#arma3_model
1 messages ยท Page 161 of 1
๐
no, just play my mod and you can see some models which are done by me 
๐ 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
๐ really? ๐
im not too surprised though
I kinda wanted some fancy mechanics to it
its a pet peeve of mine.... terribly designed mechanisms
"if rotate isnt good enough, attach a ridulously long piston" -> thats the "answer" to all of star citizens door shortcomings
now for some inspiration - the smexiest door mechanism ever https://www.youtube.com/watch?v=MaP_qTppD_c (oh, and dont forget the sound...)
oh yeah that is fine door
and a deceptively tricky mechanism to model (if you actually want to use real IK without cheating)
I bet.
everyone who designs scifi vehicles should be obligated to take a course in mechanisms... and offroad mechanics. By law preferably
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
too much work for the 2min video it would produce. The SC vehicles wouldnt make it 5m past the start line
im running arma3p and getting this error: https://i.gyazo.com/c57b74434a5bc5b2b0cf0b5241910b4a.png
i reinstalled extractpbo and still getting the error
how could i fix this?
you may need to set then windows environment PATH for the tools
I think there are instructions for that in the Mikero tools documentation or on BI forums maybe
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 ๐ 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
oh thats hawt
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?
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)
TB as an object
On another building? No
didnt pathfinding only work if its terrain builder placed?
No it works on editor objects too.
path finding inside yes (if lod available), but avoidance on terrain?
Yes that should work
that would be... preferrable, yes
can anyone explain me how can i set right values for maxcompress and maxdroop? https://prnt.sc/wdris9
what vehicle is it?
uav
when i set these values 0.1 for all wheels, uav is staying a little bit above from ground
if i set these values 0.05 and try to make uav contact to ground, uav is start to shaking
in the picture maxCompression=0.1 maxDroop=0.1 for front wheels, 0.035 and 0.035 for rear wheels
the values must be exactly the values that you use for the suspension animation
the rest (height when sitting at ground) is determined by sprungMass - which must match the vehicles weight distribution
i'll try, thanks
i was thinking here
is it possible to put a vest on a weapon p3d? (not in home atm to test it)
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?
Breaks the same way
The limit is related to terrain parameters and terrain cell size and how the calculations work
65 x 65 x unlimited is the only solution
In theory on some maps larger objects are possible and on some only smaller work
And goin up too much has its own problems
Or make it like the vanilla big ships with defined compartements
Also proxies do not work, already tried
to adapt some type of bandolier when you equip a rifle for example
not possible
if you are fine with the bandoleer moving around with the weapon, sure...
can also attach a building for good measure
lmao
i will try to get a proxy to work on it
not possible
rip
and to be honest, very bad way to do such anyway
would make it basically unusalbe with most gear
since most gear is different
it would look very bad
i just was thinking in someway to do you get your weapon and oof the bandolier just appears
but im probably going to make an ace option to change the vest p3d so you can make the bandolier appears
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?
rotation suspension is not supported
you can fake the visual part
but the physX part has to be vertical
of course it is - it just wont look absolutely linear
Simulation is linear. Visual animation is just what you see on top - and that can rotate too
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)
the wheels are so small nobody will notice anyway...
thanks for ur advices.
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?
shadow lod and i think geo lod - look at their UV
if there is 2nd uv map -> delete it
in fact, could delete the first one as well - not necessary
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?
ok yes, it worked. thx ๐
How would I go about creating a DT map?
I saw a building that has basically a glow built in the second stage of the super shader
painting it manually in image editor, painting it in 3D painting progrma, rendering/baking it like any other texture
!purgeban @kindred spindle 0 model piracy / ripping
more on #arma3_terrain and #arma3_texture
*PewPewPew!!*
RIP @kindred spindle
pew, pew.
I mean how stupid can one be
what just happen?
man comes in all maker channels wanting help to use ripped models. Man is shown the door
what model dlc?
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"
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
no point for the optics/in optics so defaults to 0,0,0
huh. wonder why. as its a copy from a working config i have for a different weapon
mem points are in the right place. eye mem point is in the proper place when theres no optic attached
its only when an optic is attached that the camera moves inside of the weapon
so, my other weapon i have the optics work as intended. the config for my new weapon is pretty much a straight copy of the config. mem points etc are the same in both weapon models
nvm i figured it out. i forgot to add in my ViewPilot lod. added it and optics started working as intended.
๐
are all arma 2 models and assets open now?
in the limits of the licenses of the released datapackages
and only the ones that were released in the data pack
one MB for every vertex - sounds about right
Pff... Noon... Still got 3% ram left ๐
if you run out, just write it to HDD pagefile and come back tomorrow ๐
๐คฃ
50 million vertex high poly?
50 million objects with a vertex each.
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
"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
nothing special related to blender weighted vertex groups either
if it works in blender then it works in Arma
however @noble hatch where are you trying to put that?
as in is it part of a vehicle or a character
is it okay to set texture before triangulating everything? would the mat group still the same even after being triangulate?
yes though the surface may divide differently than as a quad/ngon I suppose and can lead to UV and/or normalmap issues
so it is better to triangulate before importing into substance painter then
hold on, does arma use quad?
or everything is triangle?
p3d can have quads but it all gets triangualted in the end
triangulating yourself is best move to make sure the surface is as you want it
i see
so in blender i need to select faces by sides greater than 3 vertices to triangulate everything right?\
๐
@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.
Also note that 1 vertex can belong to 4 bones at max
Absolutley thank you, and that bit I get. it just to me meant that whoever told me buldozer doesnt show it was perhaps mistaken?
its a vehicle
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?
if you can drive through it, I believe this page (https://community.bistudio.com/wiki/LOD#Geometry) reccomends a geometry phys lod, but characters use geo, not geo phys so that probably isnt your problem. ๐คทโโ๏ธ
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
have you validated it in object builder? structure --> topolgy -> find non-closed, and structure>convexity>find non-convexities?
is there no rvmat template for apc in the samples?
any pic of weighting in object builder? As far as I remember Buldozer is showing weights incorrectly
of course: https://gyazo.com/f2c3193e2b56e21dac92b7696fb90abd
Perhaps my confusion is coming from buldozer almost doing weights but not properly?
there is 11 loops each 0.1 weight different along the mesh 0 (black) - 1 (red)
what about 2nd bone?
there isnt one at the minute
no 2nd bone = 1st bone gets 100%
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.
so would i have to essentially invert the weights pictured onto the second bone?
yes
lovely I'll give that a bash, thanks very much for your input
i.e. 1st bone 30%, 2nd bone 70% - all weight influences should sum to 100
funky so, thats done.
one bone weighted as before, the other side's bone now weighted the inverse as pictured:
https://gyazo.com/56322888784724ac874fa320c290667a
Now in buldozer both end points are behaving correctly (i.e fixed relative to bone weighted 1 and completely independent from bone weighted 0)
but the loops inbetween are still moving now i suppose they are moving as if all weighted evenly both bones.
https://gyazo.com/e96835c16950f687e82068144607bdc7
Dozer does not show partial weighting.
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 !
does your geometry lod have mass applied?
Yes i have.
@foggy finch
Yeah added a mass of 5
try adding more mass
Okay will do.
also make sure the geometry meshes are closed, in addition to being convex, a leaky mesh wont work ๐
yes, you can put r2t texture anywhere
you have to script rendering to that texture on your own though
do you guys make normal map in blender or substance painter?
Blender. dont use substances myself ๐
is there a sample for texture files? like rvmats, and what file types it links to? .paa or nohq?
texture file == .paa, material file == .rvmat and yes, default rvmats for many different shader types are in A3\data_f
depending on methods of normalmap making the green color channel of it may need to be inverted
and nohq is the filename suffix for normalmap
so what's smdi and TI_CA?
and also there is a wiki page for rvmat
okay thanks
what's TI_CA? couldn't find it in wiki
and arma uses tga? i dont need to convert it to paa?
no Arma uses .paa but .tga gets converted to .paa on packing with the right tools
and there is no such thing as TI_CA
there is _TI and _CA both suffixes for different types of textures
dont know where you are pulling TI_CA from
but sounds like its a typo
in a3\data_f\Vehicles there is a file named *_TI_CA.paa
so a _CO, _NOHQ and _SMDI is sufficient right?
to make a good looking texture
_TI is the thermal image and only applies to vehicles and characters
those are sufficient though if they make the object look like what you intend
i am making a apc, so a _TI should be needed right? the apc does have a thermal tech
the _TI texture controls what parts of the vehicle look like heated at different times
there is a short wiki page for it too
okay i'll look for it
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
possibly if you include skeleton with corresponding bones in the fbx
@stuck oyster TI_CA is correct extension, without CA it's not going to work correctly in game
๐ I stand corrected then
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
I dont think you can make it black during day, it would be red day and night
emissive value in RVMAT is the part that makes things look glowing
well you can do it with rvmat, I think some vanilla weapons are using that + for sure some of the RHS scopes
you could script it so it would replace the model based on time of day
black and red you mean?
or any color
but if its black will emissive work on it?
only during night
aiMaxRange = "3 * 5";
does anyone know how this line pertains to the ai opening doors in a model?
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
.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
Works for 3D optics though
mass under 10 doesnt work
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
by shader type do you mean material?
yes
well I'm using ones from vanilla
a3\weapons_f\reticle\data\optic_driver_ca.paa
a3\weapons_f\reticle\data\default.rvmat
where are you using it?
trying to apply it on a driver's first person viewports
is there something behind them?
nope
If you are using BI textures and rvmats they need to be unpacked on your P:\ drive too
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
yeah they were all one mesh, I will try detaching those faces
thanks for the help yesterday folks - I'll probably just implement it as a zoom level
is it possible to look at the hitpoint radius of the vehicle ingame (visual)?
Sqf script ?
Yes
Oh ok
& by the way do you know how to play one by one model.cfg animation define on the same source ? @rough idol
animate command
but why would you
(animate and animateSource are different commands)
to make this :
youll need to link the image
well if you want to be efficient you make the animation so that it plays in sequence with just 1 source
for example at 0 show red at 0.5 hide red, show yellow, at 1.0 hide yellow show green
that is what I do
and then with 1 animateSource command play the animationSource from 0-1
but when the player use the trigger the animation just play 0 -> 1
wiki has "how to animate a model" page
and model.cfg page
wasnt that what you wanted?
the command has parameter for how long it should take
no because the animation dont play what is between 0 and 1
then your command is wrongly set up
they just unhide all and go
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
just do the geometry stuff in a very low detail. should work i think
is your window problem fixed btw?
oh yeah the window problem was because it wasn't detached
and with the geometry I'm talking about how to triangulate all my meshes so OB considers them actually convex
as even with a very basic shape it has to be triangulated a specific way to be considered convex
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
You could just run the convex component tool in OB?
that often results in holes and just messed up geometry
whats the ideal polycount for an helmet?
I know the less the better, just would like to know when to stop
nearly 7 times that
That does sound kinda lot
triangulate manually. If it shows as nonconvex, flip the triangulation. On planar surfaces with several triangles that you cut into and stuff, its good idea to just move some vertices ever so slightly, manually making them convex so to speak
Lot of verticles on flat surface also often breaks
and just look at the vertices that are marked red during convex check -> only need to fix those
it's sometimes hard to tell which component those are from
didn't even model the inside
now I'm just manually triangulating all the components in 3ds max
sorry meant to @ Horriblegoat
using the massFX modifier as a guide, it seems to be working out
if you manually move the selected vertices in OB it often becomes more clear where they belong to
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
Well, it's not triangulation but convexity
There are some tools there to check or make convex geometry
triangulation can be automated by scripting it
also, you can give this script a try
but generally speaking making convex meshes for geo ia pretty easy
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
that's been the problem with most convex scripts I've found
I guess you should try doing simple shapes then?
I can't really do that if it's a tank that needs proper armor and has an overall complex shape
yeah but they all still fit perfectly together
if all the components got slightly inflated, there would be a bunch of overlapping areas
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
again, manual work is advisable
and as reyhard said, breaking things up itโs better and easier to achieve
I am simplifying it as much as possible
the script posted is good for a few things on its own, like props and alike
- I would advise you to get yourself familiar with convexity concept
https://en.wikipedia.org/wiki/Convex_polygon
https://en.wikipedia.org/wiki/Concave_polygon
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 angleโthat 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
Has anybody else had a weird problem with Environment Editor in OB? Trying to adjust anything results in mad flashing lights in Buldozer, app and time of day sliders permanently on right. Exactly what this dude was getting on teh forums, but does no response mean it's a feature? If so, how are you all previewing night textures? https://forums.bohemia.net/forums/topic/224398-buldozers-environment-editor-not-working/
use arma3diag_x64.exe to preview your textures ingame
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 ๐ฎ
no, i meant don't use buldozer at all
with diag exe you can tweak stuff live ingame
wait - wut? ๐ฎ have you just given me back 23 hours of every day I wait to load/reload? ๐ฎ
well yes
Will google immediately!
omg... I feel like a n00b
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
on it now, thx for the heads up, think you may have made 2021 the best year ever for me and arma editing ๐
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
does it let you hotswap the p3d's too?
yes it does
๐ฎ
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
is this all on a crib sheet somewhere? I feel like I missed something huge here
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"
yes, I get that about symlinking to a mounted drive is bad ๐ 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 ๐
and not from "P:\YourMod"
that did cost me some grey hair
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
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
you don't have to do that to update the texture but to update model, anyway i always have it there, since there's no harm even if there's no changes to model
yep, makes sense
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
get out.. what? get out! no way! It takes me an hour to re-pboproject my world just to see if everything holds together ๐ฎ It has to be faster than waiting for Buldozer to slurp everything together in TB
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
it may still take a lot of time to load terrain if it's huge and have bazillions of objects
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 ๐
@tulip beacon @thin wigeon you don't need dev branch, just the diag exe from it
oh, ok then, that simplifies setup
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
why not biki?
๐คทโโ๏ธ
nice
if you still have it, i'm sure R3vo or Lou Montana would add it for you
i don't think i have, might just write another one
I'm new to Blender, and looking to make custom models for my unit. Anyone have any suggestions where to start?
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
yeah, I'm still trying to figure out the controls for it
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
do i need to smooth the vertex before export to painter?
you cant smooth vertex. You can only smooth edges
since this is modelling channel...
https://www.youtube.com/results?search_query=blender+tutorials
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?
the Metalplate_CA has trouble with watertexture. My CA is on "TOP" in the Object builder (Model). is that fixable?
https://prnt.sc/wkci5f
If you have 50 different textures you already did something wrong (unless it was just exaggeration)
Sorry, no textures but RVmat. Textures 13 from CH 1(tiles) and 5 on CH 2(light map).
You have multimaterials, right? 13 textures would be 5 multimaterials
The question is whether I can use two channels in fbx format and import a texture list.
no i dont think thats possible
OK, thank you.
@shrewd jay is there any readme on what and how to use the features from your toolbox?
Only an ancient, outdated PDF.
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
https://imgur.com/a/s61LGpV workdrive/paths/etc
hey, guys, I really need some help. For some reason, my uniform has some weird proxy bug
youll need to upload pics to imgur or other image host and link here
Thank you
the proxies are showing up as a model (at least that's what I think it's the problem)
you have texture on your shadow lod proxy
remove texture on shadowlod
at least quite certain this is the case
Sorry, but where exactly can I find the shadow lod?
no
Thank you, I've found it here.
There was something on the shadow lod here
And yes, I've made it
its a little odd you dont know the parts of it
may be you are speeding too fast with it
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.
and yet by the way you crop things, you have something to hide...
Nope, it's just a personal thing I've made out of that arma3 sample p3d
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?
maybe something missing in the model itself
That's what I'm leaning towards but not sure what
also are you really sure the configs are identical?
Yeah, pretty much a copy paste for that section
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
Would sending the config for the section potentially help?
you can drop it to pastebin.com
but perhaps full config for both classes would be better
does the "create geometry component" in armatoolbox also make sure the component is closed and convex?
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
(Not sure if config or model issue wrote this in config also) Iโm 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!
okay then, i am not really sure what closed and convex means thou
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
I.e if you look along the edge, there would be no angle between the faces creating a "dent" like in this image http://www.differencebetween.info/sites/default/files/images/4/Convex_and_concave.jpg
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
ah that clears that up
thanks
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
@polar fiber i prefer mostly C to make the geometries similar to the visuals ๐
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.
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
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
ah isee, it is to animate it with the rest of the LODs. i got it
@maiden heron toolbox only names separate parts as componentxxx
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
@orchid spruce frictionVsSlipGraph most likely, you can google 'arma 3 banana drive'
also, it depends on vehicle class - tank, car, helicopter, etc
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
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
I'll try to make sure the wheels are all correct first then
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
Nope. Or maybe, TKOH samples
they are similar to arma?
How similar you mean?
There is nothing really different from the sample helo
Except shape
But that is not really going to help you
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?
is the flat surface of the target just one texture?
Yes
could be its just mipmapping differently
as in at distnace lower resolution of texture gets used
Could it be due to missing rvmat? I haven't made any normal map or anything like that.
Got any idea on how I would go by fixing this issue?
well trying adding a material on it could be worth to test.
what resolution texture does it have?
2048x2048 I believe
anyone has a simple sample of helicopter?
(already had a look at the samples, I need something simpler)
Arma 3 samples.
the heli on samples is really complicated
like theres alot of memory points that i even idk what means
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?
Proxies don't carry collision. It needs to be made in the model.
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
is it rigged? do you have a model.cfg with a skeleton for it?
@still reef do you have those proxies in geometry LOD?
no res lod
i ended up just making collisions for the proxies by hand and adding that to the geo lod
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
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
yes, that would work
@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.
class NameOfVest : ArmaMan {}; // the .p3d name
Is this required in the model.cfg for the item?
yes
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 ๐
what defines that a car model should lose a wheel? like that the model itself loses the selection
nono i dont mean that it takes damage, that works fine
that it visually loses the wheel
yea i was interested in the model.cfg part
arma 3 samples have that I believe
well Arma 2 samples then
My vest is still at my feet ๐ญ
does it have weighted selections?
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"?
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
No, I made it in blender and ported over to object builder.
It's not the actual BOS armor from fallout games
#ip_rights_violations | I took notice of this channel ๐
๐
start again with the model.cfg
use the sample one
and compare the classes there to the p3ds in the sample char folder
Alright, thanks again. I gotta go load up the webpage again lmao
steam Arma 3 samples
Ah ok
I wonder where you have been digging xD
Bohemia Interactive forums
is there a way to show proxies in visitor 3? they not showing up for me
My vest still spawns at my feet ๐ฆ
What are your Selection Names in the model file?
@hoary knoll don't think so.
@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.
Thanks, will try in the morning. @small olive
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
told you once, check Arma 3 Samples ๐คทโโ๏ธ
Hey I was just thinking about making some gun mods for a couple friends how difficult is it to make a gun mod?
then first step would be learning 3D modeling
Well expect for teardown but thatโs a really easy game to mod
Alright
Iโll see if I can start learning that over the weekend
๐
from free software Id recommend Blender
there are quite a lot of tutorials for it too for just general "how does this program work"
Yea I want to start learning how to mod games such as arma becuase some gun mods donโt have the guns I want or the variation of that gun like there aks gold but in a just normal wood and metal
CUP weapons has almost every gun youโll dream of
It just sucks since I donโt have the patience for any of this
patience can be learned
With patience
lack of it will make starting tough I give you that
Yea my patience has gotten better over the years
But Iโd love to have the skill just in with games like gmod and stuff being able to make my own gun mods
@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.
Yea Iโll check and see retexturing would be fine for now before I get good with blender
If you need help with configs @fallen stirrup HMU. I can help you out. Iโve done this stuff before with a community.
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
Alright thanks
done retopo and UV
little red riding hood cdlc incoming
ooh thats nice uv
NBC hood?
why does my topology>close button is all greyed out although i have found non-closed in OB?
that function is not very good at what it advertises
you should close the problematic parts manually to make proper topology
oh okay
thou i am not sure, to my eyes it is closed but not when check in OB
what is vez and zbran?
selection names for things.
is it a A2 model?
im doing for a3
yes but where did you find those names?
huh seems like not all czech has been translated in them ๐
wait it supposed to be all english now?
the translation list in biki does not containts some of the names ๐ฉ
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
yeah but if it is english is easier to understand what it is
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
yes but only less than a millimeter or so
oh okay
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
Usually shadow lod is also a lot simpler. Just copying the main mesh is not often very good practice.
so, whats the word on the street regarding shadows and characters... anyone using soft shadows instead of stencil?
Have seen them done that way in a couple of addon. Personally I think they look awful on characters - really fuzzy and almost shapeless
no, just a fashion statement
F-A-B-U-L-O-U-S
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
yeh the free look swivel is pretty bad
can that not be limited more? Is it the same kind of limit config we have for vehicle interior head movement?
Im not sure
from looks, looks like this is the one
class HeadLimits {
initAngleX=5; minAngleX=-40; maxAngleX=40;
initAngleY=0; minAngleY=-60; maxAngleY=60;
};
sounds like it yeah
hm dont think the numbers fit. theres also viewpilot and viewoptics in default class
viewpilots has +- 150ยฐ and viewoptics has +-100ยฐ
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
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).
if you can match the weighting on the back of the hood to the back of the armaman head it might work
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
it could be patched straight into all characters with man root class
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.
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?
I don't think this is a right place for it
@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
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
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
passoffset something something is the tracks default animation
i recommend sticking to that name, havent had much luck using custom name
Segment parted tracks arent supported. You have to make the track a one part
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?
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?
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
this is a arma 2 sample model
Might not have been a problem in A2 but it does create issues in A3
im still in a2
can you just remove that selection from the shadow lod?
that would be the only solution anyway
i can sure, just wanted to understand why im getting these warnings in the first place
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?
It's not dark/night in 3den?
From my experience in the editor vanilla lights donโt turn on either unless in game
@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
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
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.
damn alright
checking out just tutorials for how to model from reference would probably be simplest way to get into that
I'll try that, thanks
@stuck oyster yeah thanks, trying to revamp an old building that was created to fit certain textures
Id say most efficient way would be to just take it back to a more familiar editor
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?
there is the uv editor
so say there is two textures on one wall, green and black map colours, the UV for that wall affects both textures?
yes
thanks, this clears things up a bit
in my mind I was thinking they had their own UV's
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
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
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
concerned that going back and forth in p3d for will break stuff
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
if it has windows those may need little fixing but that is simple
nope no windows since it's partially destroyed
If its not in the workshop, very unlikely.
Where do you define the physical placement spot of passengers in a vehicle?
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
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
shouldn't be. Have certainly seen more than 3 used. Not missing a , somewhere in the array?
nope no missing ,
hm if i take a vanilla animation for those 2 positions they work, guess i ahve to recheck cfgmoves
๐ good tracking there
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.
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
I never got occluders
is there an instance where the game loads stuff that the players can't see?
After every check and no error, i removed the Animation stuff completly packed again Moved the stuff in again and packed it again it worked lmao
yes, inside of vehicle cargo space without occludders for instance ๐
is that why in the RHS stryker, when you open the rear ramp while sitting in the cargo, you just see an empty void?
there it's an error - part of occludder was not animated
I've already broke & fixed it 2 times, lol
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?
yes, it's purely for increasing performance
A good thing if you have PiP screens providing your view outside
Since those eat performance quite happily
AI can propably see through the tank hull if they are not forced to optics
Ight so I have a very rough 3d model I want to just port over real quick for testing, how would I do that?
there isnt really "real fast" shortcuts in this
i see. so a the view-x geometry LOD isnt just for collision
but is that not what a ViewGeometry for?
Do a quick config and export it as p3d from blender
you can export and view it in game/bulldozer in under like a min if you know what youโre doing
If you dont know how to this shoot me a dm
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.
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 ?
Yeah just dont have any model.
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
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.
alright ill try to work on what you told me thank you very much
@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.
yee i got it
ill try looking stuff up myself and ask if i get stuck
Does anyone here know what the maximum poly count is for uniforms, backpacks, & helmets?
theoretical maximum few million
recommended maybe something like <20k full set of gear
and as few textures as possible (not every single pouch or belt having its own texture)
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
DO you know how to make High to Low poly meshes?
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
"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.
perhaps something wrong with the windows environment path for the Mikeros tools
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
Shadow lod with 50k faces 
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
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
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
Well ive been able to get the weapon into the editor, but i havent given it physics, animations, etc
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
this all sounds like a lot for a newbie ๐
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
๐คฃ
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
Okay, ill put the weapon on hold for now. Learn my way around it, maybe model some USB drives or something for Milsim ops
try looking at toadie's open models on github, they're very good as a starting point as you can see exactly how everything should be set up in a p3d
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
lmao indeed. 3000verts is the maximum for a proper svlod
ideally half
@fluid copper what does "shrink the model* mean why do you need to do that
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?
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
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"
How did you make the P3d?
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.
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.
@upbeat wraith be sure you ticked arma 3 object properties: https://prnt.sc/xapy16
and also n-gons can cause that error. if you have n-gons, go to object mode, select your object and click this: https://prnt.sc/xaqhnp
Tesselate all non-quads
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.
@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 ๐
wups, goat sacrifice++;
๐
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what you are doing isnt really normally done
And I doubt we have many blenderGIS users either
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 ๐ฆ
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
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.
you would have to turn it into png or tga and run it through imageToPaa
and get it into power of 2 resolution
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! ๐
what defines the iron sights on turrets on vehicles?
config
yeah i know that
@thin wigeon you are kinda jumping to the deep end there then. I think you are confusing uv mapping and texture assignment
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?
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
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 ๐ฆ )
no set up the paths in Blenders material tab
if you have many textures in use they are pain to set up in OB
paths - ok, will give that a try. does that sort out pow2 or am I screwed from the start?
pow?
power of 2, sorry, abbreviated using old programming languages from 1960
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 ๐
no magic buttons. that applies to pretty much all things really.
yeah.. I just for a second imagined that we were more in the future than we actually are ๐ฆ
well the really obvious part was to do it in Blender before exporting
yes - that is something I hadn't realised - it will save me fudging around remapping in the OB UV editor, which is major PITA
๐
thanks @stuck oyster , goat_sacrifice++;
still interested in this
config again ๐
thanks
there is a parameter for optics
and what memorypoint they should use
and also what kind of view they should have
gunnerOpticsModel, gunnerOutOpticsModel are not what im looking for, those just define the view, not the iron sights
I dont understand what you mean by iron sights
@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 ๐
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
will do, thank you
In blender, using arma toolbox addon
then the above tips could be solution.
@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
you can scale all LODs at the same time using 3d transform in OB.. tried that? don't manually move anything
Tried that
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
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
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.
then you are doing something very weird to it
@thin wigeon Its not in the exact same place, even after scaling it, it needs to be moved slightly
if you don't move it slightly, does it work?
I dont think so
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
no idea
sounds like you are doing something funky but cant put my finger on it
very odd workflow
Is it possible that the wheelradius is too large in the config and its causing it to clip into the ground?
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
I can try it in blender I guess
{
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
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
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
but if im only adding one item?
all configs are required to be made correctly
1 or 100 items
you cant just invent your own procedure
Ah okay, so i need to do cfgPatches, FactionClasses, Sounds, etc?
cfgPatches only
alright
that is the header of a config
would this be enough?
{
class Rev_vending
{
units[]={"USB"};
weapons[]={};
requiredVersion= 1.03;
version= 1.14;
fileName = "louis_usb.pbo";
author = "Louis";
};
};```
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.
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
you dont have object mode scale applied
for pictures you will need to upload them somewhere and link them here
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 ๐ฆ
this is the geometry lod, it has all 4 wheel_1_1_damper's
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
?
sample car
each wheel has its own selection
I know
so does mine
the images was just cut off so I said it instead of it being in the picture
then what you said seemed to mean all 4 wheeles are in selection 1_1_damper
sorry, my bad, they are all named correctly and assigned correctly
does your memorylod have the wheel physX related points?
its also possibly you are making too small thing and the physX cant handle it


