#arma3_model

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woeful viper
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nah that already sounds quite spammy to me

stuck oyster
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๐Ÿ˜

runic plover
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no, just play my mod and you can see some models which are done by me derpWolf

stuck oyster
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๐Ÿ˜›

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meanie

stuck oyster
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heres how the door works

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quite fancy ๐Ÿ˜„

woeful viper
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๐Ÿ˜„ reminds me of star citizen doors, hatches and chairs... that swing and swivel around like a rollercoaster, because they didnt think of enough space (or a proper mechanism) that can perform the action without it

stuck oyster
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๐Ÿ˜› really? ๐Ÿ˜„

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im not too surprised though

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I kinda wanted some fancy mechanics to it

woeful viper
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its a pet peeve of mine.... terribly designed mechanisms

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"if rotate isnt good enough, attach a ridulously long piston" -> thats the "answer" to all of star citizens door shortcomings

stuck oyster
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๐Ÿ˜„

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perfect

woeful viper
stuck oyster
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oh yeah that is fine door

woeful viper
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and a deceptively tricky mechanism to model (if you actually want to use real IK without cheating)

stuck oyster
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I bet.

woeful viper
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everyone who designs scifi vehicles should be obligated to take a course in mechanisms... and offroad mechanics. By law preferably

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i always entertained the idea of dropping star citizen ground vehicles / lookalikes as mod into spintires/ mudrunner and have them compete in "who survives the longest" trials against high tech soviet trucks... from 1960 as video

stuck oyster
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could be interesting

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thought the outcome may be predictable

woeful viper
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too much work for the 2min video it would produce. The SC vehicles wouldnt make it 5m past the start line

stuck oyster
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xD

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I guess not everyone share your love for functional design

fluid loom
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how could i fix this?

stuck oyster
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you may need to set then windows environment PATH for the tools

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I think there are instructions for that in the Mikero tools documentation or on BI forums maybe

woeful viper
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i worked for a while on a highly mobile offroad vehicle platform (with SC in mind, but gave up on them) a couple years ago, Wouldnt be happening in SC anyway. They cant even get cargo ramps to work with non-testbox environments... Maybe one day ill finish it, i still quite like it. Maybe when my 40k mod is finished ๐Ÿ˜† Only chance where the vehicle could technically be implemented right now is Mudrunner. Hopefully in Arma 4 it could shine too...

So here it goes, my single WIP for this year in this channel (i think) xD
https://abload.de/img/wip7_132k3u.jpg
https://abload.de/img/wip7_2zxk6k.jpg
https://abload.de/img/wip7_3hej1b.jpg
https://abload.de/img/wip6_28tkp8.jpg
https://abload.de/img/wip6_6hlkvp.jpg
https://abload.de/img/wip6_5urk5w.jpg

stuck oyster
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oh thats hawt

woeful viper
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Suspension can be lowered, so it can fit in cargo bays of ship. Default suspenion travel is ~80cm (quite a lot) . With the pivot steering in the middle you could get through some serious twisters. (but it can be locked and powered in both rotation axis to remain stiff). Whinch front and (not yet) back - duh. The weird unfinished arms to the fold up / down - are for self-uprighting when it topples over (and for mounting thrusters ,for keeping upright in low G). 6DOF powered front mounting bracket for work equipment.
just 99999999 space buckarooos. Any buyers?

runic flare
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I have a simple 3d model with simple geometry LOD. When I put it on the terrain or place it using eden editor, AI pass through the model walls (walls only block players)

https://imgur.com/8F7rIEP

stuck oyster
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Where on the terrain do you put it?

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On another building?

runic flare
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TB as an object
On another building? No

woeful viper
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didnt pathfinding only work if its terrain builder placed?

stuck oyster
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No it works on editor objects too.

woeful viper
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path finding inside yes (if lod available), but avoidance on terrain?

stuck oyster
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Yes that should work

woeful viper
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that would be... preferrable, yes

small olive
woeful viper
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what vehicle is it?

small olive
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uav

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when i set these values 0.1 for all wheels, uav is staying a little bit above from ground

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if i set these values 0.05 and try to make uav contact to ground, uav is start to shaking

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in the picture maxCompression=0.1 maxDroop=0.1 for front wheels, 0.035 and 0.035 for rear wheels

woeful viper
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the values must be exactly the values that you use for the suspension animation

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the rest (height when sitting at ground) is determined by sprungMass - which must match the vehicles weight distribution

small olive
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i'll try, thanks

radiant bridge
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i was thinking here

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is it possible to put a vest on a weapon p3d? (not in home atm to test it)

stuck oyster
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No

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Or yes, but not in a way it would work.

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Why would you even want to

silver zenith
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Weird idea
it seems that the roadway/geometry lod width limit is something near 65m
but it doesn't apply for height
what would happen if I created a 100m bridge and rotated it 90ยฐ vertically in the p3d, only to rotate it back once in eden/TB?

stuck oyster
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Breaks the same way

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The limit is related to terrain parameters and terrain cell size and how the calculations work

runic plover
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65 x 65 x unlimited is the only solution

stuck oyster
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In theory on some maps larger objects are possible and on some only smaller work

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And goin up too much has its own problems

runic plover
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Or make it like the vanilla big ships with defined compartements

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Also proxies do not work, already tried

radiant bridge
stuck oyster
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not possible

woeful viper
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if you are fine with the bandoleer moving around with the weapon, sure...

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can also attach a building for good measure

radiant bridge
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lmao

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just a idea, i could test it if i was home

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but

stuck oyster
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again

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not possible

radiant bridge
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lmao

stuck oyster
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if you want to waste the time sure

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ยฏ_(ใƒ„)_/ยฏ

radiant bridge
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i will try to get a proxy to work on it

stuck oyster
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not possible

radiant bridge
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rip

stuck oyster
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and to be honest, very bad way to do such anyway

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would make it basically unusalbe with most gear

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since most gear is different

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it would look very bad

radiant bridge
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yeah that would work with a unique type of gear

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but whatever

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thanks

stuck oyster
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you can still make the gear separately

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just not really force it to be worn

radiant bridge
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i just was thinking in someway to do you get your weapon and oof the bandolier just appears

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but im probably going to make an ace option to change the vest p3d so you can make the bandolier appears

small olive
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hi @woeful viper, yesterday u said "the values must be exactly the values that you use for the suspension animation" i have a question about this, i m using rotation type for suspension animation, in that case angle is not equal to wheels vertical movement. https://prnt.sc/weaeew what should i do?

stuck oyster
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rotation suspension is not supported

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you can fake the visual part

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but the physX part has to be vertical

woeful viper
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of course it is - it just wont look absolutely linear

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Simulation is linear. Visual animation is just what you see on top - and that can rotate too

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If angle is small, just take angle for max and min spring movement in UP direction. if angle is large - then you are in big poopoo and need to cobble together lots of animation to get it move linearly (or live with the visual wheels not being perfectly matching the ground)

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the wheels are so small nobody will notice anyway...

small olive
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thanks for ur advices.

limpid radish
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Hi, I'm having this warning in some vehicles: Warning: special LOD contains 2nd UV set. What does it mean and how I could fix it?

woeful viper
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shadow lod and i think geo lod - look at their UV

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if there is 2nd uv map -> delete it

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in fact, could delete the first one as well - not necessary

limpid radish
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Currently in the shadowVolume model I've got Surfaces/UVSets/ wiht a tick in the "Activate 0". And if I go into the "UV Editor ..." There is two UV Sets (UV Set 0, UV Set 1). I should delete both then?

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ok yes, it worked. thx ๐Ÿ˜

frosty rain
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How would I go about creating a DT map?

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I saw a building that has basically a glow built in the second stage of the super shader

stuck oyster
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painting it manually in image editor, painting it in 3D painting progrma, rendering/baking it like any other texture

turbid cove
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!purgeban @kindred spindle 0 model piracy / ripping

stuck oyster
high scarabBOT
turbid cove
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pew, pew.

stuck oyster
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I mean how stupid can one be

dusk trench
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what just happen?

stuck oyster
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man comes in all maker channels wanting help to use ripped models. Man is shown the door

dusk trench
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what model dlc?

stuck oyster
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does it matter?

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all ripping is forbidden.

woeful viper
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now 2 things are gonna happen... somewhere on reddit someone will create a post asking how to avoid discord ban. Then someone named "S1uka" will come here and ask how he can put a model ingame "that is friend made"

blissful spire
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Question - what would cause my gun model when an optic is added to it to have the "eye" point if you will to be inside of my weapon model rather then where the point is on the optic model

stuck oyster
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no point for the optics/in optics so defaults to 0,0,0

blissful spire
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huh. wonder why. as its a copy from a working config i have for a different weapon

stuck oyster
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same optic?

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no typos?

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memorypoints in place correctly

blissful spire
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mem points are in the right place. eye mem point is in the proper place when theres no optic attached

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its only when an optic is attached that the camera moves inside of the weapon

blissful spire
blissful spire
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nvm i figured it out. i forgot to add in my ViewPilot lod. added it and optics started working as intended.

stuck oyster
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๐Ÿ‘

unborn matrix
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are all arma 2 models and assets open now?

stuck oyster
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in the limits of the licenses of the released datapackages

bold flare
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and only the ones that were released in the data pack

stuck oyster
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fun times ๐Ÿ˜„

woeful viper
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one MB for every vertex - sounds about right

median bough
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Pff... Noon... Still got 3% ram left ๐Ÿ˜‰

woeful viper
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if you run out, just write it to HDD pagefile and come back tomorrow ๐Ÿ˜‰

median bough
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๐Ÿคฃ

icy ridge
woeful viper
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50 million objects with a vertex each.

noble hatch
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I've been told in the past that weighted things dont visualise in buldozer, so between that and my complete lack of knowledge of anything to do with bones & wieghting beyond paint weight 0-1 in a gradient on my vertex group selection mean I'm lost big time.
any recommended resources for how it works in relation to arma specifically? Non of the documentaion i can find on the wiki or pmc mentions it much at all.

My case:
got mah tube nicely painted up, and its own bone in the model config skeleton. Is that it? Should that work, and if it doesnt, where do I start?

https://media.discordapp.net/attachments/628185719621419038/795785867348148224/unknown.png

As for weighted things dont visualise in buldozer I'm also doubting this is true as isDiscrete=0 did break normal anims where verts where assigned more than one group, and changing it back to 1 'fixed' them.
to confuse me further that above pictured pipe is moving in buldozer, but only the bit weighted 0 is affected by weight, everything else from 0.1-1 acts like weight 1.

As you can probably tell Im very confused and well out of my depth. Any sage advice anyone here can offer would be much appretiated thankyou

woeful viper
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"Should that work, and if it doesnt, where do I start?" Why dont you try and go from there? Weightpainting for arma (if you import via FBX) is no different than for other games (modelling tool to objectbuilder). idk what blender related armatoolbox things are required

stuck oyster
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nothing special related to blender weighted vertex groups either

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if it works in blender then it works in Arma

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however @noble hatch where are you trying to put that?

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as in is it part of a vehicle or a character

maiden heron
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is it okay to set texture before triangulating everything? would the mat group still the same even after being triangulate?

stuck oyster
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yes though the surface may divide differently than as a quad/ngon I suppose and can lead to UV and/or normalmap issues

maiden heron
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so it is better to triangulate before importing into substance painter then

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hold on, does arma use quad?

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or everything is triangle?

stuck oyster
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p3d can have quads but it all gets triangualted in the end

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triangulating yourself is best move to make sure the surface is as you want it

maiden heron
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i see

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so in blender i need to select faces by sides greater than 3 vertices to triangulate everything right?\

stuck oyster
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just select all and triangulate

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no need to do any fancy selection

maiden heron
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๐Ÿ˜†

rough idol
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@noble hatch I'm also doubting this is true as isDiscrete=0 did break normal anims where verts where assigned more than one group, and changing it back to 1 'fixed' them. that means you have wrong selections. If you have weighting enabled and have 1 vertex with 100% in two selections then well, you know what to expect.

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Also note that 1 vertex can belong to 4 bones at max

noble hatch
noble hatch
vast plinth
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Hola i need a little help with geometry.
geometry LOD is created and the model is convex.
selection is named "component01"

When packed and put ingame i can shoot the model, it takes damage and stops bullets BUT i can walk and drive through it.

  • any idea what my issue could be?
noble hatch
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weighted anims episode 2
Thanks for all the input so far. I've checked and I'm not exceeding the bone limit anywhere (using blender toolbox and object builder).
Weights are painted and I know they have made it into object builder as they are seen as coloured shades of red blue.
however in buldozer a problem persists:
before moving: https://media.discordapp.net/attachments/628185719621419038/795955980554207232/unknown.png?width=1440&height=669
after moving: https://media.discordapp.net/attachments/628185719621419038/795956134522781716/unknown.png?width=1308&height=676

it seems like the verts highlighted yellow move as per weight 1, and only the blue circle correctly acts with weight 0,
Any thoughts on what I'm getting wrong or how to fix it would again be very much appretiated. Thank you

noble hatch
maiden heron
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is there no rvmat template for apc in the samples?

rough idol
noble hatch
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there is 11 loops each 0.1 weight different along the mesh 0 (black) - 1 (red)

rough idol
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what about 2nd bone?

noble hatch
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there isnt one at the minute

rough idol
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no 2nd bone = 1st bone gets 100%

noble hatch
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was previously all weighted 1 for a second bone (on which the bone in question is linking in the skeleton) and the problem was the same.

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so would i have to essentially invert the weights pictured onto the second bone?

rough idol
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yes

noble hatch
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lovely I'll give that a bash, thanks very much for your input

rough idol
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i.e. 1st bone 30%, 2nd bone 70% - all weight influences should sum to 100

noble hatch
stuck oyster
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Dozer does not show partial weighting.

noble hatch
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yup. my problem solved, did as Reyhard suggested and also used his static samples i found online to butcher it into game and the partial weighting looks beautiful. Thanks #arma3_model !

foggy finch
vast plinth
foggy finch
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try adding more mass

vast plinth
foggy finch
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also make sure the geometry meshes are closed, in addition to being convex, a leaky mesh wont work ๐Ÿ™‚

stuck oyster
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Leaky mesh holds no collision juice.

radiant dirge
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๐Ÿ™‹โ€โ™‚๏ธ Hi

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Someone know if we can put PIP in a building ? To make cctv

rough idol
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yes, you can put r2t texture anywhere

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you have to script rendering to that texture on your own though

maiden heron
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do you guys make normal map in blender or substance painter?

stuck oyster
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Blender. dont use substances myself ๐Ÿ˜›

maiden heron
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is there a sample for texture files? like rvmats, and what file types it links to? .paa or nohq?

stuck oyster
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texture file == .paa, material file == .rvmat and yes, default rvmats for many different shader types are in A3\data_f

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depending on methods of normalmap making the green color channel of it may need to be inverted

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and nohq is the filename suffix for normalmap

maiden heron
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so what's smdi and TI_CA?

stuck oyster
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.paa is the file extension/type

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wiki page for textures will tell you that

maiden heron
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yeah i know what paa and nohq

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ah okay i'll look for that

stuck oyster
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and also there is a wiki page for rvmat

maiden heron
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okay thanks

maiden heron
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what's TI_CA? couldn't find it in wiki

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and arma uses tga? i dont need to convert it to paa?

stuck oyster
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no Arma uses .paa but .tga gets converted to .paa on packing with the right tools

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and there is no such thing as TI_CA

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there is _TI and _CA both suffixes for different types of textures

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dont know where you are pulling TI_CA from

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but sounds like its a typo

maiden heron
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in a3\data_f\Vehicles there is a file named *_TI_CA.paa

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so a _CO, _NOHQ and _SMDI is sufficient right?

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to make a good looking texture

stuck oyster
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_TI is the thermal image and only applies to vehicles and characters

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those are sufficient though if they make the object look like what you intend

maiden heron
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i am making a apc, so a _TI should be needed right? the apc does have a thermal tech

stuck oyster
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the _TI texture controls what parts of the vehicle look like heated at different times

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there is a short wiki page for it too

maiden heron
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okay i'll look for it

orchid spruce
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is there any way to have OB import a named selection of a part of a mesh from a 3ds max FBX? it imports object names as selections but it would be cool if it could do it for partial object selections too

stuck oyster
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possibly if you include skeleton with corresponding bones in the fbx

rough idol
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@stuck oyster TI_CA is correct extension, without CA it's not going to work correctly in game

stuck oyster
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๐Ÿ‘Œ I stand corrected then

warm leaf
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How do I go about making a reticle that glows red (or any other colour for that matter) at night but just appears black during the day? I know there was a tutorial ages ago but I can't seem to find it

stuck oyster
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I dont think you can make it black during day, it would be red day and night

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emissive value in RVMAT is the part that makes things look glowing

rough idol
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well you can do it with rvmat, I think some vanilla weapons are using that + for sure some of the RHS scopes

steel vector
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you could script it so it would replace the model based on time of day

stuck oyster
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black and red you mean?

rough idol
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or any color

stuck oyster
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but if its black will emissive work on it?

rough idol
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only during night

stuck oyster
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oh thats cool then!

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I though emissive does nothing on black

fervent steppe
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aiMaxRange = "3 * 5";

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does anyone know how this line pertains to the ai opening doors in a model?

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there nothing really on the wiki and its annoying moving my vertice points in the pathway lod around trying to get the doors working. even though they are pretty much right next to the door..some models they work some models they dont

polar fiber
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.rvmat doesn't work on making stuff glow only at night for 2D modelOptics though, gotta do it with some UI scripts (CBA optics might have a feature for it it if looking for a solution almost out of the box). It worked in Arma 2 until Op Arrowhead but I guess the way modelOptics was rendered, changed at that point

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Works for 3D optics though

oak lintel
orchid spruce
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what do I have to do in OB to make geometry transparent? I applied textures and materials that are both from vanilla A3 that seem to be the same ones that transparent parts on vanilla vehicles use but they're still totally opaque in-game

stuck oyster
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OB has nothing to do with it.

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needs correct shader type and _CA suffixed .paa

orchid spruce
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by shader type do you mean material?

stuck oyster
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yes

orchid spruce
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well I'm using ones from vanilla

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a3\weapons_f\reticle\data\optic_driver_ca.paa

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a3\weapons_f\reticle\data\default.rvmat

stuck oyster
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where are you using it?

orchid spruce
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trying to apply it on a driver's first person viewports

stuck oyster
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do they have any mesh behind them?

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picture of what you see could be useful

orchid spruce
stuck oyster
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is there something behind them?

orchid spruce
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nope

polar fiber
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If you are using BI textures and rvmats they need to be unpacked on your P:\ drive too

runic plover
# orchid spruce nope

I seperate alpha stuff like windows from the main mesh
are your windows seperated or is everything welded together? If everything is one part, select the window faces (in OB) and then Ctrl + C / and D / and Ctrl + V

orchid spruce
warm leaf
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thanks for the help yesterday folks - I'll probably just implement it as a zoom level

oak lintel
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is it possible to look at the hitpoint radius of the vehicle ingame (visual)?

rough idol
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Yes

radiant dirge
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Oh ok

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& by the way do you know how to play one by one model.cfg animation define on the same source ? @rough idol

stuck oyster
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animate command

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but why would you

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(animate and animateSource are different commands)

radiant dirge
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to make this :

stuck oyster
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youll need to link the image

radiant dirge
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yep wait pls

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so to make this

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with only one button

stuck oyster
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well if you want to be efficient you make the animation so that it plays in sequence with just 1 source

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for example at 0 show red at 0.5 hide red, show yellow, at 1.0 hide yellow show green

radiant dirge
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that is what I do

stuck oyster
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and then with 1 animateSource command play the animationSource from 0-1

radiant dirge
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but when the player use the trigger the animation just play 0 -> 1

stuck oyster
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wiki has "how to animate a model" page

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and model.cfg page

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wasnt that what you wanted?

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the command has parameter for how long it should take

radiant dirge
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no because the animation dont play what is between 0 and 1

stuck oyster
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then your command is wrongly set up

radiant dirge
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they just unhide all and go

stuck oyster
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check the commands wiki page

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or the animations are wrongly set up

orchid spruce
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are there any good ways of doing fire geometry in 3ds max? I make it out of a bunch of basic components, but I think because of how OB tries to triangulate the components, it reports a lot of them as non-convex and I can't really figure out a good way to make my component properly convex in max

runic plover
orchid spruce
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oh yeah the window problem was because it wasn't detached

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and with the geometry I'm talking about how to triangulate all my meshes so OB considers them actually convex

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as even with a very basic shape it has to be triangulated a specific way to be considered convex

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I've found that applying the MassFX modifier and seeing how that creates the collision mesh gives me a guide on how it would be triangulated, but doing that manually for every single component is very tedious

stuck oyster
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You could just run the convex component tool in OB?

orchid spruce
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that often results in holes and just messed up geometry

silver zenith
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whats the ideal polycount for an helmet?
I know the less the better, just would like to know when to stop

stuck oyster
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1000 probably covers it unless super details are needed

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How much you got?

silver zenith
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nearly 7 times that

stuck oyster
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That does sound kinda lot

woeful viper
stuck oyster
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Lot of verticles on flat surface also often breaks

woeful viper
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and just look at the vertices that are marked red during convex check -> only need to fix those

orchid spruce
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it's sometimes hard to tell which component those are from

orchid spruce
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now I'm just manually triangulating all the components in 3ds max

silver zenith
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sorry meant to @ Horriblegoat

orchid spruce
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using the massFX modifier as a guide, it seems to be working out

woeful viper
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if you manually move the selected vertices in OB it often becomes more clear where they belong to

orchid spruce
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I wish there was just a way to automate this in 3ds max, like have it take that modifier as a guide and automatically triangulate all parts

rough idol
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Well, it's not triangulation but convexity

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There are some tools there to check or make convex geometry

quick terrace
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also, you can give this script a try

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but generally speaking making convex meshes for geo ia pretty easy

orchid spruce
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I tried that script, it would be fine but it inflates the component a bit, which isn't good when I have a lot of components that have to all fit perfectly together

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that's been the problem with most convex scripts I've found

rough idol
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I guess you should try doing simple shapes then?

orchid spruce
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I can't really do that if it's a tank that needs proper armor and has an overall complex shape

rough idol
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surely you can

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most of the fire geometry is made from the simple boxes

orchid spruce
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yeah but they all still fit perfectly together

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if all the components got slightly inflated, there would be a bunch of overlapping areas

rough idol
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If you are trying to do large single convex components then good luck - you are going to waste a lot of time and yet in Arma it won't work

quick terrace
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again, manual work is advisable

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and as reyhard said, breaking things up itโ€™s better and easier to achieve

orchid spruce
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I am simplifying it as much as possible

quick terrace
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the script posted is good for a few things on its own, like props and alike

rough idol
#

A convex polygon is a simple polygon (not self-intersecting) in which no line segment between two points on the boundary ever goes outside the polygon. Equivalently, it is a simple polygon whose interior is a convex set. In a convex polygon, all interior angles are less than or equal to 180 degrees, while in a strictly convex polygon all interi...

A simple polygon that is not convex is called concave, non-convex or reentrant. A concave polygon will always have at least one reflex interior angleโ€”that is, an angle with a measure that is between 180 degrees and 360 degrees exclusive.Some lines containing interior points of a concave polygon intersect its boundary at more than two points. Som...

#

It's rather quite hard to screw making convex component if each component consist of 8 vertexes

thin wigeon
tulip beacon
thin wigeon
#

Thanks Shelestov, I just re-read the PMC Buldozer guide and lo, you were right, the exe was wrongly named in options. Dunno how this got changed - I thought I'd done this ages ago ๐Ÿ˜ฎ

tulip beacon
#

no, i meant don't use buldozer at all

#

with diag exe you can tweak stuff live ingame

thin wigeon
#

wait - wut? ๐Ÿ˜ฎ have you just given me back 23 hours of every day I wait to load/reload? ๐Ÿ˜ฎ

tulip beacon
#

well yes

thin wigeon
#

Will google immediately!

tulip beacon
#

you can spawn models, you can hotswap textures

#

matter of alt-tab

thin wigeon
#

omg... I feel like a n00b

tulip beacon
#

well, i don't know why but i don't see many people aware of this

#

it requires some setup but it definitely worth it

thin wigeon
#

on it now, thx for the heads up, think you may have made 2021 the best year ever for me and arma editing ๐Ÿ˜„

tulip beacon
#

In few words, what you need is dev branch of arma, because arma3diag is not on the main branch, then you need to symlink your addon folder from p drive to arma3 installation folder, and then you can spawn objects in editor with createsimpleobject, for example. To tweak textures you alt tab to your texture editor (ps gimp whatever), do change, and then pal2pac edited texture to replace the one which is being used, alt tab back and it should represent changes you've made

#

in arma launch parameters you should have -filepatching enabled to let arma allow access to files being used

thin wigeon
#

does it let you hotswap the p3d's too?

tulip beacon
#

yes it does

thin wigeon
#

๐Ÿ˜ฎ

tulip beacon
#

but if you change the model you need to run a command resetshapes

#

then newly spawned p3d will be with the changes you've made

thin wigeon
#

is this all on a crib sheet somewhere? I feel like I missed something huge here

tulip beacon
#

but the one you spawned before would stay as it is

#

i wrote a tutorial on how to set this up ages ago, and it was supposed to be added to pmc wiki by someone, but apparently he didn't do that

#

yes, and very important thing about symlinking: you need to pick source of your link **NOT **from mounted P drive, but from it's original physical location

#

like if you have your p drive being mounted from "C:\ArmaWork\DriveP" then you need to pick link source from "C:\ArmaWork\DriveP\YourMod"

thin wigeon
#

yes, I get that about symlinking to a mounted drive is bad ๐Ÿ™‚ I have enough trouble with P: not being in the recycle bin.. or are you going to tell me there's a fix for that too ๐Ÿ˜„

tulip beacon
#

and not from "P:\YourMod"

tulip beacon
#

not to but from mounted drive

#

i have this command in debug console in editor to spawn models:
diag_resetshapes; _pos=[(screenToWorld [0.5,0.5] select 0),(screenToWorld [0.5,0.5] select 1),1]; yourobject=createSimpleObject["path\to\your\model.p3d", AGLToASL _pos]; yourobject setdir (random 360);

#

it will spawn your object under cursor with random rotation, so you can point your gun to place on the ground, execute command and it will be spawned there with random rotation

#

or use the camera

#

[(screenToWorld [0.5,0.5] select 0),(screenToWorld [0.5,0.5] select 1),1] last element here is elevation above the ground, but it depends on internal 0.0.0 coordinate of an object, and on whether it has been binarized

thin wigeon
#

that all makes perfect sense.. keep typing, I'm going to save the conversation afterwards and it will become my sacred document of editing

#

the key to all this is the diag_resetshapes which presumably flushes the model caches and reloads

tulip beacon
thin wigeon
#

yep, makes sense

tulip beacon
#

you can even update the .wrp without restarting the game, but you have to switch to different terrain before saving edited wrp, but that's terrain stuff

thin wigeon
#

get out.. what? get out! no way! It takes me an hour to re-pboproject my world just to see if everything holds together ๐Ÿ˜ฎ It has to be faster than waiting for Buldozer to slurp everything together in TB

tulip beacon
#

yes, arma can read unbinarized wrp's, the only thing apparently has to be packed is it's config, but it's not a big deal since you can pack it to separate pbo

#

it's slower than binarized but still

#

you can tweak layers textures as on the models, to balance them out to lighting and stuff

#

from what i know you can't add a new config live, but you can tweak existing config's entries to certain degree, but some of it might not work

tulip beacon
thin wigeon
#

it still has to be faster than the old way of doing things. thx for all this - who would have thought my flashing buldozer would unearth this gem ๐Ÿ˜„

stuck oyster
#

@tulip beacon @thin wigeon you don't need dev branch, just the diag exe from it

tulip beacon
stuck oyster
#

Ye I got a thingy that downloads just the diag exe on I drop that at the stable folder and all good, filepatching etc works

tulip beacon
woeful viper
#

if you still have it, i'm sure R3vo or Lou Montana would add it for you

tulip beacon
#

i don't think i have, might just write another one

gilded owl
#

I'm new to Blender, and looking to make custom models for my unit. Anyone have any suggestions where to start?

stuck oyster
#

something simple

#

and if you are completely new to blender then start with just doing tutorials for it

#

so get the hang of how the program works

gilded owl
#

yeah, I'm still trying to figure out the controls for it

stuck oyster
#

then you likely should also study how texturing works and if you want to do it in blender completely or if you want to use some other programs for it

#

making models consists of quite many parts

dusk trench
#

do i need to smooth the vertex before export to painter?

woeful viper
#

you cant smooth vertex. You can only smooth edges

maiden edge
#

im brand new to Arma Modding and want to start, any tips?

#

or links?

woeful viper
sullen spindle
#

Hi
I have a problem importing an object from 3ds max to Object bulider.
I need channel 1 (tex0 for tiles) and channel 2 (tex1 for light map) in OB. FBX supports channel 2 but doesn't show me the texture list. The 3ds and OBJ format works fine but has no channel 2. The textures are in tga. with path to disk P. Can FBX import texture lists like 3ds and obj? Anyone else have any other advice than splitting into 50 sections?

#

Maybe it is possible to import channel 2 in OBJ or 3ds?

oak lintel
#

the Metalplate_CA has trouble with watertexture. My CA is on "TOP" in the Object builder (Model). is that fixable?
https://prnt.sc/wkci5f

woeful viper
sullen spindle
#

Sorry, no textures but RVmat. Textures 13 from CH 1(tiles) and 5 on CH 2(light map).

woeful viper
#

You have multimaterials, right? 13 textures would be 5 multimaterials

sullen spindle
#

The question is whether I can use two channels in fbx format and import a texture list.

woeful viper
#

no i dont think thats possible

sullen spindle
#

OK, thank you.

maiden heron
#

@shrewd jay is there any readme on what and how to use the features from your toolbox?

shrewd jay
#

Only an ancient, outdated PDF.

white jay
#

Hello, would anybody be able to help me with Buldozer? It was working fine but I changed my SSD (updated new path, etc) and now when I try to start Buldozer it says "Configuration file not found"

#

Things I've tried already: Obviously changing my path in preferences on arma tools to the new path, ran install buldozer again and ran buldozer configurator

broken holly
#

hey, guys, I really need some help. For some reason, my uniform has some weird proxy bug

stuck oyster
#

youll need to upload pics to imgur or other image host and link here

broken holly
#

the proxies are showing up as a model (at least that's what I think it's the problem)

stuck oyster
#

you have texture on your shadow lod proxy

#

remove texture on shadowlod

#

at least quite certain this is the case

broken holly
#

Sorry, but where exactly can I find the shadow lod?

stuck oyster
#

shadow lod

#

not log

#

did you make the character?

woeful viper
#

no

broken holly
#

Thank you, I've found it here.

#

There was something on the shadow lod here

#

And yes, I've made it

stuck oyster
#

its a little odd you dont know the parts of it

#

may be you are speeding too fast with it

broken holly
#

I've been learning how to create some 3d models. But I just don't know that much about object builder configs and coding. That's been the hardest part to learn.

#

@stuck oyster tried testing it in-game again, and now it's working as it should. Thank you very much.

woeful viper
broken holly
#

Nope, it's just a personal thing I've made out of that arma3 sample p3d

snow crag
#

I have a working controllable camera for a helicopter that works fine, but when I setup the config the same way for another helicopter it does not work properly. When I right click it does not switch to the optics and cannot control the spotlight. Anything that could be causing this since the configs are identical?

stuck oyster
#

maybe something missing in the model itself

snow crag
#

That's what I'm leaning towards but not sure what

stuck oyster
#

also are you really sure the configs are identical?

snow crag
#

Yeah, pretty much a copy paste for that section

stuck oyster
#

could be something missing elsewhere

#

and pretty much copy paste does not sound sure

#

from experience Im very doubtful of such claims when things dont work as expected

snow crag
#

Would sending the config for the section potentially help?

stuck oyster
#

but perhaps full config for both classes would be better

maiden heron
#

does the "create geometry component" in armatoolbox also make sure the component is closed and convex?

polar fiber
#

Well if you quickly model something that is obviously not closed and convex, does that tool change the topology in any way or give you any warnings?

#

If not, then no, it doesn't check that

upbeat prawn
#

(Not sure if config or model issue wrote this in config also) Iโ€™m working on an M777 Artillery for my mod and got it working, however, when I fire at a low angle, the gun and its gunner glide backwards. I have a geometry with everything weighted. Any idea what could be causing this? Thank you in advance guys and gals!

maiden heron
polar fiber
#

Closed means all edges have a face on both sides of the edge, so there are no surfaces on the object that have a hole in them or an edges where faces and backfaces meet

#

convex means that the angle between faces along that edge is always greater than 180ยฐ

noble hatch
#

Hi all, sorry if this is a dumb question, or in the wrong place. (not sure if texture makers or here is better)
Baking in substance painter is giving me all kinds of weirdness. I've though i might have messed up the high poly, but same thing happens using low poly to bake.
https://gyazo.com/df847310005eb8400a7fe977c211359b
Any thoughts on where I am messing this up?
Thanks

maiden heron
#

thanks

polar fiber
#

And for fixing non-convex shapes like the one above, you either need to eliminate non-convex edges/verts to collapse the component to a convex one, move verts until they form a convex edge, or split the object into convex components

runic plover
#

@polar fiber i prefer mostly C to make the geometries similar to the visuals ๐Ÿ˜

polar fiber
#

Indeed, but a lot of the time you can get away with a far more simple shape than the visual, since it's just a collision mesh. See the character model geoLOD for example - it's just some weird pointed cylinder with no hint of arms, legs etc. Complex geometry is quite demanding for the various collision calculations it's used for and especially for the physX geometry you want it to be the most simple shape it can be. On the other hand you want fire-geometry to match quite closely to the visual model so it will have more components than other geo LODs.

maiden heron
#

in the sample, i can see there is a component not named according to the format a geometry needed. why is that? like camo2 and otocVez instead of ComponentXX

polar fiber
#

Because they still need bone names you see in the visual LODs if the geometry part is going to animate

#

A geometry component will have otocVez if it's going to move with the turret traverse animation

#

But it will not have any collision if it doesn't also have a ComponentXX name

maiden heron
#

ah isee, it is to animate it with the rest of the LODs. i got it

stuck oyster
#

@maiden heron toolbox only names separate parts as componentxxx

orchid spruce
#

what in a vehicle model might cause it to not drive straight? when I just hold forward, it goes straight while also slightly turning to the left, I don't think it's from the config because I'm using the config from another vehicle that works without problems

rough idol
#

@orchid spruce frictionVsSlipGraph most likely, you can google 'arma 3 banana drive'

#

also, it depends on vehicle class - tank, car, helicopter, etc

orchid spruce
#

mine has it set to frictionVsSlipGraph[] = {{0,1.5},{0.5,1.5},{1,1.5}}; on all wheels

#

could it be caused by wheels not being 100% symmetrical in the model? like, axises and bounds and stuff

#

also it is a tank

rough idol
#
        frictionVsSlipGraph[]    = {
            {0.0,     0.4},
            {0.18,     1.0},
            {0.7,     0.75}
        };``` try this
#

could it be caused by wheels not being 100% symmetrical in the model could be

orchid spruce
#

I'll try to make sure the wheels are all correct first then

radiant bridge
#

is there any way to get the source files of the humming bird?

#

I am developing a helicopter that is much more like it, than the one provided in the samples

marsh canyon
#

Nope. Or maybe, TKOH samples

radiant bridge
#

they are similar to arma?

marsh canyon
#

How similar you mean?

stuck oyster
#

There is nothing really different from the sample helo

#

Except shape

#

But that is not really going to help you

inner fjord
#

Anyone had a similar issue before and knows whats up? https://media.discordapp.net/attachments/661638734198079529/798519369193750568/ArmA_3_Screenshot_2021.01.12_-_12.50.21.35.png?width=1290&height=540 This is me looking at my target model at 640 meters while standing. The model looks fine.

This is me at the exact same distance but prone this time. https://media.discordapp.net/attachments/661638734198079529/798519377015210034/ArmA_3_Screenshot_2021.01.12_-_12.50.13.77.png?width=1290&height=540 Being prone makes the mesh distorted, why?

stuck oyster
#

is the flat surface of the target just one texture?

inner fjord
#

Yes

stuck oyster
#

could be its just mipmapping differently

#

as in at distnace lower resolution of texture gets used

inner fjord
stuck oyster
#

well it might mean it uses some very basic shader

#

so sure

inner fjord
#

Got any idea on how I would go by fixing this issue?

stuck oyster
#

well trying adding a material on it could be worth to test.

#

what resolution texture does it have?

inner fjord
radiant bridge
#

anyone has a simple sample of helicopter?

stuck oyster
#

the Arma 3 samples on steam...

#

has what you need

radiant bridge
#

(already had a look at the samples, I need something simpler)

stuck oyster
#

simpler how?

#

thats the stuff you need to get it to work

radiant bridge
#

like: thats the simplest helicopter ever

#

the blades spin and it flies

stuck oyster
#

Arma 3 samples.

radiant bridge
#

the heli on samples is really complicated

#

like theres alot of memory points that i even idk what means

stuck oyster
#

well you will need to learn

#

there is no way around that

still reef
#

My proxies in my model are not having collision, even though p3d of the proxies im using does

#

anyone know a troubleshoot or the cause?

stuck oyster
#

Proxies don't carry collision. It needs to be made in the model.

lusty flame
#

So I made a vest, and I got it appearing in the arsenal and everything

#

But for some reason it keeps appearing at the player's feet

orchid spruce
#

is it rigged? do you have a model.cfg with a skeleton for it?

rough idol
#

@still reef do you have those proxies in geometry LOD?

still reef
#

no res lod

#

i ended up just making collisions for the proxies by hand and adding that to the geo lod

rough idol
#

well @stuck oyster wasn't right and in order to have proxies working you just need to copy paste them to respective LODs. Only proxies shadow LODs are automatically transferred to main model

still reef
#

Oh ok thank you, so id place the proxies also in the geo lod to solve that problem? just double checking im somewhat new to the arma modding scene

rough idol
#

yes, that would work

runic plover
#

@lusty flame check your vest with the Arma 3 Sample Vest

Your Vest needs the right Selections (as example Spine)

Your Vest needs a model.cfg (make sure your .p3d filename is the same like in your model.cfg class CfgModels) (as example myVest.p3d is your model file name, in class CfgModels it has to be named myVest)

Make sure, you also have in your cfgModels the right name for the Skeleton its using. Defined in model.cfg class cfgSkeletons

You can easy check it with the Arma 3 Samples.

lusty flame
#
class NameOfVest : ArmaMan {};  // the .p3d name

Is this required in the model.cfg for the item?

stuck oyster
#

yes

lusty flame
#

Alright, pretty sure I got it all done.

My .p3d file now has a .cfg named the same as it. Skeleton is all correct, and my vest got the selections.

Let's see if it works now ๐Ÿ˜‚

hoary knoll
#

what defines that a car model should lose a wheel? like that the model itself loses the selection

stuck oyster
#

hitpoints

#

and connected naming to correct lods and parts in them

hoary knoll
#

nono i dont mean that it takes damage, that works fine

#

that it visually loses the wheel

stuck oyster
#

stated in the above

#

and well model.cfg hide animation to hide the part

hoary knoll
#

yea i was interested in the model.cfg part

stuck oyster
#

arma 3 samples have that I believe

hoary knoll
#

in arma 2

#

i know im late

stuck oyster
#

well Arma 2 samples then

lusty flame
#

My vest is still at my feet ๐Ÿ˜ญ

stuck oyster
#

does it have weighted selections?

lusty flame
#

This is the cfg for it

#

Could it possibly be because in the config, my class is called "BOS_Combat_Armor" and not "Combat_Armor_lite"?

stuck oyster
#

oh wait

#

oh xD

#

see that class nameOfVest?

#

thats the one youre supposed to change to p3dname

#

oh

#

and your skeleton is not right name either

#

take the model,cfg from the sample man in Arma 3 samples

#

but one thing

#

BOS as in brotherhood of steel?

#

Is this a ripped model?

#

as those are forbidden to use

lusty flame
#

No, I made it in blender and ported over to object builder.

#

It's not the actual BOS armor from fallout games

stuck oyster
#

alright then

#

just making sure no time is wasted on such

lusty flame
stuck oyster
#

๐Ÿ‘

#

start again with the model.cfg

#

use the sample one

#

and compare the classes there to the p3ds in the sample char folder

lusty flame
#

Alright, thanks again. I gotta go load up the webpage again lmao

stuck oyster
#

steam Arma 3 samples

lusty flame
#

Ah ok

stuck oyster
#

I wonder where you have been digging xD

lusty flame
#

Bohemia Interactive forums

hoary knoll
#

is there a way to show proxies in visitor 3? they not showing up for me

lusty flame
#

My vest still spawns at my feet ๐Ÿ˜ฆ

runic plover
stuck oyster
#

@hoary knoll don't think so.

small olive
#

@lusty flame https://pastebin.pl/view/fbecabf0 try this, and be sure your p3d name same as vestname in the model.cfg and also model.cfg must have to be in the same folder with your p3d file.

lusty flame
#

Thanks, will try in the morning. @small olive

maiden heron
#

i dont know why, but after exporting to p3d from blender, i have this view-cargo LOD of an object from my reso LOD. although i don't have the LOD, i only have that object on reso LOD, i have make any view-cargo LOD. anyone experienced this?

#

i have checked every layer, and none have the view-cardgo LOD preset enabled on the toolbox

runic plover
#

told you once, check Arma 3 Samples ๐Ÿคทโ€โ™‚๏ธ

fallen stirrup
#

Hey I was just thinking about making some gun mods for a couple friends how difficult is it to make a gun mod?

stuck oyster
#

if you dont know anything about it, very dificult

#

so what can you do?

fallen stirrup
#

Alright so very difficult lol

#

I donโ€™t have any experience in modding

stuck oyster
#

then first step would be learning 3D modeling

fallen stirrup
#

Well expect for teardown but thatโ€™s a really easy game to mod

#

Alright

#

Iโ€™ll see if I can start learning that over the weekend

stuck oyster
#

๐Ÿ‘

#

from free software Id recommend Blender

#

there are quite a lot of tutorials for it too for just general "how does this program work"

fallen stirrup
#

Yea I want to start learning how to mod games such as arma becuase some gun mods donโ€™t have the guns I want or the variation of that gun like there aks gold but in a just normal wood and metal

sudden tulip
#

CUP weapons has almost every gun youโ€™ll dream of

stuck oyster
#

let the man learn

#

its a good hobby if nothing else ๐Ÿ˜„

fallen stirrup
#

It just sucks since I donโ€™t have the patience for any of this

stuck oyster
#

patience can be learned

sudden tulip
#

With patience

stuck oyster
#

lack of it will make starting tough I give you that

fallen stirrup
#

Yea my patience has gotten better over the years

#

But Iโ€™d love to have the skill just in with games like gmod and stuff being able to make my own gun mods

rustic nymph
#

@fallen stirrup if there is a certain color you are looking at for a certain weapon, you can always retexture - but be sure to read the previous mod makers use agreement in their PBO, otherwise you can open up a big can of worms that can get you in trouble.

fallen stirrup
#

Yea Iโ€™ll check and see retexturing would be fine for now before I get good with blender

rustic nymph
#

If you need help with configs @fallen stirrup HMU. I can help you out. Iโ€™ve done this stuff before with a community.

fallen stirrup
#

Alright thanks

#

How would retexturing go really would it be file or something and I just repaint over the texture?

#

Or is it more complicated? @rustic nymph

stuck oyster
#

pretty much that

#

depending a little what kind of visuals you are after

fallen stirrup
#

Alright thanks

woeful viper
stuck oyster
#

ooh thats nice uv

kind nacelle
#

NBC hood?

maiden heron
#

why does my topology>close button is all greyed out although i have found non-closed in OB?

stuck oyster
#

that function is not very good at what it advertises

#

you should close the problematic parts manually to make proper topology

maiden heron
#

oh okay

#

thou i am not sure, to my eyes it is closed but not when check in OB

#

what is vez and zbran?

stuck oyster
#

selection names for things.

maiden heron
#

nvm found translation list in wiki

#

yah i want to know what does it means

stuck oyster
#

is it a A2 model?

maiden heron
#

im doing for a3

stuck oyster
#

yes but where did you find those names?

maiden heron
#

oh, a3 samples

#

tank

stuck oyster
#

huh seems like not all czech has been translated in them ๐Ÿ˜„

maiden heron
#

wait it supposed to be all english now?

#

the translation list in biki does not containts some of the names ๐Ÿ˜ฉ

stuck oyster
#

well no but most of the selections in A3 have been translated to make them easier to understand

#

the names most of the time can be anything if they just are defined same both in model and in config

maiden heron
#

yeah but if it is english is easier to understand what it is

maiden heron
#

it is said that shadow volume need to be shrinked slightly from reso LOD but i couldnt see any size difference from the sample. does it really need to be shrinked

woeful viper
#

yes but only less than a millimeter or so

maiden heron
#

oh okay

orchid spruce
#

it needs to be shrunken down because any parts where the shadow geometry will overlap the visual geometry will be in shadow

#

easiest way to check if it's all good is to paste the shadow geometry into the visual lod, if you can't see it, then you're good

stuck oyster
#

Usually shadow lod is also a lot simpler. Just copying the main mesh is not often very good practice.

woeful viper
#

so, whats the word on the street regarding shadows and characters... anyone using soft shadows instead of stencil?

polar fiber
#

Have seen them done that way in a couple of addon. Personally I think they look awful on characters - really fuzzy and almost shapeless

woeful viper
stuck oyster
#

F-A-B-U-L-O-U-S

woeful viper
#

whats quite un-fabulous is the rear side, because the head egg is doing its best to clip through

#

even though i have absolutely no need to render the head proxy with that...

#

also, is it just me or are the head movement limits to the sides kind of ridiculous? Can you move your chin directly over your shoulder joint? My neck hurts before i even get there... and that without additional shocks in the joint from walking or running

stuck oyster
#

yeh the free look swivel is pretty bad

woeful viper
#

can that not be limited more? Is it the same kind of limit config we have for vehicle interior head movement?

stuck oyster
#

Im not sure

woeful viper
#

from looks, looks like this is the one
class HeadLimits {
initAngleX=5; minAngleX=-40; maxAngleX=40;
initAngleY=0; minAngleY=-60; maxAngleY=60;
};

stuck oyster
#

sounds like it yeah

woeful viper
#

hm dont think the numbers fit. theres also viewpilot and viewoptics in default class
viewpilots has +- 150ยฐ and viewoptics has +-100ยฐ

stuck oyster
#

that sounds more like it

#

but changing it probably will alter how far you can look behind

#

it might be a positive result though

#

would be nice if the camera and head were separate though

woeful viper
#

since its definable by uniform you could even make a heavy class with big pouldrons or something that block view... hm actually no, doesnt change on uniform change. Must spawn with it

#

viewpilot is the culprit... only missing 60ยฐ to full owl level... not sure what viewoptics does, not much it seems

#

could be cool if you make a bipedal robot with almost 360ยฐ (not sure if it could actually loop around).

stuck oyster
#

if you can match the weighting on the back of the hood to the back of the armaman head it might work

woeful viper
#

the problem is that the transition to the shoulders is too aprupt then (looks bad when turning head left/right). I fixed it now by limiting head angles to sensible levels, and also pushing the entire hoods rear slightly out

stuck oyster
#

it could be patched straight into all characters with man root class

woeful viper
#

eugh... im done... missed left lower ear bit when turned left and idle head animation turns MORE left... looks like all vanilla heads just need a small amputation then.

maiden heron
#

how do i set the texture for my apc's tracks? arma does not use modelled tracks right?

#

is it the class damage in config?

marsh canyon
#

I don't think this is a right place for it

harsh dragon
#

shit my bad

#

didn't realize

stuck oyster
#

@maiden heron class damage is for damage like name implies. I don't quite understand the question. You apply texture and material on the tracks just like any other texture.
The animated texture movement comes from config defined named selections. The sample tank might have the default names

maiden heron
#

if i remembered correctly, you once said that arma doesnt use modelled tracks right? if i dont have the model, what do i set the texture to? if it is in the sample, it is those podkolos.

#

but tank sample doesnt include any texture

stuck oyster
#

Of course there is a model. Just not animated individual parts

#

Look at the sample tank

#

You can check the uv maps ov the track mesh to see how they are made. And even apply A3 track texture on them

woeful viper
#

passoffset something something is the tracks default animation

#

i recommend sticking to that name, havent had much luck using custom name

runic plover
#

Segment parted tracks arent supported. You have to make the track a one part

thin wigeon
#

I made some streetlights based on the a3 model example plus the hitpoint stuff from ca, everything works great, emissives get hidden on impact, and reflectors turn off properly. But when I view it in ed3n, I don't see the reflectors (i.e. the light splash) in the editor, even though I can see the stock a3 streetlights just fine. My emissives are showing up, just not the reflector. In game it's fine. What's the obvious thing I'm missing, gang?

hoary knoll
#

Selection trup needs a section. The shadow volume may not work well. not entirely sure where this is coming from. CfgSkeletons defines it as a bone and CfgModels defines it in a section

#

it seems like removing the selection from ShadowVolume gets rid of the warning, anyone can explain to me why?

polar fiber
#

You shouldn't have retexture selections in your shadow LOD. So generally it's a bad idea to use the same names in sections[] as the bones you are using to animate in skeleton

hoary knoll
#

this is a arma 2 sample model

polar fiber
#

Might not have been a problem in A2 but it does create issues in A3

hoary knoll
#

im still in a2

stuck oyster
#

can you just remove that selection from the shadow lod?

#

that would be the only solution anyway

hoary knoll
#

i can sure, just wanted to understand why im getting these warnings in the first place

thin wigeon
#

does anybody have any clues on why my lights aren't using their reflectors in ed3n, but are ok in game? is there a special flag or something I'm missing?

steel vector
#

It's not dark/night in 3den?

frosty rain
thin wigeon
#

@steel vector No, definitely dark! The stock lights are working OK.
@frosty rain yes, there must be some flag in the model maybe - it's strange how not even the a3 example ones work either

merry gorge
#

is there a way to scale and view multimap textures in buldozer?

#

simultaneously

stuck oyster
#

editing the uv mapping or rvmat

#

buldozer itself has no editing functionality

#

its just a game engine viewer

#

Id strongly suggest making the uv mapping properly in whatever program the model is made in

lusty helm
#

What's the best way to make a model of a weapon from a reference pic? I've messed around in blender and know pretty much what I'm doing, but IDK how to take the 2d pic and transform it properly. Currently I'm trying to make at least a side view of it in 3d and then see if i can remove parts and sculpt it into the 3d model properly.

stuck oyster
#

thats about it in short version

#

more details probably could fill a book

lusty helm
#

damn alright

stuck oyster
#

checking out just tutorials for how to model from reference would probably be simplest way to get into that

lusty helm
#

I'll try that, thanks

merry gorge
#

@stuck oyster yeah thanks, trying to revamp an old building that was created to fit certain textures

stuck oyster
#

Id say most efficient way would be to just take it back to a more familiar editor

merry gorge
#

I'm trying to stay in Object Builder, going to blender with the multimat is a bit over my knowledge

#

no way to edit layered multimat textures in object builder either? only rvmat then?

stuck oyster
#

there is the uv editor

merry gorge
#

so say there is two textures on one wall, green and black map colours, the UV for that wall affects both textures?

stuck oyster
#

yes

merry gorge
#

thanks, this clears things up a bit

#

in my mind I was thinking they had their own UV's

stuck oyster
#

the tiling textures all share same uv

#

next thing that can be done is to change the UV transformation scaling in the rvmat

#

that can be controlled per texture

merry gorge
#

do you know if there is a way to select a whole UV section without actually selecting the entire UV via ctrl-a?

#

going to blender for that instead table flipping emoji if there was one

stuck oyster
#

there is but Im lazy and typing it out or making pictures at this late a clock isnt in the cards tonight

#

it involves few steps

merry gorge
#

concerned that going back and forth in p3d for will break stuff

stuck oyster
#

why would it?

#

well if the model for some reason has some special face flags and face alpha sorting then that will likely break and needs to be redone in OB

merry gorge
#

it's a house from A2 era using multimat

#

pretty basic so I dont think so

stuck oyster
#

if it has windows those may need little fixing but that is simple

merry gorge
#

nope no windows since it's partially destroyed

void lagoon
#

dose anyone have a army/marine Campaign hat?

#

that works

stuck oyster
#

If its not in the workshop, very unlikely.

potent bridge
#

Where do you define the physical placement spot of passengers in a vehicle?

woeful viper
#

by proxy

#

see car sample

merry gorge
#

does anyone know what may have caused an object to turn dark all of a sudden? I have 2 duplicate houses with different texture sets, one house is much darker than the other while using the same rvmats.

#

only difference being the normal, but the normal used is fine on a seperate wall object

edit: fixed, not sure why but deleted the object and just duplicated again and repathed

river kite
#

is there an CargoAction Limit ? Im currently having the Problem that the last 2 guys are using the animation of the 3rd Passenger, there are 5 Cargo Actions in Total

#

Passenger01-05, Pas01,02 and 03 using the right crew animation but 04 and 05 using 03

polar fiber
#

shouldn't be. Have certainly seen more than 3 used. Not missing a , somewhere in the array?

river kite
#

nope no missing ,

#

hm if i take a vanilla animation for those 2 positions they work, guess i ahve to recheck cfgmoves

stuck oyster
#

๐Ÿ‘ good tracking there

maiden heron
#

what is view - cargo/gunner/etc geometry for? its not like you can move inside vehicles right? so why does it need collision?

#

the tank sample doesn't use it, but the biki has it.

polar fiber
#

IIRC it's so you can use occluders to cull objects in the outside world that people riding inside vehicles wouldn't be able to see because they're in an enclosed space

silver zenith
#

I never got occluders
is there an instance where the game loads stuff that the players can't see?

river kite
rough idol
orchid spruce
rough idol
#

there it's an error - part of occludder was not animated

#

I've already broke & fixed it 2 times, lol

orchid spruce
#

I'm still not sure why the occluder is really needed, is it just purely for performance, so it wouldn't load the world around you on your machine when inside a vehicle?

rough idol
#

yes, it's purely for increasing performance

polar fiber
#

A good thing if you have PiP screens providing your view outside

#

Since those eat performance quite happily

woeful viper
lusty helm
#

Ight so I have a very rough 3d model I want to just port over real quick for testing, how would I do that?

stuck oyster
#

there isnt really "real fast" shortcuts in this

maiden heron
#

i see. so a the view-x geometry LOD isnt just for collision

maiden heron
frosty rain
#

you can export and view it in game/bulldozer in under like a min if you know what youโ€™re doing

frosty rain
deft heron
#

Hey guys, Hope you are all well. Im getting an error I have never seen before from the output of PboProject. Can any one help me please.

stark gull
#

hey uhh stupid question i guess
is there a way to make a vehicles model appear as invisible
so that a person would be sitting inside but would just appear as floating ?

deft heron
#

Yeah just dont have any model.

stark gull
#

i should add i nver made any mod for arma

#

so im not sure where to start

#

is there a begginers guide i can look at

deft heron
#

Get the samples and have a look at the vehicle example and just delete all the visible meshes when opened in object builder. Not sure about beginners guides. Im sure some one else here can point you in the right direction though.

stark gull
#

alright ill try to work on what you told me thank you very much

deft heron
#

@stark gull But you will need to set up a P drive and install arma tools too to make a mod. Its not straight forward unfortunatly but people here can help just try and get as far as you can with it and then ask. Dont expect someone to hold your hand every step of the way. Good luck buddy.

stark gull
#

yee i got it
ill try looking stuff up myself and ask if i get stuck

oak dew
#

Does anyone here know what the maximum poly count is for uniforms, backpacks, & helmets?

stuck oyster
#

theoretical maximum few million

#

recommended maybe something like <20k full set of gear

woeful viper
#

and as few textures as possible (not every single pouch or belt having its own texture)

deft heron
#

Hey guys, Hope you are all well. Im getting an error I have never seen before from the output of PboProject. Can any one help me please.
https://imgur.com/a/x5DzLuE

oak dew
#

dont tempt me boy, I'll put as many damn polys as I want god

#

jk lmao thanks though

deft heron
#

DO you know how to make High to Low poly meshes?

stuck oyster
#

well its always up to maker but the more polies used, the more performance cost the model has

#

good lodding can mitigate the problem but there is not much point having super quality lod that only shows at 10cm range

deft heron
#

"rapify -PeW "steves_house_01\config.cpp" "P:\temp\steves_house_01\config.bin""
'rapify' is not recognized as an internal or external command,
operable program or batch file.

#

Im having this error I and I cant stop it.Could some one please help me.?

#

Oh and Rapify is installed.

stuck oyster
#

perhaps something wrong with the windows environment path for the Mikeros tools

lime basin
#

Hello, my shadow lod is still giving me issues, i have about 50k faces, but it still says it's too detailed and it's below the amount that the error is giving me

woeful viper
#

of course its too detailed. try <2k

#

50k is way too much for shadow lod

lime basin
#

big oof

#

yes sir

upbeat wraith
#

Hey can someone help me get my model into arma?

#

I know its a long process but ive never done it before

#

Its a gun, L119A2 to be exact

runic iris
#

@upbeat wraith Looks like this video covers the entire process

upbeat wraith
#

I tried that video, but it looks like he's using an older version of blender, along with some tools that dont work with the newest version.

#

Also, when i transfer the file over, all of my object/group names dont save

runic iris
#

That video will still be valid for the object builder sections, but im not too sure on the blender parts. You might be able to find some forum posts for the latest blender

#

It looks like he just sets up the lower lods in the blender section of the video. You could just create that by hand in object builder as well

upbeat wraith
#

Well ive been able to get the weapon into the editor, but i havent given it physics, animations, etc

runic iris
#

So for animations give this a good read through, it explains how the model config works:
https://community.bistudio.com/wiki/Model_Config

Once you've done that, you can select parts of your model to create new selections. The selections will be controlled by the animations you define in the model config

#

https://community.bistudio.com/wiki/LOD
This link has a list of every LOD in arma and what it does. Geometry and Geometry physics are used for collisions and will give your object physics. Though for weapons there isn't really much physics going on besides if it gets shot

#

The memory lod is another important one, you can use it define tons of things like the axis for where your trigger rotates and stuff like that

upbeat wraith
#

this all sounds like a lot for a newbie ๐Ÿ˜‚

runic iris
#

Welcome to arma modding

#

lol

upbeat wraith
#

I literally just learned blender to get some buildings and vehicles in, spent 12 hours on tutorials and now ive gotta do it alllll over for arma's object editor

#

๐Ÿคฃ

stuck oyster
#

yes that is how it is

#

you should start with something simpler than weapon or complex building

#

just getting a simple box in is usually first recommended step

#

then figuring out the animations

#

you can expect to spend quite some time learning all the parts. There is no shortcutting it

upbeat wraith
#

Okay, ill put the weapon on hold for now. Learn my way around it, maybe model some USB drives or something for Milsim ops

stuck oyster
#

๐Ÿ‘

#

there are quite many parts that need to go right for more complex models

orchid spruce
fluid copper
#

Anyone here have experience with creating vehicles from scratch?

#

Im setting up its memory lod right now and it works fine, but when I try to shrink the model and adjust the memory lod to match it, it causes it to flip around and launch into the air in game

#

After hours of testing it seems to be caused by the steering_axis, but its set up the exact same as when its full scale

quick terrace
#

ideally half

stuck oyster
#

@fluid copper what does "shrink the model* mean why do you need to do that

upbeat wraith
#

Can someone help me get a simple object into arma? It's a USB drive, modelled by me, that just needs to be an item you can pick up.

#

Or at least point me in the right direction?

stuck oyster
#

You would need to make a config for it. I think usually people make pickupable items as magazines

#

The Arma3 samples on steam have examples of various types of models that you can study

#

And the wiki explains how configs and config inheritance works

upbeat wraith
#

Okay so im just trying to import it as a static object for now

#

And I have the .p3d file

#

But when i open it with object builder it says "Unable to load file. Load error"

stuck oyster
#

How did you make the P3d?

foggy finch
#

Unable to load file. Load error
that's what happens when you try to load a binarised p3d.
Object builder will only open non-binarised assets.

thin wigeon
#

I'm not sure which forum to ask this question, but it's mostly blender/arma3 toolbox/p3d related. I'm trying to make a replacement terrain to cap where I have carved tunnels through a hill. No probs using QGIS to make the fillet from the DEM, and then making the mesh in blender with blender GIS. I have draped the georeferenced TIF texture over the model using blenderGIS and everything looks sweet. But I'm a n00b after this point, how do I turn that texture into a paa and "square" it up so it shows in OB? If I just manually try and line it up in OB afterwards with the UV editor, it's gonna be out.

small olive
#

Tesselate all non-quads

stuck oyster
#

Triangulate*

#

@thin wigeon how big area are we talking about? (there are limits on what can work)

To the texture problem I got no immediate ideas. Can't remember how blenderGIS used textures.

thin wigeon
#

@dim furnace it's big in terms of world area - 300m x 50m. So I know using it direct is out - geometry/roadways etc will only work approx 50m from centre, but that's ok. For the finished one I will slice her up and use memory points. I did try doing a quick fudge by manually lining up the texture in OB and it actually appears in game at the right scale. My problem is I have no idea how the texture that is now draped on the mesh with BlenderGIS can make it into a paa. I'm missing what is probably muscle memory to someone who has done this. Should I try asking in the terrain makers section? It's both a model and terrain ๐Ÿ˜„

stuck oyster
#

wrong goat.. XD

#

and that size will likely not work

thin wigeon
#

wups, goat sacrifice++;

stuck oyster
#

๐Ÿ
๐ŸŒ‹

#

what you are doing isnt really normally done

#

And I doubt we have many blenderGIS users either

thin wigeon
#

well, it does work in game for trying to line things up .. as I said, I'll slice it up into 50m segments for the final one, my beef is I appear am missing something really obvious on how to get a texture from blender into a p3d. I think the blenderGIS might be a red herring, it seems to make a texture against the object just like any other.

#

If only BIS had given us mortals tunnels like VBS, I wouldn't even be having this challenge ๐Ÿ˜ฆ

stuck oyster
#

You could perhaps bake the texture from the main mesh on your cut out parts

#

or depending on the resolution of the texture you might be able to use just 1 square tile so it matches the m/px resolution of your satellite images

#

off the top of my head cant really see any simple solutions

thin wigeon
#

the texture would fit into a 512x512 for sure.. it's only 400x100 ish. I think I may have confused you by talking about blenderGIS. I'm completely n00b when it comes to textures and UV. So I have this 400x10ish texture sitting quite happily in my blender model. It's got a red globe thing on it and stuff. So definitely texture coming from the original tiff. I can't seem to find a button in arma tools to convert this random tiff into a paa that matches the p3d. That's really my root cause.

#

I'm sure this is blender 101 to everybody on this channel, but every tutorial I can find starts you off with a completed texture that's already a paa.

stuck oyster
#

you would have to turn it into png or tga and run it through imageToPaa

#

and get it into power of 2 resolution

thin wigeon
#

exactly. imagetopaa is my weapon of choice for sure turning png/tif into paa. my issue is it's a non-power of 2 resolution in blender as a tiff. What is the really obvious thing I am missing in blender to convert that into something that when I go into OB and hit E, I see the texture already set up in UV?

#

At the moment, I export to p3d and get just the p3d, no texture mapping, even tho in blender it has one.

#

Hidden tick box in blender? All I'm getting are plain white models

#

FYI, the most adventurous thing I have done in blender/OB is street signs, so I have just been lining up the textures in UV in OB and that's my limit. I has no clue how to get texture from Blender into OB. I can't find a single YT to show me.. please help me, obi-goat, you are my only hope! ๐Ÿ˜„

hoary knoll
#

what defines the iron sights on turrets on vehicles?

stuck oyster
#

config

hoary knoll
#

yeah i know that

stuck oyster
#

@thin wigeon you are kinda jumping to the deep end there then. I think you are confusing uv mapping and texture assignment

thin wigeon
#

I was hoping it was still shallow end.. so there's no way of getting a UV mapped texture from blender to p3d? you have to start from scratch in OB?

stuck oyster
#

so uv mapping is still there but you just dont have texture mapped and that is because Blender material does not translate into Arma assignment without manually setting what files the Arma side should use in the material tab in Blender

#

so scroll down in the material dialog in Blender

thin wigeon
#

Ahhh.. ok, so for most things go into OB and ctrl-A / E / assign the texture in then job done? (except not pow 2 in this caase ๐Ÿ˜ฆ )

stuck oyster
#

no set up the paths in Blenders material tab

#

if you have many textures in use they are pain to set up in OB

thin wigeon
#

paths - ok, will give that a try. does that sort out pow2 or am I screwed from the start?

stuck oyster
#

pow?

thin wigeon
#

power of 2, sorry, abbreviated using old programming languages from 1960

stuck oyster
#

dont

#

xD

#

and no

#

you will have to edit the texture yourself

thin wigeon
#

ok, thanks for all that.. so bottom line, there's no magic button, and what I have been doing up to now is probably as good as it gets other than setting up paths in blender? there was me thinking I had missing something really obvious ๐Ÿ˜„

stuck oyster
#

no magic buttons. that applies to pretty much all things really.

thin wigeon
#

yeah.. I just for a second imagined that we were more in the future than we actually are ๐Ÿ˜ฆ

stuck oyster
#

well the really obvious part was to do it in Blender before exporting

thin wigeon
#

yes - that is something I hadn't realised - it will save me fudging around remapping in the OB UV editor, which is major PITA

stuck oyster
#

๐Ÿ‘

thin wigeon
#

thanks @stuck oyster , goat_sacrifice++;

hoary knoll
stuck oyster
#

config again ๐Ÿ˜„

hoary knoll
#

thanks

stuck oyster
#

there is a parameter for optics

#

and what memorypoint they should use

#

and also what kind of view they should have

hoary knoll
#

gunnerOpticsModel, gunnerOutOpticsModel are not what im looking for, those just define the view, not the iron sights

stuck oyster
#

I dont understand what you mean by iron sights

hoary knoll
#

PKM

#

like a mounted mg

stuck oyster
#

its a weapon

#

any weapon like that on vehicle is a turret

thin wigeon
#

@stuck oyster as a followup, the UV mapping was indeed set correctly as you said, I just needed to stretch the 400x100 texture to 512x512, ctrl-A and E, and it's perfect, thank you again ๐Ÿ™‚

stuck oyster
#

do note that streching it will cause it to look different from the surrounding terrain

#

preferably you could cut a 512x512 segement of terrain and work from that

#

well it will look different from the surroundings anyway

#

but still more so

upbeat wraith
stuck oyster
#

then the above tips could be solution.

fluid copper
#

@stuck oyster im simply changing the scale of the model, either in object builder or in blender and bringing it into object builder. But im not scaling the memory lod, just moving the points around to match the new model

thin wigeon
#

you can scale all LODs at the same time using 3d transform in OB.. tried that? don't manually move anything

fluid copper
#

Tried that

stuck oyster
#

well you are doing something very odd then

#

but it is not very good practice to scale stuff like that anyway

#

you should be doing the model in correct scale from the beginning

#

scaling can also be done wrong if you dont scale everything towards same center point

#

things get offset and off scale very easily

#

If you have to scale things, do it in Blender

#

but preferably model stuff so you dont need to scale them at this stage anymore

#

and if you scale in object mode in Blender, remember apply the scale too

fluid copper
#

I tried scaling it in blender and then bringing it into object builder, scaling the basic view lod isnt the issue. Its the memory lod thats causing it

#

If I leave the memory lod in the positions it was in when it was large it work fine but the wheels spin around an incorrect axis. As soon as I adjust the memory lod to match the new size it messes up

thin wigeon
#

don't manually adjust the memory lod? if you scale all LODs at the same time using 3d transform in OB, it's going to be in exactly the right place.

stuck oyster
#

then you are doing something very weird to it

fluid copper
#

@thin wigeon Its not in the exact same place, even after scaling it, it needs to be moved slightly

thin wigeon
#

if you don't move it slightly, does it work?

fluid copper
#

I dont think so

stuck oyster
#

then remake it to the right size

#

that would be the last option available

fluid copper
#

I tried that lol, like I said, I made it the correct size in blender, ported it to ob, then pasted the memory lod onto it and moved everything around to match it

#

I have no idea why it breaks

stuck oyster
#

no idea

#

sounds like you are doing something funky but cant put my finger on it

#

very odd workflow

fluid copper
#

Is it possible that the wheelradius is too large in the config and its causing it to clip into the ground?

stuck oyster
#

dont understand why you are not doing the memory lod in blender to correct size

#

no

#

its not set in config

#

but in memory lod

fluid copper
#

I can try it in blender I guess

upbeat wraith
#
{
    class CA_Magazine;
    
    class rev_inv_usb: CA_Magazine
    {
        displayName="USB";
        scope=2;
        mass=.5;
        author="Louis";
        picture="\USB\Icons\USB_icon.paa";
        model="\USB\Objects\USBDrive.p3d";
        descriptionShort="A USB";
    };

Does this look okay as a config.cpp file?

#

I put it under magazines, because honestly, not sure where else to put it for now

#

Right now im waiting for BI tools to download so i can get BinPBO

stuck oyster
#

BI tools?

#

binpbo?

#

you didnt have arma3 tools on steam?

#

what are you doing sir?

upbeat wraith
#

Its a bohemia interactive tool, the guy in the tutorial i followed used it, figured i would too

#

and of course i have arma3 tools

stuck oyster
#

no

#

then those are what you use

#

you are shooting blindly now, take a step back

#

or pboProject from Mikeros if you happened to get those

#

flailing around with your eyes closed is just waste of time

#

that config wont be enough as it does not contain cfgPatches class

upbeat wraith
#

but if im only adding one item?

stuck oyster
#

all configs are required to be made correctly

#

1 or 100 items

#

you cant just invent your own procedure

upbeat wraith
#

Ah okay, so i need to do cfgPatches, FactionClasses, Sounds, etc?

stuck oyster
#

cfgPatches only

upbeat wraith
#

alright

stuck oyster
#

that is the header of a config

upbeat wraith
#

would this be enough?

{
    class Rev_vending
    {
        units[]={"USB"};
        weapons[]={};
        requiredVersion= 1.03;
        version= 1.14;
        fileName = "louis_usb.pbo";
        author = "Louis";
    };
};```
stuck oyster
#

RequiredAddon will be needed too so your config is loaded after the base configs. "OldmanLoad order" can be used on that. It was discussed not long ago on #arma3_config I think.

fluid copper
#

When exporting it from blender to object builder it is scaling the memory lod to be much larger than what it should be

#

I cant send pictures here though so its hard to show you

stuck oyster
#

you dont have object mode scale applied

#

for pictures you will need to upload them somewhere and link them here

fluid copper
#

hmm your right, I applied the scale earlier but it seems to have reset

#

will give this a shot

#

hmmm now it wont move in game

#

odd

#

it was missing some descriptors in the geometry lod, fixed them, and now its back to bouncing around in game ๐Ÿ˜ฆ

#

this is the geometry lod, it has all 4 wheel_1_1_damper's

stuck oyster
#

does not sound correct

#

Id refer to the sample car in the Arma 3 Samples

fluid copper
#

its identical to the arma 3 samples car

#

5 components, 4 being the wheels and the 5th being the body, and 4 dampers for each tire

#

this is the geometry model

stuck oyster
fluid copper
#

?

stuck oyster
#

sample car

fluid copper
#

ik

#

I just said its the same

stuck oyster
#

each wheel has its own selection

fluid copper
#

I know

#

so does mine

#

the images was just cut off so I said it instead of it being in the picture

stuck oyster
#

then what you said seemed to mean all 4 wheeles are in selection 1_1_damper

fluid copper
#

sorry, my bad, they are all named correctly and assigned correctly

stuck oyster
#

does your memorylod have the wheel physX related points?

fluid copper
stuck oyster
#

its also possibly you are making too small thing and the physX cant handle it

fluid copper
#

this for every tire

#

The axis, bound, and steering axis for each tire

#

named and positioned correctly