P(4916, 4917) was not found - shadow geometry is not closed.
Do you work with OB?
Well i just fixed that one aswel: it imports, kinda
No texture
And for some reason, its at the feet
Any idea what could cause that @runic plover ?
Its a vest?
Yes
Does it have selections like Spine1, Spine2 and Spine3?
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?
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
Do you work with pboProject to pack your source file to a pbo file?
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
Shadow LOD must be closed, you can't have any holes in a mesh or areas where faces are joined to backfaces
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?
https://imgur.com/a/Neb7pjb @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
Rog thanks. Im kinda losing motivation but ill try
At beginning its normal. When you got the knowhow it goes better. Just keep on it
Will do thanks β€οΈ
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?
you can always try to reuse some existing memory point
@stuck oyster so how do i say, make a tank a sling-able cargo
for example make a tigris rope-able to a taru
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
models that get into pbo are binarized and non editable after that
setMass is the command
i mean to let the game know its no longer being sling loaded and set its mass accordingly
thats perhaps question for #arma3_scripting
fair, thanks tho
How would i replace the model of an existing gun with one i made as a sort of crude mod? For OFP that is.
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.
@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
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
ground holder is a object that you see when things are on ground
and it show the items in it as proxies
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
there is nothing to reload after last shot
so the reload animation doesn't run on last round?
I would suspect so
can I get around that then?
how would I set up a translation animation from revolving then?
same way, just change source
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?
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
Hmm you might be able to do the last one with isEmpty source
dont remember but possibly. The wiki page for model.cfg has them listed
it doesn't say how isEmpty actually animates
The animation to hold the bolt open when the weapon is empty. that's all
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
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
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
oooo that sounds good, thanks for the rapid bit of advice.
If I can be a pain, baking in blender best for that right?
Probably. I don't use blender though so I don't know how well it bakes
Thanks again for your help!
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)
Tanks with interiors visible reach 80k or so.
That high? Whoa
But bought models rarely are game ready
And if one has to ask, then they definitely are not game ready.
And thus no good
Game ready =/= Arma ready
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?
There are some like the blender to Arma series
i've tried exporting using armatoolbox. tried to load it in object builder. error
Something went wrong then
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
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
BI forums have some inthe pinned threads too
oh ya i forgot pmc cover model making too
I'm 8 months in, spent uncounted weekends and 130 bucks on substance painter, and I'm still not done π
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
is el tyranos's tutorial good to follow? https://www.youtube.com/watch?v=03xvuAWFcvw
That's the blender to Arma series I mentioned earlier
I'm curious, do people use CAD like Solidworks to make 3D models for games?
@jaunty apex CAD software like Solidworks isn't good for making game models
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?
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
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 π
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?
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
Depends on the model. If you need nondestructive,parametric controls it can be beneficial to have CAD.
For example i made a parametric building concept in CAD, because its much easier to change specific dimensions with accuracy and efficiency.
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.
If GPU technology was different mathematical models could be much nicer and basically need no lodding at all.
I'm real-time that is
@stuck oyster lets make our own GPU technology... cant be that hard π
XD sure!
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
make all the faces triangles for the N-gons error @balmy umbra
How do i do that? Sorry, super super new to modelling.
nvm, got it
π
best to practice just the modeling part before going into the Arma specifics
hello, can i use sketchUp 3D to model arma 3 vehicle?
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
thanks
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
@stuck oyster what if i have a friend who can do the model, i need learn the arma specifics part
Hope your friend's name is not hum3d ;)
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
nope, Sketchup does not create game ready files
there are very few things that are arma specific, in theory and game ready mesh can be used in A3. if the friendhe is a 3d artist, he should be able to produce game ready models
once that is done, he can obviously create the needed lods that are A3 specific (geo/SVlod etc)
alright i ask him if he knows about it
basically all of this right? https://community.bistudio.com/wiki/LOD#What.27s_a_LOD.3F
for LOD, you can refer to arma 3 sample
or youtube tutorial
or arma 2 model
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?
man the time I could save with such a friend π
and everyone seems to have one except me π¦
we could be each others friend... but i think this would lead to a singularity in space time...
lol
well got my hands tied on terrain making, thats why. my other community member can contribute too
is the blender's scaling the same in OB?
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
yes the units. okay. i'll look more into how to draw accurately in blender then
oh, okay thanks HG!
@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.
i barely know how blender works so i just went manually triangulate them all
That's the easiest solution to the problem, yeah π
anyway thanks for the toolbox, its awesome
Thanks ^^
@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.
and more often than not a "free" model is free because it has been stolen from somewhere else
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.
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
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
i see okay thanks
so how does i export the 2nd lod if i have 2 lod made in 1 blender file?
disable the first lod first?
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
okay thanks lapuk @idle umbra
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.
Why does my building have this blue tint when in the shadow? https://steamuserimages-a.akamaihd.net/ugc/1666858074796794656/36BEE3F4E3D9011CBBCA5729C78089443001E006/
I removed my rvmat and it was gone so I suppose it's that
https://pastebin.com/m6HaDtuL this is my rvmat
something off with your textures probably
if its a building you should be using multimaterial though
on the texture it looks fine
multimaterial a special type of rvmat that uses tiling textures
like the proper texture
if you are interested in learning Multi mats https://community.bistudio.com/wiki/Mondkalb's_MultiMaterial_Tutorial
Can i use substance painter and multi mats? @old citrus
I texture with substance painter
The issue was the spec and spec power lol
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.
I put it to 0.01, 0.01, 0.01, 1. and 32 on the other one and it got fixed
yes you can paint the mask using substance and you can also bake it since you can put a as map in the Rvmat thats what I do but sadly well you wont have anything special when using substance since you will need to export the Textures Seperatly.
@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
π
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.
that could help as well π€£
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?
@balmy umbra care to explain?
@balmy umbra πβ
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
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―_(γ)_/Β―
!purgeban 166818176162725888 60d ripping, modifying contact model. This ban is only temporary
*PewPewPew!!*
RIP @balmy umbra
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..
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
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
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
what if I just made a surface?
then put 6 of them together (in the game) to form a box?
you could always use basicFade shader
that's only the vertex shader right? what should I use for the fragment shader?
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
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
ahh, I read it again
basicFade is not going to work in such situation
another idea that I have is using alpha sorting
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?
what is its purpose?
or maybe should I use different light paramters?
It's a box I place around objects
for object viewer
using render to texture
so that the world around the object is not visible
the box is a custom object?
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
are the mesh edges sharp shaded?
dunno what that is!
I don't use any shaders right now
just using a procedural texture for the sides
sharp & smooth edges
the thing is, what you see are several surfaces.
Not just one object
I can send the object if you want
nah I dont have time to do other peoples work atm. π
Also Im still not quite sure what the purpose of the box is and what it should look like
I just want the "border" between the surfaces to disappear (using a shader or something)
Try making it just a single object with the normals facing inwards
I want the size to be variable
Do you want it to be able to be changed in game?
Yeah, I create it dynamically by placing the surfaces together.
this is how it looks at night
#screenshots_arma message
isnt there some sort of greenscreen object in Arma for that already?
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)
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.
π
There's already some kind of dome object used in BIS_fnc_exportEditorPreviews that achieves similar, no?
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?
no
it possibly is a plane with transparent texture
that then looks like the wheel
what is armaproxy?
can be seen as a placeholder that links to another model
i see
proxies in p3d link to various engine functionalities too
like driver / gunner / passenger positions
so say if i put a proxy for a driver position, the drive would be positioned at the bottom of the triangle?
pretty much, yes
so its needed across different lods? only 1 in reso is not okay?
it depends on the proxy, but basically yes
okay
Arma sample models are anyway reduced a lot in detail, sure thats why the wheels look like that
if i try to pack it into a working mod i would get a square wheel? thats fun!
why would you pack anything from samples res lods?
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
it doesnt? <pikatchu face>
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.
i know as i figured and as HorribleGoat comfirms it. im saying its fun to see a squared wheel tank in the game. not saying its going to be a good model tank
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
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
yeah i get it now
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
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
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
alrighto
Hi π Someone know how to play a sound with a trigger place in object builder ? (When it is activated by a player)
@radiant dirge you mean like as example opening a door, opendoor sound gets played?
And "trigger" like User Action?
sound position in animation source maybe?
@runic plover not exactly
I mean like a button in a room and the user press the button and the sound get played
?
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
this is the animation in object builder https://prnt.sc/vszm8s
this is imported into 3ds max https://prnt.sc/vszmck
the small dots are the bones
I dont think object builder exports animations to fbx
well it sort of exports the current pose, but all messed up
or if it does then your import or export scale or workspace measurement settings are wrong
what units is object builder in?
1 unit 1 meter
yeah I have 3ds max set to meters
thats all I can think of as non max user
@radiant dirge but thats what it sounds like
A User Action defined sound source π€·ββοΈ
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
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
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
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..
Don't know about that. The texture works on the walls next to it
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
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
I found the culprit, for some reason there where 2 versions of the trigger one of which untextured
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
didnt say to ping the mods though, thats all you
mounting my p drive is what fixed that for me
@white jay use this guide https://pmc.editing.wiki/doku.php?id=arma3:tools:setup-p-drive
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.
how whas that all cap
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
Silence!! Γ²_Γ³
...
I keel u, @white jay!! Γ_Γ
Llama#5353 now has 3 infractions.
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
Nope, you can write it in any text editing software like notepad
https://community.bistudio.com/wiki/ArmA:_How_to_animate_a_model https://community.bistudio.com/wiki/Model_Config pretty much explain the bulk of it
@hasty path you can just write it in any text editor. I recommend notepad++
oh it was already answered
π§
okay thanks! Ill take another stab at that page... idk y but its rly confusing for me
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)
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.
viewpilot lod might be missing
and memorypoints too
compare your gun to the one in the Arma 3 Samples on steam
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.
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
i started by doing some uniforms and such
getting something simpler like just a model of a box would be easier to begin with
retextures are nothing in comparison
i may try that tomorrrow, if for no other reason other than feeling some accomplishment
there is a "blender to arma" tutorial series that might be helpflul
one on BI forums editing sections pinned messages
Not seeing it in the channels pins...
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
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?
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 π¦
modeler said there was nothing wrong with the UV.
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...
if modeler said something is wrong with UV, UV needs to be fixed... simple as that
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 π¦
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
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
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
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
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 ?
https://imgur.com/0qHZ6zg I removed the unneeded lodnoshadows. there are no visible changes. still no luck with the shadows though
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
nothing there to prevent shadows as far as I can tell
are you packing your addon with pboProject?
yes
does your shadowlod have texture applied?
I dont believe so. There is no texture or material linked in face properties
try adding sbSource = visualEx to your geometry lod
that way it should cast soft shawos from resolution lods
just to debug it
packing now
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
are you packing with pboProject?
yes
probalby issue with your destrType
destrType="DestructDefault";
i pretty much copied everything over from the sample house
and changed the various model paths and such
hmm I likely remembered wrong. that looks to be right type for it
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
https://imgur.com/gtgZlPr there is a faint black area around the box. not sure if that is the sbSource thing doing it or not
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
@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
gunbeg, gunEnd points are likely then not moving
Mmh normally they are moving because "konec hlavne" and "konec hlavne" are also in vtx grp "OtocHlaven"
*and usti hlavne
if you shoot where does the shot go?
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
I added a cube to the res LOD and it has shown up
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 ?
@reef granite capitalization dosnt usually matter. However is recommend you stick with the form of abcXyz (or camelcase as its called)
Capitalization doesnt matter, but u should only have one either OtocHlaven or otocHlaven
I understand π
if u have both, animation would not work properly
I saw this inside the Test_Tank_01 but in my scene I only have OtocHlaven so I'm good to go then
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
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"
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
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
https://imgur.com/JSNKN5q Just reimported it and it is working now π€. No idea what I did wrong the first time. Thanks for the help @stuck oyster!
weird
@night summit is this some StarWars stuff?
@idle umbra
thx!
fixed!
my object builder error.
It ran fine on another computer.
π
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
no its my star box
@woeful viper Do vehicles and buildings have a different value for reversed = (1/0); ?
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
IIRC there's a config parameter for it too. Wondered if it was in some base class for either type of object
class All
{ reversed = 1;
autocenter = 1;
thanks, it seems either will do (geo lod or config parameter)
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
anyone can clarify?
clarify your question - what is "every" ? and what is "one with contact"?
the sample tank in Arma 3 Samples has tracks that show how they need to be set up
the way he describes it, it sounds more like a non-ordinary tank (?) with multiple tracks (no land contact?)
you need one selection for each track to have it UV animate
oh lol
and then you animate vertices of those tracks to align with wheel movements
check the sample tank in Arma 3 Samples
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
you see when you check the sample π
not all of the tracks?
the track mesh moves only up and down with the wheels
thats what im asking
the animated texture is what makes it look like its rolling
so only 6 podkolo
if you have 6 wheels then yes
you can have as many wheels and selections as you like
except physx doesnt allow more than 20 (10 per side) tp ne simulated
you can also name them as you like
i know
as long as you model selections and configs match
but i dont want to mess up the config later
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.
changing the names helps to learn to understand the configs too
ah okay thanks for the tips
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
Is it possible to βscaleβ 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?
Do you mean like scale the whole thing linearly?
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
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
i cannot seem to install arma toolbox for blender, even on previous versions? what am i doing wrong lol
Makes sense, thanks reyhard
figured it out, did an oopsie
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 ?
Ok thx
this boolean difference really getting on my nerves. π«
made two holes and it was fine. third hole is ticking me off
boolean can be tricky to use
sometimes theres need of cleanup before you make new ones
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?
que?
que?
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
oh i see
@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
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
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!
im not a moderator
I just volunteer here.
Theres a blender to Arma tutorial on BI forums that should get you in right direction
Download arma 3 toolbox for blender https://www.armaholic.com/page.php?id=20519, create a new material and scroll down until you see "Arma Toolbox Material Settings" you can put the path of the texture there. Make sure the object you're trying to apply the texture to is marked as an arma object in "Arma Object Properties" if you get lost lmk
@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.
do i need to make interior on my reso lod? or in view-pilot is enough?
for what kind of a thing?
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
viewpilot lod is just for the pilots own view and not visible outside
same applies to all of the view Lods
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
Vanilla gunner/commander/driver seat is interesting
nice that clears things up
any good version of blender ? I mean version number
I used steam's blender and its really wacky
@stark pagoda
always best to get it from the source directly
https://www.blender.org/
not sure if the blender toolbox for arma works with that version
latest Blender works fine
my custom headgear doenst mount on my head.... did I do anything wrong ?
probably missed the things that it needs to work
Also Steam has legacy build
probably missed the things that it needs to work
best.comment.ever
π
I cant even port p3d model
port?
import or export?
import
you can't if binarized
you can't if binarized
Answer to audio
you can't if binarized
you have to use the original one you made in blender
tbh, not sure if blender binarizes a P3D at export...
no
yeah I export it from fbx to p3d and I want to re-check p3d again idk did I do something wrong ?
Why do you wanted to do anyways?
yes you did something wrong if you cant open it anymore
