#arma3_model

1 messages · Page 160 of 1

stark pagoda
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p3d is binarized ?

stuck oyster
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no

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but when it goes into game via addon builder or pbo project it gets binarized

marsh canyon
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Just exported p3d is not binarized

stuck oyster
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and cant be opened anymore

stark pagoda
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I still cant figured out why my custom head gear doesnt worn on my head

stuck oyster
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so you have done something very cooky if you got into that stage

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no idea

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sounds like your whole modding tools setup is not right

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and possibly your workflow is not right either

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so its impossible to say where you did wrong

median bough
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@stark pagoda
i don't think it handles headgear, but still gives you a very good idea what to deal with and how
https://forums.bohemia.net/forums/topic/207631-from-blender-to-arma-3-complete-process-tutorial/

runic plover
stark pagoda
runic plover
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have you also checked out the Arma 3 Samples which you can get in the steam workshop?

stark pagoda
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yeah

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it mounted on my feet instead of head

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that was why my head is gonna exploded

runic plover
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does your p3d model has the same name like in your model.cfg?

stark pagoda
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yeah

runic plover
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does your headgear got the selection "head" ?

stark pagoda
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ArmaMan ?

runic plover
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no in your model (p3d file)

stark pagoda
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uh

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in blender ?

runic plover
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you have to select the whole model and add selection name "head"

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and also make it autocenter 0 in the property

stark pagoda
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autocenter ? in what ?

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sry im really confused and bad at english

runic plover
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i dont work in blender i mostly work in OB (everyone laughs at me now again xD ) ask HorribleGoat about blender, where properties are and how to add selections, he may help if he has time or just ask google / youtube about tutorials

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most stuff you can google

stark pagoda
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I had tried for month until somebody said you should be in arma's discord idk how much longer I can do until I could spent money on commission instead of doing by myself

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face palm*

runic plover
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being in arma's discord is pretty good, but you should try first to learn the basic stuff.. we can help in the most stuff but the first start and basics you have to learn first

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you already noticed it with properties and selections and you get ???? worried

stark pagoda
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I see properties panel ..... whats next ?

runic plover
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you also see selections?

stark pagoda
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I wish I could send pic via dm but Im beware of model im doing

runic plover
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add a geometry LOD and add there in the property channel "autocenter 0"

stuck oyster
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Im hoping the model is not taken from another game?

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if you cant show it

stark pagoda
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it was model I bought and I will use it for private use only

stuck oyster
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private as in you dont share with anyone else

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as if you give it to anyone its not private anymore

stark pagoda
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big face palm moment*

stuck oyster
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and if its ripped from some other game you have bought stolen content

stark pagoda
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not ripped

stuck oyster
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its just very sketchy when people say that

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and sounds like something illegal is happening

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¯_(ツ)_/¯

runic plover
stark pagoda
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it was model that your guys might hate me after seeing it

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yep I can confirm that

runic plover
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why we should hate you when wee see that?

stark pagoda
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@runic plover Can I sent pic in dm about properties panel ?

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Idk which one I should click

runic plover
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like i said i dont work with blender, i only work with OB

stark pagoda
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autodesk ?

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wth is ob

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sry im too dumb

stuck oyster
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Object Builder...

median bough
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@stark pagoda
use imgur for images

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post the link here

stark pagoda
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@runic plover should I switch to ob now ?

runic plover
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have you installed the arma 3 tools for blender ?

stark pagoda
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yeah

runic plover
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and take a look at Arma 3 Samples A3_headgear_example.p3d

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you have to add a Geometry LOD and add there as propertyautocenter 0 your visual LOD needs the selection name head to fit with your model.cfg your model name (so your p3d file) needs the same name like you defined in the model.cfg file class cfgModels

stark pagoda
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im really running out of mood

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and that video I had watched so many time like 10 times already

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still confused

dusk trench
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u need a cup of coffee and a sleep

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continue tomorow 😄

stark pagoda
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I already sleep also its 2:13 pm here tho

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yeah and I just knocked my keyboard by accident

stuck oyster
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While it sounds simple to put a helmetthingy in game real quick, it is more complex than it sounds.

runic plover
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@stark pagoda you could also try to pick the important infos and write them to a letter step by step. I did this way when i was learning how to make terrains for Arma 3 cause there were a lot infos i had to save in my head

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Sometimes this way goes easier to understand step by step

stark pagoda
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im thinking of stop doing it btw

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my head is gonna blow in any min .... maybe

runic plover
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If you think to stop it you will not be able to learn anyway, maybe do a little break and try it later again

median bough
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step one: get familiar with the software first

stark pagoda
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I mean break , right ?

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sry I say something

median bough
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i mean, how familiar are you with blender?

stark pagoda
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still on learning

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I have alot of thing to learn tho

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rendering in ob is fine but still cant figured out how to make helmet worn at head not at foot

median bough
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ok, then keep on learning. make a 💩 ton of models until you master the software.
think about getting that stuff into game later

stark pagoda
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Im gonna re-check model.config again

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I can send pic here.... right ?

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via imgur

runic plover
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Yes

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With pastebin you also can send the model.cfg here

stark pagoda
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hm

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I cant

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maybe I dont have rank

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im capping the pic of model.cfg

median bough
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please use pastebin

stark pagoda
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so

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anything wrong with this ?

stuck oyster
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is your p3d named rfcheadgear.p3d

stark pagoda
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yes

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oh shoot

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I named rfhcheargear.p3d damn it

stuck oyster
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rfhc. so funny hats situation then?

stark pagoda
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have no idea

stuck oyster
stark pagoda
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bruh

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so

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I have to do hpp too ?

stuck oyster
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no?

stark pagoda
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I saw hpp file in sample

stuck oyster
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its one method of keeping the files and configs easily readable

runic plover
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in source mode

stark pagoda
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only config.cpp and model.config ?

stuck oyster
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so you dont have to scroll through long files

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those are the required ones yes

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and can be split into separate hpp files too

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but its not mandatory

stark pagoda
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back from the break

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also @runic plover sry for tagging but I got a new problem

runic plover
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do you work with pboProject Mikero's tools?

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to pack your source files to .pbo files

stark pagoda
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no

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I use pbo mananger

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so

runic plover
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please get the Mikero tools and use pboProject

stark pagoda
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I dont find auto center

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only I find is model.config

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but cant do anything with it

runic plover
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model.cfg is needed and you got it already

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autocenter you have to add in the geometry LOD in properties

stark pagoda
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like this ?

runic plover
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yes get into the geometry LOD

stark pagoda
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now what ?

runic plover
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ctrl + 1

stark pagoda
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done

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and do what ?

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create new property ?

runic plover
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now you got a window Property Name

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create new yes

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add autocenter

stark pagoda
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and name it as autocenter 0 ?

runic plover
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and 0

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name autocenter, value 0

stark pagoda
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done

runic plover
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and in your 0.000 LOD select whole model and add selection name "head"

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to see named selections Ctrl + L

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select whole model, New and name it head

stark pagoda
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why It turned out as red line ?

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I cant select my whole head

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it turned out as lock selection

runic plover
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ctrl A also doesnt work?

stark pagoda
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ctrl a is select all

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and.... how do I gonna change name to head...

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@runic plover

runic plover
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make a pic what you have there

stark pagoda
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gulp

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can be in dm ?

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object is now red

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which mean is selected , right ?

runic plover
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yes

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right click in the slection area and make new selection named head

stark pagoda
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in LOD ?

runic plover
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0.000

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check in your arma 3 samples the headgear example

stark pagoda
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wait

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uh

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new selection and named head ... right ?

runic plover
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yes

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while you have marked whole model

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or create the selection and mark whole model and right click to your head selection and Redefine

stark pagoda
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redefined

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now there are 2 thingy in my selection

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headgear and head

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im doing it in the right way ?

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which one I should redefine or both ?

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@runic plover uh are you busy ?... if you are busy im really sry to disturb then

runic plover
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headgear isnt needed. as i told you check the samples

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and pack your file with pboproject

stark pagoda
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uh

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im started to get confused again

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so now I have headgear and Head

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in the sample I see baseballcap and Head

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that made me started nervous

runic plover
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-baseballcap is for nonsense

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camo is for defining hidden selections to make retextures

stark pagoda
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so its done ?

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and I have to pack .... right ?

runic plover
stark pagoda
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which one I should download from mike tool ?

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there are alot of installers

runic plover
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what we did now will fix your headgear position problem between legs

stark pagoda
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pbomaker ?

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*makepbo

runic plover
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download them all

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you need at least pboProject

stark pagoda
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yeah I installed them

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but how I gonna use them ?

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@runic plover

stark pagoda
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new problem is texture is white @runic plover

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got any idea ?

runic plover
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do you pack with pboProject now?

stark pagoda
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I still dont know how to use it

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I already asked you early but you silent

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@runic plover

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bet

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I have to take a look at folder where I installed at

stark pagoda
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all right everything done

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texture is good

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you forgot about add camo in selection tho @runic plover

runic plover
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camo is used for hidden selections like i said before to make retextuing works

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if you bought like you said your model as headgear its not needed for now to add camo selection. or you are using a other headgear model instead a bought one

maiden heron
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that is very sketchyyy.

steel relic
idle umbra
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Create axis point in memory lod, then usa translation animation in model.cfg.

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Use*

steel relic
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thanks bro @idle umbra

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need eventhandler to loop¿?

idle umbra
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In model.cfg u can write sourceAddress = "loop"

stuck oyster
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Che K put the “how to animate a model " page in the wiki too

maiden heron
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what's mass distribution in tank sample in geo lod?

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i thought you can just put a global mass in object builder ?

wraith tendon
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You can, but you can also define Mass to specific positions

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e.g. something at the front, to shift the CenterOfMass forwards.
Or at the lowest point, to shift it downwards

maiden heron
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oh

civic stratus
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is there anyway to emulate gps map functionality for vehicles?

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any kind of hacky UI element stuff?

silver zenith
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doubt there is any way to dynamically automate it but you could some messy thing by hiding and un-hiding map markers

stuck oyster
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I'd say yes it's possible but might be complex. Not really a modeling related though

civic forge
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Hi, ive got a model of a wall that vehicles can drive through is this a geometry issue or config?

polar fiber
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Geometry

subtle bison
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is there any disadvantage to putting occluders into every single building wall (which has no windows, obviously)?

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also, can occluders be one sided faces or do they have to be blocks?

stuck oyster
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the occluder wikipage says they should be used semi sparingly as too many occluders in scene started to add up more calculation than it was worth

subtle bison
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yeah, I just found that :>

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"Keep number of edges low. The best would be 4 edges,"

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so I guess faces are ok

stuck oyster
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possibry 🤔

ionic aurora
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I don’t know if this is the right way to go about this but I have an idea for a few vehicles and I have absolutely zero experience with modding or modeling. Essentially I would like to make a U.S Special forces vehicle pack. But I would need lots of assistance. If anyone would like to help I’d greatly appreciate it.

median bough
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Step one: find a 3d software and get comfortable with it (+6 months to learn it on a basic / good level)

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See you then 😉

thin wigeon
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I have read the BI guide ArmA 3 Replacement Config Tutorial and I am still struggling to override the mass of a wheelie bin so it doesn't kill a vehicle. Can someone please point me in the right direction? Here's my very small config.cpp:

#define _ARMA_ class CfgPatches { class PWH_Structures_F_Heli_Civ_Garbage { requiredAddons[] = {"A3_Structures_F_Heli"}; requiredVersion = 0.1; units[] = {"Land_WheelieBin_01_F"}; weapons[] = {}; }; }; class CfgVehicles { class Items_base_F; class Land_WheelieBin_01_F: Items_base_F { mass = 0.01; }; };

polar fiber
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Config mass has nothing to do with the physical mass of objects. It's merely how much inventory space it takes up. Actual mass is defined in the model

thin wigeon
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Is there any other way to override the mass of a stock object then? Or is it a case of make my own wheelie bin?

polar fiber
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only by scripting setMass

thin wigeon
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Ahh, ok. So could I throw it in the init for the world, would that affect the baked in objects then, or only objects that are spawned in the script? The stock wheelie bins are great models, they just act like concrete bollards 😦

polar fiber
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I don't know if you can do anything to objects baked into the terrain and how their physX/Geometry might behave differently

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Would have to experiment with it yourself

thin wigeon
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Sounds like it's easier just to make a new one in blender.. was hoping for a quick tweak but thanks for the headsup, you saved me days of headscratching

stuck oyster
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Baked in objects have no physx

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Or we'll they have collision but they are static

thin wigeon
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Mr Goat, I got some baked in traffic signs I made that I can knock down and can fly across the road if I hit them fast enough.. idk if that's physx but they are more than static, right? Or does static mean that they can't bounce/roll etc?

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It's all hypothetical anyways.. am now blendering a bin that will not withstand a car collision, seeing as BI made theirs from concrete 😦

stuck oyster
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some destuction type might work like that then. Cant remember seeing that kind of behaviour in default things

thin wigeon
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yes, I do think they cease to have collision once their damage reaches zero, so it's not perfect by any means 😦

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I was using DestructTree as destrType

formal vapor
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hmmm....why is my muzzle flash causing my hands to be jacked up and my game to crash?

kind nacelle
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Couldn't you use a script to replace wheelie bins in player proximity with physx props?

maiden heron
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what is the difference between stencil shadow and shadow volume lod?

stuck oyster
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In blender?

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Stencil exports to xx and volume exports to 10xx

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Shadow volume lod resolution in OB/p3d

terse elm
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Anyone made custom driver proxies for tanks with turn in and turn out poses? iv made normal driver poses before but not sure how to set up a proxy with dual positions

polar fiber
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Easier to put your proxy where you want it, snap the whole vehicle model so the right-hand corner of the proxy is at the grid origin, put it in your animation scene and make the .rtms to fit

stuck oyster
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With Blender you can also just snap the armature to the proxy.

polar fiber
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Doesn't that create an offset in the .rtm?

stuck oyster
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no its cacluated from the armature objects center

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in Alwarrens toolbox anyway

terse elm
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Is there any documentation/tutorials on what's required to make these?

stuck oyster
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hmm probably not compiled into anything coherent that could be called tutorial. Its pretty much same thing as weapon animation, just more frames

polar fiber
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Poses don't need more frames really

stuck oyster
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turn in and out have few though?

polar fiber
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If you're animating the transition, yes. I thought Mike was just on about how to have the turned in and turned out pose for a single crew proxy

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If the turned out anim has FFV it's also a pain. Since you'd want transition anims for each weapon type. In practise it's probably best to position the proxy to fit some BI FFV anim in that case, and just make your "unarmed" and turned in anim fit relative to that proxy position

raw beacon
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^ I would concur. I find that if its a standard tank the default personTurretAction = "vehicle_turnout_1"; action works well. Fits most guns and works decently well with most tanks

maiden heron
stuck oyster
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it just to differentiate teh XX and 10XX range of lods

maiden heron
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oh its basically the same then. okay

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thank you

quick terrace
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it isn't the same

keen prism
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Does ambient sound sound="something" (windturbine uses that) only work with objects baked into the wrp? Doesn't seem to work for mission objects, or I'm just dumb ?

maiden heron
steel relic
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i have problem with some buildings, mapping them in terrain builder then binarizing with pbo project and trying to open doors in editor doesn't work, if i map it in editor if

stuck oyster
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they are not made right for terrain making

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My eduacted quess is you try to use some of those life mod buildings on workshop?

steel relic
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yes

finite beacon
outer condor
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how to stop rain going through an object?

quick terrace
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geo lod afaik

bold flare
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Roadway I'd say

outer condor
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ty testing

strong plaza
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to me it seems like res lod can block rain if I remember correctly

stuck oyster
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best to have all of them just to be sure 😄

fast field
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What program do you guys use to create clothing?

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The model for clothing, that is.

quick terrace
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usually base mesh in max/maya/blender, going forward into a sculpting software (blender, zbrush etc)

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or marvelous designer if that is your thing

fast field
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Would you say that clothing is good way to start modelling in Arma 3? I know many people that started off modelling clothing, and then moved on to buildings, cars etc.

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Here I am not talking all that much about the modelling, but more if it is a good way to get introduced to the implementation phase.

median bough
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props are better to start with, like boxes, barrels, ect

fast field
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How come? are they easier to get into the game or?

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@median bough

median bough
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yes

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simple objects are easier to get done. faster "feeling of success" once ingame that keeps the morale up for more complicated matters
sounds stupid, but it is like that

fast field
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Yeah I know its kind of grindy to get to know a new field x)

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But I really want to get into 3D modelling, and I am just trying to figure out the best way to get started. I already know a lot of texturing, which is why I thought clothing would be a good idea 🙂 But I might try the props thing, do you have any tips on where I can find out how to get it into the game?

median bough
fast field
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Oh, thank you so much 🙂

fast field
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Are there any good samples I can use as reference for scale? I can't find any in the Arma 3 Samples pack x)

quick terrace
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clothing is by far the worst thing to do if you are new to 3d modelling

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also one of the worst thing to do if you are new to arma modding

quick terrace
fast field
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The character templates look really weird when I import them to blender

fast field
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Do u know why?

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Like, there's triangles all over the place and a big cylinder around the character..?

maiden heron
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any tips how can i reduce my polycount by half until the last 500ish for my reso lods in blender?

stoic blaze
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Is a 100k faces too much for a vest model?

frosty rain
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If you need a character for scale i can send you a .blend with the arma sample character

frosty rain
frosty rain
stuck oyster
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@stoic blaze yes.

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@fast field all objects in Arma are build from multiple lods. Please read the wiki page aboud Lods to understand what the technical lods are. A game model is not just the visual mesh you see.

maiden heron
stuck oyster
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Then you need to do it manually

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There is no sure way methods to make resolution lods automstically

maiden heron
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ah okay then

tardy marten
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Anyone had a problem with an object's bounding box clipping the floor, not sure what I've changed but it was fine until I maybe moved something in MemoryLOD and now it flies off everytime its placed. Any ideas? (Everything is above Z=0)

fast field
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@frosty rain if you could send me that, it would be very appreciated:) (the character thing)

stuck oyster
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@fast field you can get that from the Arma 3 samples on steam

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Well not the blend but the model to import to blender

fast field
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I made a really simple monitor with the correct scale(I think) so I am about to try to learn the implementation thing.

stuck oyster
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Good luck!

frosty rain
fast field
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Thanks man! Really appreciate it ^_^

terse scroll
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Hey! I am having an issue with trying to hide rotors past a certain point of damage. I defined a type with the things I would like to hide (mr) and then put it in the bones as follows:

            "velka vrtule","",
            "mr","velka vrtule",
            "blade1","mr",
            "blade1_rise1","blade1",
            "blade1_rise2","blade1",
            "blade1_rise3","blade1",
            "blade1_rise4","blade1",
            "blade1_rise5","blade1",
            "blade2","mr",
            "blade2_rise1","blade2",
            "blade2_rise2","blade2",
            "blade2_rise3","blade2",
            "blade2_rise4","blade2",
            "blade2_rise5","blade2",
            "blade3","mr",
            "blade3_rise1","blade3",
            "blade3_rise2","blade3",
            "blade3_rise3","blade3",
            "blade3_rise4","blade3",
            "blade3_rise5","blade3",
            "blade4","mr",
            "blade4_rise1","blade4",
            "blade4_rise2","blade4",
            "blade4_rise3","blade4",
            "blade4_rise4","blade4",
            "blade4_rise5","blade4",

I then moved it to them using the following animations:

            class dam_hide_tr
            {
                source = "dam_tr";
                selection = "tr";
                type = "hide";
                minValue = 0;
                maxValue = 1;
                hideValue = 0.99;
            };
            class dam_hide_rtr
            {
                source = "dam_mr";
                selection = "mr";
                type = "hide";
                minValue = 0;
                maxValue = 1;
                hideValue = 0.99;
            };

But it seemed to not hide, but instead shrink and translate the contents of the selection (see https://imgur.com/a/ygyQmhz from buldozer, I have also replicated in arma.) Does anyone know what could cause this? I am happy to provide any more info you may require

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Thank you!

stuck oyster
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you have too many selections on them perhaps

terse scroll
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I think I just found it, my skeleton had isDiscrete=0

stuck oyster
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that would be need to be correct for partially weighted selections to work

terse scroll
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Ahh okay, I do not believe we have any selections that do that. I know "hide" works by moving all the contents to a point and shrinking it, so that it isn't visible. Now I just have the issue of removing the fact that those vertices were also connected to other things (updated imgur) but the animation issue has been fixed! Thank you!

stuck oyster
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do you have the hide selection as part of the other selections

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as you can have both

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you should only have the end selections in the chain

terse scroll
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I do, the mr selection is a superset of the rest of the selections, and changing isDiscrete to 1 made them hide as expected. The stretched lines are to be expected, that is to do with vertices that are hidden being connected by edges and faces that aren't

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My other issue I have had today is with damage materials and textures, I can get the half damage texture/material to appear but cannot for the life of me get the full damage texture/materials to appear either by using weapons to damage or using _heli setHitPointDamage ["Hit......", 1];

I am also getting the intriguing error in the RPT log of

Array tex in bin\config.bin/CfgVehicles/fza_ah64base/Damage/ not even

which doesn't make much sense to me as I think they are meant to be in multiples of 3? Here is the offending class

        class Damage
        {
            tex[] = {
                "fza_ah64_us\tex\ex\rtrs_co.paa",
                "fza_ah64_us\tex\dam\mdam_Rtrs_co.paa",
                "fza_ah64_us\tex\dam\hdam_Rtrs_co.paa"
            };
            mat[] = {
                "fza_ah64_us\mat\body.rvmat",
                "fza_ah64_us\mat\body_destruct.rvmat", //"fza_ah64_us\mat\body_damage.rvmat", replaced until we can get the full version to run
                "fza_ah64_us\mat\body_destruct.rvmat"
            };
        };
maiden heron
#

every reso lod need to have texture?

terse scroll
#

I just checked and the section that I am applying this to (mr_blades) is in all the numbered LODs, as well as View-Pilot, View-Gunner, View-Cargo

stuck oyster
#

@maiden heron no but if no texture they will be white

maiden heron
#

oh okay thank you

still prairie
#

Hi, for create uniform what do u use ?

maiden heron
still prairie
#

you use an existant 3d model ?

stuck oyster
#

usually they are made in 3D modeling programs like Blender or 3DsMax

still prairie
#

so it's a very long process

idle umbra
#

you can use any suitable 3d software, 3ds max, blender, zbrush or md. but at the end you need to use blender to export to arma format

still prairie
#

like another object or weapons okay thx

stuck oyster
#

well yes if you do not know at all how to use the programs

#

you will need to learn that first

#

its not really any longer than a weapon or object when you know what you are doing

#

@idle umbra using Blender to export is not mandatory at all

#

Object builder imports FBX

#

Or even OBJ though that may need more work done in OB

idle umbra
#

yep, but i mean most efficient way is using arma toolbox in blender

stuck oyster
#

Im sure the 3DsMax users will want to discuss about that with you 😄

idle umbra
maiden heron
#

but if you have no experience whatsoever i think blender is the way to go because of the toolbox. toolbox is your bestfriend

#

@stuck oyster when you said a tank with full interior can go up to 80k polycount, are you refering only the first reso lod or combined polycount of all lods?

stuck oyster
#

first lod

#

combined polycount is never really considered

maiden heron
#

ah thats good

stuck oyster
#

rule of thumb is that you use whatever polycount you need and make sure its as optimized as it can be so theres no waste

maiden heron
#

cool

stuck oyster
#

and there are of course some recommendations its best practice to adhere to so your models perform properly in game

#

would be quite shame if you invest a lot of time to make a super detailed first lod but its practically never shown in game due to its complexity and engine always using lower res lods to draw it

maiden heron
#

that could be a problem, but i think mine should be okay i guess, im always looking the simplest way to get the shape that i want

stuck oyster
#

yes well the problem might happen if you hit many 100K tris

woeful viper
#

sure one could use fbx too, but then you cant just "merge" pieces into the p3d, you have to reopen a new p3d for import and copy it over

runic plover
runic plover
stuck oyster
#

unless you can see it

runic plover
#

Yes but 90% of any tanks you cant see it.. only in any APC's as example

terse scroll
#

Upon further research, it seems that the "full" damage texture/material in class Damage is only used on wrecks?

runic plover
#

Full damage texture makes mostly sense to use on wrecks.

Vanilla cars as example are using half damage textures too to replace at working cars.

terse scroll
#

Ah okay! I was hoping to swap the texture upon destruction of a hitpoint to make it invisible on the heli I am working on. Thank you, I will go back to playing with animations!

stuck oyster
#

animations are the way to go there

terse scroll
#

Alright! I will have a look. Thank you all for your help!

maiden heron
stuck oyster
#

depends what seats you have

#

and what everyone sees

frosty rain
#

Small question, what setting do i need to modify on the glass rvmat to make it more reflective, specular or specular level?

fervent steppe
#

Why is the path lod such a pita? I had a fully working building except one door. The ai would ignore it and walk straight through it even though it was set up exactly the same as all the other 27 doors.

stuck oyster
#

could there be limit how many there can be?

fervent steppe
#

don’t think so cause another building that works has more but I gave up for the night. When i work on it tomorrow if I can’t figure it out I’ll post some screen shots. It’s super annoying. Anotherwise this building would be good to go

runic plover
#

Your problem is opening doors by AI or just path problems?

fervent steppe
#

opening door by AI

runic plover
#

In the config you have defined it also?

fervent steppe
#

Just the one door. Yep. Same as all the others. And those all work. It’s strange

runic plover
#

Try move the point of this door more forward or backwards, up or down

#

I had this problem too, while moving it a bit it worked

fervent steppe
#

Cool. I’ll give it a go tomorrow. Thanks!

stuck oyster
#

could be the point is indeed too inside the door so AI cant reach it

#

good idea

fervent steppe
#

I’ll test it out tomorrow and report back 🙂

#

Off to bed. Night gents

dusk trench
#

👍

maiden heron
stuck oyster
#

You can set different seat types to use same lod yes.

#

In the config

maiden heron
#

ah okay

bold flare
#

Anyone here use Arma 3 tools dev branch?
Did anyone per chance notice if the dev-branch binarize.exe logs a "Context:" to its RPT?

polar fiber
#

I have them. Haven't looked at the .rpt anytime lately but can check

#

Am I looking for SteamApps\common\Arma 3 Tools\Binarize\binarize.rpt or elsewhere?

bold flare
#

yes

#

I guess they'll only be printed on errors thus they may not show up even if its working, and I don't know if it is there

polar fiber
#

I don't seem to be able to find any "context" in the binarize.rpt

fervent steppe
#

holy shitake mushrooms! it worked. thanks gents..cant believe the stupid prob was because the point was too far away from the door

#

i didnt even think there was check for it..i just thought once the AI hits the point in the model it just triggers the door action

runic plover
#

@fervent steppe glad it worked 👍

broken holly
#

Hey, guys, I need some help with a texture problem.

I've added a custom uniform that I've made to the game, and it works fine on third person or when you take a look at it on the arsenal. However, when I switch to the first person view, the uniform textures become plain white.

#

Any idea about what is the problem?

polar fiber
#

You haven't applied the texture properly in the viewPilot LOD

broken holly
#

Thank you so much! I really forgot to set the textures there.

fast field
#

are models required to have faces with three vertices for Arma? I've heard that some game engines can't run models unless they're tri-faced.

bold flare
#

Some LODs require triangles.
Some don't, but most do I think.

#

And the engine converts everything(?) To triangles

fast field
#

So if I've made an entire model consisting of faces with four vertices, it is still usable?

#

or nah..?

bold flare
#

It will be converted to triangles in the end.
Whether that actually causes the result you intended is up to luck I guess

#

Most people just convert to triangles when they export, and work with whatever before that.

#

And I guess it works fine for most people?

fast field
#

Does it make it easier just to work with tri faces from the start? Or would you still just go with quad faces?

woeful viper
#

no, triangulate before exporting to p3d (unless its a curved surface that needs to be triangulated in particular way). Makes no sene tringulating before model is finished

frosty rain
#

no need to triangulate everything

#

the engine will do it for you anyways

still prairie
#

in object builder you can squarize all faces

#

like "tris to quad" in blender

runic plover
still prairie
#

Arma support quads faces no ?

quick terrace
#

DX triangulates everything anyways. OB supports only tris and quads.
generally speaking for game assets it is best to triangulate before baking textures (especially normals)

still prairie
#

great to know thx

wide viper
#

i guess this comes under the perviews of models

#

i can't get PBO manager to install

stuck oyster
#

you dont want pbo manager

wide viper
#

any better ideas?

stuck oyster
#

what are you trying to do?

wide viper
#

i need to read a PBO and get a model, currently i am (trying) to make a new skin for a mod

stuck oyster
#

you cant get the models like that

#

at all

wide viper
#

you know the offroad car?

stuck oyster
#

PBO'd p3d are binarized and cant be opened anymore

#

and its against the EULA to even try (==illegal)

#

retexturing is done solely by painting over existing texture

wide viper
#

well i'll tell that to my friend who's been doing it

woeful viper
#

ah yeah, always the friend

stuck oyster
#

yeh

wide viper
#

is there any way to just get the model

stuck oyster
#

no

#

== illegal

wide viper
#

i mean skin thingy

stuck oyster
#

what about that you dont understand

woeful viper
#

you can make textures, but its not allowed to reverse engineer / extract the models

wide viper
#

yeah, i just want to make a custom skin thats all

stuck oyster
#

then you would need to extract the pbo and convert the .paa texture for it to .png or .tga and paint over it

#

that is allowed

wide viper
#

how would i go about doing that

stuck oyster
#

you can check out BI forums. Im pretty sure its been answered there

wide viper
#

alright, thanks. also sorry for the confusion

#

they all say to use PBO manager for it

river kite
#

I am currently trying to animate the belt of a weapon station so that the last bullets disappear individually. I tried to install a working system but all the bullets are already hidden when the belt is still full. Any Ideas how to fix it?

polar fiber
#

Using the revolving source? It goes backwards from 1 to 0 so you need to animate the belt accordingly

river kite
#

yeah using revolving, bullet001 is the one that is still in the ammobox and the last one is bullet013 which is directly at the weapon so bullet013 is 1

#

but when i spawn the vehicle fresh with full ammo they are all already hidden

stuck oyster
#

perhaps you have some other animation hiding them before

river kite
#

the issue first appeared after i implemented the revolving stuff

stuck oyster
#

well if you comment out the revolving animations what happens then?

river kite
#

then i see the belt again

#

thats completly strange

stuck oyster
#

have you tried it?

river kite
#

yeah

#

trying to figuring it out the last couple of days with different versions but nothing helped

stuck oyster
#

do you have hide and unhide values defined in all the revolving animations

river kite
#

yeah thats the entry,
class bullet001
{
type="hide";
source="revolving";
selection="bullet001";
sourceAddress="mirror";
minPhase=-1;
maxPhase=0;
minValue=-1;
maxValue=0;
memory=0;
hideValue=0.8700001;
unHideValue=-1;
};

#

and then only changed the hideValue for every bullet

stuck oyster
#

min value cant be -1

#

the source never goes to -1

#

source for revolving is between 0 and 1

#

not -1 and 1

#

so its all hidden always because the unhide is never reached

river kite
#

but why its working in other models like this ?

stuck oyster
#

¯_(ツ)_/¯

#

at least how I understand it, it should not

#

oddly enough your config also has the hide value of 0.87 which the animation should never reach since its defined to work between -1 and 0

#

and 0.8 is larger than 0

river kite
#

hm will try it with 0-1 and will let you know

rough idol
#

Hide and u hide values are relative to min and max

#

When min value is 0, max value is 10 and hide value is 1, means that something will be hidden when source value will reach 10

#

Unhidevalue = - 1 means you have disabled unhiding

river kite
#

works now, also with the same entries that i found, i idnt knew i had to implement those animations also in the animationsources in cfgvehicles ._.

maiden heron
#

so when turning out of hatch on an apc, will the player see view lod or reso lod? it have both exterior and interior view of the apc

dusk trench
#

resolod

#

😛

woeful viper
#

no, depends on config setting. You can specify what it uses - for each gunner individually

shrewd locust
#

Hey, can anyone point me toward the direction of how to create those "as" and "nohq" maps in blender?

#

Do I really have to paint those by hand or is there an easy way?

stuck oyster
#

You need to look into how baking different texture types works in Blender.

shrewd locust
stuck oyster
wraith socket
white jay
#

How can I import a vest model into arma? It's not rigged at all

stuck oyster
#

Well it needs to be rigged

#

Then getting that to Arma depends on what programs you are using to model it

worn lintel
#

Hi, so I'm attempting to learn importing from blender to arma but have come across a issue that has stopped me dead in my tracks.
I'm attempting to import a basic wall but everytime I convert it to p3D(using the arma toolbox addon) it exports as the base cube. Instead of the thing I made, has anyone else had this issue?

stuck oyster
#

you have scaled your object in object mode

#

and that scale does not apply to export unless you apply it to the model

#

all editing for Arma should be done in Edit mode

worn lintel
#

Ahhh ok thank you that fixed it will keep that in mind

merry gorge
#

what would be the best way to add grunge to a wall?

#

through rvmat and a seperate uv?

stuck oyster
#

multimaterial

tropic jewel
#

please ignore the shitty textures they are just random images at the moment

stuck oyster
#

You probably don't have all the proxies even If you think you do.

frosty rain
idle merlin
#

Hello there i have a model that is not finished yet and for arma 3, its a little bit hard for me, its a battleship type its was going to have interior but im not making progress, if someone one would like to use this project for mod that would be great and you guys can have the credit?

ivory grove
#

https://imgur.com/a/1bAJUjv I'm working on a tank and once the tank is destroyed the geometry lod (it works fine when it isn't) seems to disappear, all other lods seem to be there, does anyone know how i can fix this?

woeful viper
#

do you have a proper (seperate) wreck p3d for it? Is geo lod of wreck model properly checked?

ivory grove
#

i haven't used a separate wreck as, apart from that its worked fine

idle merlin
#

did anybody got my message?

median bough
#

Hello there i have a model that is not finished yet and for arma 3, its a little bit hard for me, its a battleship type its was going to have interior but im not making progress, if someone one would like to use this project for mod that would be great and you guys can have the credit?
yes

idle merlin
#

oh sorry how do i send the unfinshed model to discord or anywhere else?

tropic jewel
# stuck oyster You probably don't have all the proxies even If you think you do.

Thanks for the reply, I have all the proxies listed below, and have double checked that I have imported them from the template model. Can anyone see what I am missing?

P:\a3\characters_f\proxies\pistol
P:\a3\characters_f\proxies\binoculars
P:\a3\characters_f\proxies\launcher
P:\a3\characters_f\proxies\backpack
P:\a3\characters_f\proxies\pistol_holstered
P:\a3\characters_f\proxies\head_male (Selected in image)
P:\a3\characters_f\proxies\glasses
P:\a3\characters_f\proxies\headgear
P:\a3\characters_f\proxies\hair
P:\a3\characters_f\proxies\backpack2
P:\a3\characters_f\proxies\radio
P:\a3\characters_f\heads\bysta
P:\a3\characters_f\proxies\hmd```
https://i.gyazo.com/ee0dc72a8bceaf4080083559f3af0af3.png
stuck oyster
#

@idle merlin go make a post on the BI forums.

white jay
#

How can I import a vest model into arma? It's not rigged at all

polar fiber
#

Then you need to learn how to do vertex weights in what ever modelling software you use first

woeful viper
stuck oyster
#

@white jay I already answered you earlier.

#

😛

white jay
polar fiber
#

Depends what you are modelling in. But probably not a specific arma video, no

stuck oyster
#

what program did you model the vest in?

lime basin
#

how would i go about doing named selections in arma toolbox? i can't seem to figure out how to export it properly

#

i'm making a plane

stuck oyster
#

vertex groups equal named selections

lime basin
#

ohhhhhhh

stuck oyster
#

umm

#

create vertex groups for them in the model?

lime basin
#

oh those are vertex groups my bad\

#

worded it wrong

stuck oyster
#

they should be exported as named selections when you export the p3d

#

which is what I meant when I said vertex group equals named selection

lime basin
#

ohhhhh i get it now, you dont have to set values or anything like that, here, maybe you can decipher this error more, debug can be confusing lol

#

it seems like i have some error with named selections, but i do notice that all of my vertex group dont cover the whole model

stuck oyster
#

never seen that one

#

perhaps you have empty groups or something

lime basin
#

yeah it's for sure with the vertex groups, lets see if i can figure it out 😄

#

haha!!! it worked man, thanks so much for your input the past couple of days, helped me a lot, arma 3 can be confusing since there's practically 2 videos ever that describes what i need, and they are both in blender 2.79 lol, tysm man

stuck oyster
#

tutorials for 2.79 are still as valid, the same procedures just need to be made in the never UI

#

Arma modding gets complex pretty fast so no video tutorial can properly cover everything

woeful viper
#

check you the tank sample model, it should have the setup

outer condor
#

@idle merlin i'd advise to make a thread in BI forums linking the relevant info and data

limpid radish
#

my goal is to get that from a cargo seat you can peek into a hatch and shoot. but that from within you can't do anything and have the same animation as the others.

polar fiber
#

Turn-out-only FFV on car class vehicles doesn't work without some scripted eventhandlers

limpid radish
#

ok, where can I find examples on how to implement that?

polar fiber
#

Don't know that there is one really. The basic premise of it is that you need an eventHandler to detect turnIn and turnOut actions, and use that to control an animationSource that disables the FFV. There's a config parameter enabledByAnimationSource where you define what source will block FFV

#

The problem with car simulation is that this source cannot be tied to the usual hatch sources for what ever reason, so you kind of need to script a workaround

limpid radish
#

ok, thanks. Will try to get it 😉

tulip beacon
#

any ideas?

#

multimaterial

#

i suspect something wrong with UV but what exactly

stuck oyster
#

Is it triangulated?

#

What does the wire frame look like?

#

Does it have 2 uvsets?

frosty rain
#

Is there a limit of proxies you can use on a building?

stuck oyster
#

Possibly. How many you have?

tulip beacon
# stuck oyster Is it triangulated?

Holy arma... Well, it got solved by sharpening the edges of that triangles, but weird thing is if you sharp only two left triangles right artifact disappears as well

frosty rain
#

Would like 30 proxies be a problem lol

maiden heron
#

how do i know if my linked model via proxy is in the correct position? how do i view it?

#

instead of just seeing triangle

bold flare
#

Buldozer

stuck oyster
#

Buldozer

maiden heron
#

it doesnt come out on buldozer

stuck oyster
#

Or I'd it is unbinarized original model you can view it in OB too

tulip beacon
#

why when model is triangulated in blender it is not triangulated in object builder while using fbx import?

maiden heron
#

tried loading the samples, its doesnt shows either

stuck oyster
#

@maiden heron something wrong with your P drive setup perhaps

stuck oyster
maiden heron
#

path is P:\CA\temp\proxies\T72\Driver according to samples. but i dont have this temp folder in my CA folder

stuck oyster
#

CA?

#

Wut?

maiden heron
#

yea idk

stuck oyster
#

Are you doing arma2 stuff?

maiden heron
#

arma 3 samples path for proxies

tulip beacon
stuck oyster
#

Which sample? @maiden heron

maiden heron
#

tank

stuck oyster
#

Odd, but yeah you would not have such proxy in A3 data

#

Need to use A3 proxies or make your own

maiden heron
#

ahh

#

where can i get this a3 proxies?

#

i mean for character

#

to define driver, gunner and commander position?

stuck oyster
#

P:/a3/somewhereheretheybe

maiden heron
#

oh ok thanks got it

stuck oyster
#

Preferably you use proxies that match the animation or driver/gunner/cargoAction so they can be visually aligned

maiden heron
#

yes thats what i wanted to find

#

should be in one of the characters folder right?

#

oh it is in data_f

stuck oyster
#

Can't remember off the top of my head

#

Sounds right

maiden heron
#

yup its right

#
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 432, in export_lod
    writeNamedSelections(filePtr, obj, mesh)
  File "C:\Users\user\AppData\Roaming\Blender Foundation\Blender\2.90\scripts\addons\ArmaToolbox\..\ArmaToolbox\MDLexporter.py", line 222, in writeNamedSelections
    name = obj.vertex_groups[group.group].name
IndexError: bpy_prop_collection[index]: index 9 out of range, size 9

location: <unknown location>:-1

what is this error means?

stuck oyster
#

Probably not

#

Proxies do cut off from scene rendering faster than normal mesh so keep that in mind

maiden heron
sharp thicket
#

Hey I'm trying to setup a custom muzzle flash for a weapon to properly match the laser colors its shooting. I've got an issue where I have the proxy defined, however the muzzleflash is just statically attached to the model.

I can provide configs or the model but after scouring the wiki I'm not sure where I've gone wrong

polar fiber
#

Proxy is part of the zasleh selection in the model and you have that in the "sections[]=" of your model.cfg?

sharp thicket
#

yep

sharp thicket
#
{
    class Maalras_skeleton 
    {
        isDiscrete = 0;
        skeletonInherit = "";
        skeletonBones[] = {"zasleh", ""};
    };
};

class CfgModels 
{
    class MaalrasSMG 
    {
        htMin=0;
        htMax=0;
        afMax=0;
        mfMax=0;
        mFact=0;
        tBody=0;
        skeletonName=Maalras_skeleton;
        sectionsInherit="";
        sections[]={"camo1","zasleh"};
        Animations =
        {
            class zaslehrot
            {
                type="rotation";
                source="revolving";
                selection="zasleh";
                sourceAddress="loop";
                minPhase=0.0166665;
                maxPhase=0.01666667;
                minValue=0.0166665;
                maxValue=0.01666667;
                memory=0;
                angle0=0;
                angle1=6.283185;
            };
        };
    };
};```
#

@polar fiber there's nothing crazy wrong you can see with this right?

polar fiber
#

proxy isn't also included in your camo1 selection?

sharp thicket
#

Doesn't seem to be

#

yep, confirmed not part of the camo selection

sharp thicket
#

I can just send you the file for it if you'd like, I've exhausted my usual arma modding gurus which is why I'm here

tacit badger
#

Hello, i'm making a ice plane model for a frozen lake for a snowy biom map. But i was wondering if there is a way to make the object have less traction when driving on it? (so as if you were to drive on a frozen lake)

stuck oyster
#

I have a feeling it might not be possible unless there was something in cfgsurfaces config for that.

#

I know plane wheels used to have a low traction material or setting on them but don't remember exactly how that was set up

tacit badger
#

ahh no worries, thought i would ask, would have added a bit more immersion. will keep trying and if i find something i will put in here

sharp thicket
stuck oyster
#

buldozer does not read config

#

have you set up your P drive with Arma3P from mikeros tools?

#

and are you running OB from the arma tools launcher or from the installation exe/shortcut to it

sharp thicket
#

I was launching from the installation, the muzzleflash does show up on the model in bulldozer and in game, however its just static attached

polar fiber
#

@sharp thicket model is called MaalrasSMG.p3d correct? That's one think I forgot might mean the model.cfg doesn't work. cfgModels classname must be the filename of the .p3d

sharp thicket
#

Is that capitalization sensitive?

polar fiber
#

also Animations = isn't right. It should be class Animations

sharp thicket
#

pbo project was throwing an error when I didn't have it there

#

I'll change it

stuck oyster
#

refer to arma 3 samples on steam for the correct structure

short grove
#

Hey how can i set the change the resolution of the window? -resolution=1000x700 isnt working when i put in it in the parameters

lime basin
#

Everytime I try to export my p3d it crashes my blender... any suggestions?

twilit depot
#

Does your model have a face with more than 4 sides

#

@lime basin

lime basin
#

no ngeons i believe, i will check but it usually gives a debug but it straight crashes, i will check though

twilit depot
#

Check for ngoni

#

What ver of blender?

maiden heron
lime basin
#

i have 2.80

runic plover
merry gorge
#

is it possible to go back and forth from blender to object builder in .p3d?

#

shading seems to be completely different

#

really dark in buldozer

idle umbra
#

really dark in buldozer
@merry gorge already recalculate normal in ob?

merry gorge
#

@idle umbra it wasn't the model, the normal map was just in the wrong format (tga)

#

thanks

warm spindle
#

hello , why do we have to set up a p-drive when modding arma ?

#

also i cant seem to find any good videos on how to do it ?

short grove
#

wondering if somebody here can help me with this. https://imgur.com/a/kEsmcM4
i ported this building over to dayz, i have a config.cfg, i dont have a model.cfg since it has no animations. the game is just showing the very last lod which is twenty

merry gorge
#

to setup p drive download Arma3p and run it

#

or you can use this method, which I personally prefer to keep tools from updating, but it's probably bad practice idk

#

but if you are new I'd just go with the standard method

warm spindle
#

Thanks mate

tulip beacon
stuck oyster
#

@merry gorge very bad practice

bold flare
#

Why did DokanPbo still not become standard practice :u pdrive up and running in 20 seconds, no disk space usage :u

tulip beacon
maiden heron
covert sundial
#

Is it possible to make a face mask attach to a head but rather than picking a head then a face mask separately in the arsenal have them both combined?

sinful island
#

Does anyone know the path to the largest available flag proxy in game?

cunning night
#

I hope someone can answer this as I can't seem to work it out from the pinned messages. How much of the model making process can be done outside of the object builder if I am using C4d or 3ds Max? IS object builder really just a bit of software that helps convert models in to formats readable by the game engine?

median bough
#

No idea about 3DS, but in blender and the arma toolbox you can leave OB behind

cunning night
#

that's good news.

true wolf
#

would anyone mind telling my what i have to include in my model in blender if I make like a tank what all do I have to do?

covert sundial
#

Alot

median bough
true wolf
#

ahh thank you!

lime basin
#

every time that I export as an FBX, my blender crashes... any suggestions?

short grove
#

anyone know why a model in object builder looks fine but then you bring it into game. the last LOD shows

lime basin
stuck oyster
#

@short grove is it very complex highpoly model?

short grove
#

I fixed it by moving it from ca\buildings to another location @stuck oyster no it’s a arma 1 building

stuck oyster
short grove
#

but i get these in my bin log when i pack my pbo, im asuming this is related to the models

Warning: Terrain grid 12.5 will be too slow, should use 30.0
Warning: Terrain grid 10.0 will be too slow, should use 30.0

stuck oyster
#

What on earth are you packing?

#

Have you mashed up buildings and terrain?

#

Perhaps more detailed explanation on what exactly are you doing could be helpful

short grove
#

i didnt mash buildings and terrains together, ive been porting arma 1/2 content to dayz

stuck oyster
#

ah dayz

#

you wont really find help for that here

#

the peeps modding DZ are mainly elsewhere

short grove
#

i mean i asked and nobody on dz modders had a clue about porting

stuck oyster
#

we dont really have experience about DZ specifics here

#

your error is dayZ specific

median bough
#

And since Dayz modding differs from arma modding, finding answers here is also rather difficult

#

Even though the tools are similar

tulip beacon
#

is there any tool to delete asset+all it's data and dependencies (files)?

stuck oyster
#

elaborate?

tulip beacon
#

yes, but if one already exists

#

i can write an o2script for that but it won't work with binarized models

stuck oyster
#

yes but I dont quite understand the question

#

delete asset and data from where?

#

question is too vaque

tulip beacon
#

ah, ok, i have a library of assets which were collected ages ago but now are too low quality/faulty in some ways and i want to get rid of them to clean up. They were organized in folders by category but i need to remove some of them with all relevant textures/materials.

#

I can check through eliteness and manually do that, but just wondering if there is any more automated way

stuck oyster
#

dont think so

tulip beacon
#

sigh

tacit tulip
#

Is there documentation for facewear creation?

stuck oyster
#

there isnt really anything specific about them

outer condor
#

@tulip beacon moveObject to get the path refs. you need to do it a few times to get all levels (ie p3d->p3d->rvmat->paa)

#

then you have a list of existing files vs files in use (diff the negative)

tulip beacon
outer condor
#

then delete those not in use

tulip beacon
#

that would be my first guess as well

outer condor
#

if you have the sources, you can do it via o2script

tulip beacon
tulip beacon
#

i think i need a massive asset library revamp anyway

#

thanks

outer condor
#

one more idea

#

you can place all objects in use/grab from a terrain if thats whats its about

#

not sure if you can all this way tho

tulip beacon
#

hmm, interesting

#

might work actually

tulip beacon
#

doesn't work on baked to terrain objects

#

getmodelinfo works though

tacit tulip
#

@stuck oyster hecc do I just treat it as any normal model then

stuck oyster
#

I suppose so

#

All modeling is pretty much the same

maiden heron
#

i've noticed that vanilla tank crew proxies has like 2nd vest below the character, and a rifle with a rpg. why is that?

stuck oyster
#

whatever a proxy model has is irrelevant

#

it is just a placeholder to mark the position of the character once its in the seat

#

nothing of it translates to ingame except position coordinate

#

it could look like a horse and work if it was in correct spot

maiden heron
#

oh. that makes more sense

maiden heron
#

but aren't we already have like memory point for that? do we still need the proxies?

tulip beacon
#

Don't know if it was posted already, but some of you might find that helpful

#

A free 1 year license

polar fiber
#

@maiden heron The proxy provides a reference point (the corner vertex in the proxy triangle) for the origin the animated character model to attach to the vehicle. The other points in the triangle provide a vector for rotating the character model around that origin point

stuck oyster
#

@maiden heron no there is no memory point for that

maiden heron
#

ohh okay, so the model itself wont show up in-game?

stuck oyster
#

Like I said earlier. No

maiden heron
#

what about wreck? i saw wreck as a different p3d from the main p3d in the samples

stuck oyster
#

That is how it is done yes

maiden heron
#

but it also put in the main as proxy and it shows up?

stuck oyster
#

No

#

Just follow the samples

maiden heron
#

let say if i do an interior model seperate from the main as i would like to have different variance apc, but with same interior, could i link it as a proxy in all of the variant?

stuck oyster
#

You can but I don't see benefit

maiden heron
#

so i dont need to draw the model of it in each of the variant?

#

re-draw i meant

stuck oyster
#

Ctrl+c ctrl+v

maiden heron
stuck oyster
#

Proxy won't really work if you have any moving parts either

maiden heron
#

okay, was just asking to understand. i know i can copy and paste

stuck oyster
#

👍

maiden heron
#

thanks hg

maiden heron
#

1 more question, what is flag_alone and zasleh1&2 proxies for?

stuck oyster
#

Zasleh is Czech for muzzle flash and flag is for capture the flag mode so the carried flag is visible

maiden heron
#

oh. flag can be anywhere if anyone wanna use it in CTF mode?

#

does it need a specific place?

stuck oyster
#

The proxy sets the place

polar fiber
#

There are different flag proxies you can choose too. FlagAlone had no flagpole so is useful for attaching to antennas and parts of the model that can act as a flagpole

#

flagAuto has a flagpole, so you can stick it on the roof etc of a vehicle

maiden heron
#

i see. okay thanks

ruby lion
#

does someone has a idea why cursortarget and typeof not working on terrain placed house ?

#

what am I missing in object builder

ruby lion
#

The object has a config

outer condor
#

try cursorObject

#

in general needs correct named properties in geo lod

#

plus land class and correct binarization setup

ruby lion
#

not working

#

typeof cursorobject is not working

#

ok I will check the geo lod

#

land class is giving

#

ok I found the error

#

there was a number in the classname "_01" which caused this error

thin wigeon
#

Hi gang, stupid question time. I had a break from Arma modelling for most of this year. When I update something in Object Builder, Buldozer used to automatically refresh the changes after a second or two. But now, it doesn't. I have to either restart or use the View-> Viewers -> Buldozer -> Other -> Refresh Viewer. Have I accidentally unticked some magic icon or something? Or does OB no longer refresh Buldozer automatically?

stuck oyster
#

it should

thin wigeon
#

I thought it was becuase I was trying a large model, but it does the same on small models too. OK, if it works for everybody else I'll try resetting the profile

thin wigeon
#

Okay, for anybody else who had this happen, it's not necessary to do a reset to cure it. There's an option in File -> Options -> Config called "Manual Update Viewer". I use Translate Step a lot to switch between 1, 10 and 100 and it's the goddamn immediately above option that was ticked to "Yes", how useless is that 😄

ivory scaffold
#

Hey guys i have a little problem with my model, when i open buldozer to see my model everything is working the normals looks fine but when i get it into the game the rvmat is not working

#

any suggestion?

runic plover
dusk frost
#

I want to test out some rvmats and if I change the time in environment editor and go back to buldozer I get a weird flickering. A while ago I knew how to fix this but I cannot remember. Any ideas?

stuck oyster
#

it does not work

#

been like that for years

#

no fix

dusk frost
#

okay thanks

maiden heron
#

if my 1st reso lod have some interior, the 2nd to last won't need it right?

stuck oyster
#

probably not

maiden heron
#

okay nice

ivory scaffold
#

guys i have a problem my model is 78 MB and when i importing it to OB everything is slow and i cant move the camera

woeful viper
#

activate directX view

ivory scaffold
#

how do i do that?

#

@woeful viper

#

what is the poly count limit

#

?

runic plover
#

78MB sounds like your model has a lot of poly

runic plover
ivory scaffold
#

yep*

#

its a structure model

wary dome
#

Hi the model makers, someone use the obfuscate from pboproject ?

woeful viper
#

&$%/#ä"/%$!"§

wary dome
#

😂 I take that for a yes :p

woeful viper
#

[{]²$?

wary dome
#

So, I buy the mikero tools premium and it's perfect, but when i Obfu my mod, I can open it again /:

woeful viper
#

its because of the life detector. It doesnt obfuscate life stuff

wary dome
#

Not life pbo. Just my object pbo with 2 P3D on. My Model.cfg is on my pbo after mount by pbo project :/

woeful viper
#

its sophisticated technology this detector. Anything to do with life or roleplay servers it refuses to obfuscate

wary dome
#

But it's not for roleplay servers.

#

It's a 3D dog for milsim :/

woeful viper
#

then you must sacrifice a goat.

#

and summon mikero

wary dome
#

😂

runic plover
wary dome
#

@runic plover and why ?

runic plover
#

because Arma 3 is able to read it.. If someone wants to open your stuff, he will open your stuff

#

if you want to hide your stuff, or protect your stuff.. you should not release it

ivory scaffold
#

@runic plover
sentry how i can reduce my poly count

runic plover
ivory scaffold
#

too much wait i will chec

#

k

woeful viper
#

150k - 300k tris propably

ivory scaffold
#

268,688 verts

runic plover
#

i think more to 78MB

ivory scaffold
#

805,656 edges

#

536,976 faces

#

😂

woeful viper
#

-> into the bin with it

ivory scaffold
#

XD

runic plover
#

depends on where the details are at.. some structures like the walls and main stuff are low poly and like as example water tanks, details or pipes are very high poly. option 1 is to redo such detail works like pipes and such, option 2 is completly redo it. because its to much and you will loose to much time in reducing polycount if the main structure is high poly

woeful viper
#

pfffff ... a pipe with 3 ropes

runic plover
#

lol

ivory scaffold
#

the ropes are high poly

#

a lot of verts

runic plover
#

i was talking about a structure.. this is... garbage

ivory scaffold
#

YEP

#

so start a new one?

runic plover
#

yes

#

you can use this to bake as example

#

to bake the normal maps

#

the rope as example

woeful viper
#

400 verts ... thats your target poly count

ivory scaffold
#

but what can i do about the ropes

#

these are the main problem in model

woeful viper
#

you bake texture

#

or use one that already exists...

runic plover
#

just redo in the same size but lowpoly and use the high poly rope as baking normal map or use one that already exist

#

such models by free 3D platforms are not game ready. mostly to print for 3D printers or using as renders

ivory scaffold
#

OK

#

i will check that thank you👍

runic plover
#

i was thinking you talk about a structure which is mainly big and then ive seen this 🤣

woeful viper
runic plover
woeful viper
#

thats the beginner part. The advanced course is adding "download" 😄

runic plover
ivory scaffold
#

bruh, i dont know how to make a good game ready model so its not easy to me

#

im only making hard surface models for portfolio renders

#

check it out

woeful viper
#

np, im just showing you that its a common thing

runic plover
#

check out the pinned messages in this channel, @woeful viper did some pinned messages there too

woeful viper
#

now for the mastermind trick... adding tuto... oh never mind 😛

runic plover
polar fiber
#

There are other things that can increase the size of a .p3d file like if you have several UV sets and unnecessary named properties in your LODs

#

But it's the number of verts that make the 3D viewports laggy out of DX mode

woeful viper
#

trim sheets... they stress me out. I overthink them way too much i think. And i think i overthink overthinking trim sheets.

stuck oyster
#

that can happen

#

I try to not stress about it and just enjoy the making

#

the grating is first of many that will go on the same texture sheet

woeful viper
#

thats my problem... i want it all to fit pixel exact, and plan it all out before hand

silver zenith
#

trying to learn sheets for my buildings but then I get panic thinking how am I gonna fit a seamless texture on all UVs without awkward parts

stuck oyster
#

well basically you cant 😄

woeful viper
#

nah thats easy, just make a few cuts and place trim sheets to hide it. And place seams in hidden areas

stuck oyster
#

in real life it is quite rare that patterning things like tiles and such always fit perfectly even

silver zenith
#

fair point

woeful viper
#

real life objects usually are not covered with printed foil ;P to give them their texture

stuck oyster
#

true

#

but game objects have to compromise

#

although today anything can be covered with one of them plastic texture sheets actually

woeful viper
#

teapot, go 🙂

silver zenith
#

simulating textures on textures so I don't have to actually detail the textures

ultimate powermove

stuck oyster
#

teapot would be quite challenging

#

probably would not be pretty

woeful viper
#

after UV mapping so much stuff, i became a much better gift wrapper at christmas

stuck oyster
#

😄

#

there are similarities

woeful viper
#

@stuck oyster You just won A3ModelMakers Best WIP showcase 2020 award (problem related submissions are not counted). Since submissions related to art of war camt be counted either (one submission, 2 contest... my legal team is not having it)., you are the only contestant. Congrats 🥳 😋

stuck oyster
#

weee

woeful viper
#

but seriously... nobody is showing WIP anymore... its all just hotline now since everyone slaves away at their CDLC dreams

stuck oyster
#

the thing its going to be

#

I've noticed

#

which is why I wanted to post something

woeful viper
#

im still brooding over how to fuse together gothic + brutalism + prefab build style in such a way that it not only looks good, but also saves me polygons. At times it feels like running in circles...

ivory scaffold
#

@woeful viper

#

@runic plover

woeful viper
#

now you just need to reduce it by a factor of 100, and it is a proper game asset

ivory scaffold
#

YEP

wraith socket
woeful viper
#

this would have never happened in the skype model channel days <shakes his imaginary walking cane in the air>

wraith socket
woeful viper
#

saiga railgun ? interesting combo 😄

wraith socket
#

saiga railgun now theres an idea, it was more like integrally suppressed AKish thing with that futuristic twist where everything gets really blocky

stuck oyster
#

uuh we dont see too much scifi-ish stuff here. :3

wraith socket
#

I wish I had the time to change that :P

stuck oyster
#

dooooeeeet

wraith socket
#

that cathedral looks ace btw, is it for the warhammer mod ?

#

has that sorta vibe

stuck oyster
#

Im fan of warhammer yes but its not for any particular project

#

just doing it for fun

#

and likely it will end up in Arma too since I like making stuff for it 😄

wraith socket
#

gotcha, cool to see you baking textures and using trims, first time ive seen anyone around the community doing that properly

#

im sure it happens but I havent seen it

woeful viper
#

cries in substance designer

wraith socket
#

awww why do you do that to yourself

#

its the one 3d package I dont wanna touch

woeful viper
#

its awesome... just time consuming, as everything is

wraith socket
#

true true, I don't doubt its awesomeness

#

but i'd much rather just bake in marmoset and then throw it in painter and toss some materials together

#

then its not quite so time consuming

stuck oyster
#

I do most of my texture work straight in Blender

#

each for their own though

wraith socket
#

hardcore there

#

but hey cant argue with results right

stuck oyster
#

whatever works for you is the best approach

#

yeh

woeful viper
#

i want consistency between my models, that is my problem... therefore i need reproducible workflows. Therefore i want materials that look (sort of) the same on everything

wraith socket
#

yeah, save my painter stuff as smart mats to achieve that sort of unity between assets

#

and keep it all on theme

stuck oyster
#

yeh thats good.

#

I do that too with my materials

#

they are very procedural for all HP stuff

woeful viper
#

too basic, relies too much on where you place the brushes (in my mind anyway)
I want the material do all the layering, and only paint in a very simple mask where i want wear - that the thing does the rest. But thats not so easy...

#

i have made some progress, but its frozen atm

stuck oyster
#

sometimes they get a bit overboard maybe xD

woeful viper
#

still using that procedural dDo 1 material i once made for all metal things...

wraith socket
#

what you say is at least mostly true, but I like to paint in the details a lot adjust where the wear is etc

#

I find no generator can really get good enough results

#

that takes in considerations for like where people put their hands on the gun etc

woeful viper
#

the standard generators dont cut it, thats why you need substance designer for it

wraith socket
#

yeah, that or just getting in there and manually painting stuff on

stuck oyster
#

many ways to skin the cat

#

preferably do a good unwrap on the uv first though

wraith socket
#

its good I like it, having an experimental component to 3d work makes it a lot more interesting

stuck oyster
#

huehuehueheu Troll

wraith socket
#

wait you guys dont just auto UV everything ;)

woeful viper
#

i have 2.4GB of assets (with textures though) that could do with a coat of better paint. Not gonna do it by handpainting all.

#

Plus lots more in the pipeline

wraith socket
#

true enough

#

its certainly what the case calls for

woeful viper
#

the SD/SP automation tool kit is part of the license i have, i hope i can utilize it one day when the stars align...

wraith socket
#

what does it do?

woeful viper
#

you can auto bake stuff, apply materials, effects, filters etc automatically and so on.
So if you decide you need another batch of vehicles in baby pink with yellow polka dot camo, you can just plop it in, wait, and watch as your SSD gets more and more bloated with new textures

wraith socket
#

oooh now thats cool

woeful viper
#

or if you decide that the material you used doesnt fit the bill anymore you can swap it and re-cook the textures. And so on

runic plover
woeful viper
#

so mean

wraith socket
#

i'd wanna see it :P

stuck oyster
#

dont spam 😄 but post in moderation

woeful viper
#

one picture... but dont over do it. just the one

wraith socket
#

oooh go on... one and a half

#

perhaps one and 3 quaters