#arma3_model
1 messages Β· Page 162 of 1
not sure
its based off another vehicle so unlikely, I tried adjusting things like torque and acceleration but it didnt fix it
then the problem most likely lies there
If I sent it to you would you be able to help me?
you should from now on compliment your initial problem description with images
no
I've spent too much time here already. need to do my own stuff
alright, thanks
I could use some help if anyone can render it. I have picked up a piece of clothing as a project another dev that used to be at our milsim left half done for our group. The issue I am having with it now is that if I leave everything as is, all the textures are applied and work fine. However when I go to bring everything in our main folder I keep getting cannot load texture. I have gone through all of its configs and rvmats and changed the name of the pbo location and yet the issue still persists.
did you change what texture path the .p3d is pointing to?
In all honesty, I have no Idea how. I went looking through the settings in the P3D and couldn't find anything. I am still pretty new to modding in Arma.
easiest way would be through tools > mass texture & material renaming
that will list every texture/material used in the p3d and you can change the paths there
Oh dam, found it. Thanks for the help!
Hello
I would like to create headgear for A3.
I made my 3D model with lod 0 (Selection of the hat with the name "head"), geometry (Empty with the property Autocenter = 0), viewpilot (Empty).
My config.cpp is : https://paste-me.net/gocas
my model.cfg is : https://paste-me.net/kodib
I have this error : https://www.noelshack.com/2021-03-4-1611224045-20210121111345-1.jpg
Can someone help me?
Thanks !
Lod view-pilot : https://www.noelshack.com/2021-03-4-1611224248-sans-titre2.png
You must have selection named head in the resolution lod.
Oh ! i didn't save my p3d with this selection ...
It's ok, thanks ! I didn't save when i create this selection ...
is it possible to modify position of headgear when it on the ground ?
you can have different model for that
could make a proxy to save on filesize
since he just has to rotate it I guess
pretty much same thing
hey team. So...issue I'm having with Blender toolbox is i've never been able to get it to work.
I go to install just like any other Blender addon and instead get the following error for all the modules:
fake_module: addon missing 'bl_info' gives bad performance
Haven't been able to find help online, wondered if anyone here knew what's up?
I assume you already have arma tools installed and correct path to o2 on blender correct?
oh. No i do not - recently moved to new PC and haven't got around to setting that up yet
Toolbox uses object builder
So youβll have to install arma 3 tools
And setup your p drive
well I guess that explains it. Cheers!
also make sure you actually have the correct version of the toolbox for your Blender version
(latest version from GITHUB is adviced)
yeah just got that, thanks π
look arma community i found some weird problem within arma and arma modding there's just not enough wall options (corner, wall sizes....) it would be great if someone could maybe help me get some stuff down to maybe achieve this for real i dont know if its complicated to take and object and shorten one side of it but hi i got no experience in modeling
or maybe any one can help me get an arma object in to blender
its not permitted to modify objects from the base game
you can of course make your own walls using textures from the base game
what would cause a gun model to display properly in bulldozer with textures but not in game?
It's a variable in config.cpp that allows you to do that?
can not help with such language im afraid
also bullets go straight up from the center of the gun in the virtual arsenal map
wrong P drive setup, wrong memorypoint setup
Sorry, I didn't translate my sentence
better now. And yes I think its a config variable
Ok, i try to find this variable, thanks !
sorry if this is potato tier but i never got good at modding and am just getting back into it after a long break. I have the P drive mounted in arma 3 tools, what would I have done wrong? Also which memory point would be incorrect
the barrel end and muzzle (in czech) are both at the end of the barrel so I sont know why the bullets leave from the center going straight up
possibly they dont match your weapons config
So the translation was wrong/i didnt understand. the point I thought was muzzle was more accurately barrel end and what I thought was barrel end is actually barrel start. Now the bullets come out the proper end, however at EXTREMELY low velocity, as if its a really bad nerf gun.
well that would be your weapon/magazine/ammo config issue
gotcha, Ill dig through that can of worms next, but first what could be wrong with my P drive?
you mentioned that being the cause of missing textures
usually is
what do you use to pack your pbo with?
Also do you have P:\ in your texture paths
I've tried PBOproject, but I get errors with file pathing that make no sense. I read online that the free pbo tools can be outdated so I switched to the standard bohemia PBO packer
well usually if pboProject says there is a problem then there is a problem
Id wager it threw a real error
ill go back to using that and see what I get
do I need a copy of the arma 3 gamefiles in my P drive?
setting up P drive correctly should extract them in there yes
fuck well ill fix that lol
i got it set up correctly with the the textures in the P drive and am still having file not found errors
missing files from the base game that I can see are there
Missing File Summary
mdrstandard.p3d : \c:\program files (x86)\ssdsteam\steamapps\common\arma 3\addons@tf-169dev\addons\tf169_weapons\data\fuckfuckfuck.rvmat
mdrstandard.p3d : \c:\program files (x86)\ssdsteam\steamapps\common\arma 3\addons@tf-169dev\addons\tf169_weapons\data\metal.paa
mdrstandard.p3d : \c:\program files (x86)\ssdsteam\steamapps\common\arma 3\addons@tf-169dev\addons\tf169_weapons\data\mbr_twotone3.paa
They are all in fact there
And when i check for missing textures in object builder that too gives me the all clear
these file paths look wrong
why does it have the full program files path in there?
doesn't mikero log the virtual paths?
I have no clue
what path did you actually use inside the actual model?
You DO NOT have any "Program files" path inside object builder
also your paa names are wrong too
you're missing the suffixes
where? it says.paa
yes
but it should be _co.paa
probably
or _ca.paa
or _smdi.paa depending on what it is
its not in the filename, should I rename the base file to include _co
you rename it to proper suffix, before you convert to paa
it needs that info while it does the conversion to paa format
got it. There are no errors or anything that would suggest this. Massive help man
so rrename the .png version to include _co, convert it to paa, and then assign it as the texture in object builder
and the actual path you use inside object builder is probably
tf169_weapons\data\mbr_twotone3_co.paa
its your path beginning with the pbo prefix
not your windows file path
you use the path that the file WILL have later when its loaded inside Arma, not the one it currently has on your computer while you're building it
well it uses a file browser so you select it. Am I supposed to specify a filepath seperately?
not sure what you mean
https://www.youtube.com/watch?v=WaQElVHtu5Y This guy works with a P-Drive
In this video I'm covering the basics on how to add simple textures and materials to an object. Im also making different textured variations to the same object
Files used in video:
https://www.dropbox.com/sh/arkw3ok6pq2u2ng/AACOiq42fq5FDUsZvFJCcTi8a?dl=0
allInOne config dump:
https://www.dropbox.com/s/xv4o4p5zyh03l4s/AIO_A3_1.81.144332.cpp?dl=0
You don't need a pdrive generally, but its easier to use one if you don't understand how Arma's internal file paths work
if you don't know what "pbo prefix" is, then learn that first. I don't know where tho
using P drive and having all the files in the P drive solves this issue
the above is not using P drive
and your P drive should not be in Arma 3 folder
okay when i go to my mod's folder in the P drive in PBO project its empty, and it spits an error if I attempt to pack it saying there is no config or mission found.
But then if I open a file browser window and open the file in the P drive its full of all the right stuff
makes absolutely no sense
yes pboProjects folder selection dialog doesnt show anything else but folders
so that is normal
are you trying to pack the folder that your config.cpp is in?
and are you sure your config.cpp file is config.cpp file and not config.cpp.txt
as in do you have file common file extensions in windows hidden
I am sure. Ill fiddle with it some more in a bit
is there a specific reason as to why my nodes take a super long time to load in game? when i try to put it on they take over a minute to load but when i used other gear itβs almost instant....
possibly huge load of errors
or wrong methods of packing
or way too detailed model
so no specific reason, can be very many things
so will need to know details of your addon, what kind of model you got, how complex is it, what kind of textures you got, how big are they, how many, how did you pack it, how is your P drive set up, and anything else you can think of
im not sure what to tell you for the types of textures I have but I do know its a vest fully textured and somewhat complex. my P drive is on my local disk and I packed it with PBO manager... also the vest is still sitting on the ground
and im not sure how I fix that if its not to do with my config or model config
@stuck oyster
Is there a better packing tool?
yes that one is the worst
and only the packer was proper answer. I suspect the model is not game compatible at all if you say its "somewhat complex"
why do people always evade questions π
its jut like not overly insane but its not just like 2 piece of junk put together
its like any other vest out there
how many textures, what resolution they are, whats the face count
is it ripped from some other game?
it wasnt ripped from any other games and has over 60k faces so I guess yes thats complex
https://gyazo.com/d1c667418b3bd64e8913fc763d56380b im just trying to pack and im having some issues... its giving me this even though there is no "extra spaces" in the LOD
there seems to be extra spaces in the named properties
and yes that is kinda way too complex for vest
you have big tanks worth of faces there
ive checked all the names properties but there is no extra spaces, its just a single number...
oh jesus im dumb af
i got this when packing . "model.cfgs for this pbo have errors" . how do i know where is the error?
thats what i got from the log
"model.cfgs for this pbo have errors"
i guess i have stare
now it is saying cannot have anextern (class Rotation;} without a parent config that defines it.
but this is a model.cfg from the sample.
pboProject has more rigorius checks
should i just delete the class? or isit needed?
its not mandatory and if its not defined anywhere then there is nothing to inherit from
so ye
alrighty then
does it have to do with type = "" in other class?
class MainGun: MainTurret {
type="rotationX";
source="mainGun";
selection="OtocHlaven";
axis="OsaHlavne";
};
no idea
HELP
I have no clue what happened
is this something to do with the "named selections" ?
Please @ me if you know solution
Hey guys! How would you go about finding a solution: Passenger's physical body is in the correct place (as per the cargo proxy I assume) but his 1st person view is in the bottom-center of the model as if it has no input in it
ππ sometimes i wish by staring at it, its getting solved by itself π
@wispy pendant looks like some parts of your vest dont have the selection Spine1 / 2 or 3
Check your Selections if all your stuff gets marked by clicking your Selections
warning: duplicated physical lods 3 and 4, resolution 11000.0 (ShadowBuffer 0)
what this means? what is lods 3 and 4? resolution 11000.0??
you have a ShadowBuffer lod in your model
you either are using the wrong shadow properties, or you don't want to have one
why did you make a shadowbuffer lod?
Or a shadow 1000 lod (which is shadowbuffer, shadow only goes to 999)
well i have shadow volume 0 & 10, and shadow stencil 0 & 10
oh when exported into tb it change both shadow stencil to shadowvolume 1000
"and shadow stencil 0 & 10" thats shadow buffer
why do you have them? do you want to use manually created ones?
if so you also need to set your sbSource property to use your manually created ones
the engine auto generates these for you
so you have duplicates
actually im not sure why, at first i've only made shadow volume 0&10, then i asked here if it is different and it is, so i made the stencil too
bad idea to do things while you don't know why you're doing them
"shadow stencil" sounds like youre using blender?
yes i am using blender
I think blender is weird in that
blender shadow volume == Arma ShadowBuffer
blender shadow stencil == Arma ShadowVolume
but it turns into shadow volume anyway when exported
so i dont actually need shadowbuffer?
in case the autogeneration doesn't produce desired result.
I have a weird case where I might not be understanding something, I've set up memory points on my launcher sights that correspond to the proper ranges and I've wanted to then use those positions as a guideline for actually modeling the sight cutouts in the model, but when I position a camera in 3ds max in the same spot as the memory point would be and have it point to where the sight is, the camera view does not line up in the same way as in-game
left is the view in-game and right is the view I get when I position a camera in the same memory point spot looking at the same front view spot https://prnt.sc/xgjxia
so it seems like the camera in-game is not actually being positioned where the memory point is and is slightly offset?
even looking at it in object viewer, if I draw the line from the camera memory point to the look memory point, the line definitely does not go in the way that the in-game view is
Is there a cameraDir memory point defined as well?
The game will look along an axis between cameraDir and the discreteDistanceCameraPoint
yeah there is
I'm putting my camera in 3ds on the discreteDistanceCameraPoint memory point location and making it targeted to the cameraDir memory point position
Camera FOV will also have some effect. I'm not exactly sure how it is in Arma but there's quite pronounced perspective, whereas modelling software viewports tend to have quite flat perspective and may even be orthographic depending on how it's set up
what controls the rotation of things when placed in ground containers?
I've aligned my model the way that would make sense in object builder but it's being placed on the ground rotated 90Β° on at least one axis
the ground container should have set of proxies that define the position and direction of the placed thing I believe
so one just has to put up with it and rotate the object in OB until it works?
well I suppose so
you could maybe rotate the groundholder too in mission
if you want super specific placement
well just having the obvious top of the object pointing up is all I'm after.
Feel like I missed something in creating the object?
I built it so when you view front/left/right/back up on the screen is the top of the object.
But when I place on the ground or spawn it in a container (both by dropping on the ground or spawning from eden using a cfgVehicles class) it comes out with the top facing forward somewhere
Don't see why 'up' in OB wouldn't be 'up' in the game is I guess what I'm saying, but is this because rifles get placed on the ground on their side?
If I recall rigth most of the stuff that is put on ground is sideways π€
guess I started with an edgecase that actually just gets put down as it's modelled :/
Oh well, thanks again
what item type is is?
you mean just what is it? Just an inventory item, not a weapon or magazine
Although I have just noted it's simulation type is set to weapon currently
Any rvmat I can use for firegeo that is metal and wont cause a ricochet? I'm making some steel targets and I want the projectile to be "consumed" not ricochet off the plate into the ground.
id say probably not
Could try making a custom one I guess
Yeah fair enough, I've tried the armour_plate_heavy.rvmat and armour_plate_250mm.rvmat. Still getting a ricochet even when hitting dead center with no angle. Thanks for the answers, I'll look into making my own for the purpose π
do you mean bullet exiting on the other side, or " actual ricochet" as in bullet flying off in a different direction?
i assume you have bullet exiting - and i assume your target is not 250mm thick, which is why the plate material will not help you (assuming the base projectile cant penetrate 250mm)
plate material only limits thickness to "maximum of 250", it doesnt "add more".
I would assume you would want to make a material that has the same hit effect properties as the armor plate material but with high penetrability so that bullets don't bounce off the surface, and high thickness so that it doesn't escape once it's penetrated
Yeah thats what I'm looking for, sorry if I wasnt clear. When shooting Hardox 450 irl the bullet obviously will splinter and that can be argued is a form of ricochet. But in arma its either full projectile ricochet or none. And I would prefer no penetration of the target (No exiting out the back) and no ricochet.
chance of ricochet is actually an ammo parameter, not a target surface parameter
oh actually, it is - i just remembered conversation with reyhard
But ammo only deflects at impact. The deflection is either away from the surface in the case of a ricochet or relative to the surface normal if it penetrates
The trick will be making it penetrate but not exit
its just that all vanilla materials fall back to default deflection = 1; as its not defined in the bisurf
so theoretically if you set deflection = 0 in the .bisurf material nothing should ricochet, so you only need to set penetrability very low (not 0 to be safe, not sure if there could be errors with 0) and voila
that would also mean tank rounds would just go poof but if thats what you want... thats how you can try it
Thanks, I will try messing around with some values on sunday.
OB flagged my proxies in my fire geometry as non closed. can i ignore it? weird to flag proxy's triangle thou
You can just ignore it for proxy triangles
okay
how do u close a plane type shape?
its a double sided mesh track for my shadow volume.
It needs sides
Planes or taking a plane copy pasting, inverting normals and welding the verts to make a pseudo double sided face isnβt sufficient
noted
does that mean if i make a cube first and then weld them to make a plane. would that work?
no, but you could make a wedge
It might work if you leave one or two corners unwelded. Ed: - what @woeful viper said
or maybe try a pyramid (4 sided) and the top point having no height
You can also just make cubes/prisms and scale 0,0,0, so there's zero thickness IIRC
but thats 12 tris instead of 6... huge savings with pyramid π
Well it's vertex normals that we should be counting really. But yeah, depends how optimised you want to go
If you look at a lot of the second shadow LOD for old A2 weapons, they're just 2D silhouettes
But they do have faces along the sides
biggest issue if you have only a 0-thickness 2 sided plane in your vis lod, you cant make shadowlod sit "beneath" it
thus selfshadowing of the face can happen -> having 0 thickness 2-sided plane in vis lod is actually not recommendable
since its all triangulated and sharp, VN count = 3* tris count π
this is a great idea. ill try it see if it works with my sv lod
Hello do you know how to get a model.cfg from a P3D?
It's more polite to ask the author than ripping their data
the problem is that the person no longer exists on steam
Then forget about the idea
ok thanks anyway
By illegal means? Β―_(γ)_/Β―
Ahh yes
There are tools that can do it and it's something that BI seem to tolerate from their own content for the sake of education I guess. But community wise people tend to see it as a bit rude if others simply take key features of their addons without being asked. People don't like their scripts being copy pasted without permission, and encoding animated features on models is no less tricky or less creative at times. So I am just not going to be the one to say "Sure dude, here's how you extract someone else's hard work for what ever you desire to do with it" not knowing if they intend to credit the people who developed those ideas, or if those people are actually cool with people copying their methods without asking
Its illegal.
Yes there are tools that can smash windows, there are tools that can kill people. Doesnt mean that that makes it a correct thing to do.
Has that particular function been subsequently removed from the community tools suite that is usually recommended as an alternative to the BI ones, if BI don't think it's legal?
you cant even do anything with a model.cfg, why would one need it
mysterious are the life modders ways
Do people stop selling knives and hammers because people missuse them?
So basically Mikero's Eliteness tool is illegal?
You can look inside model.cfg with that.
Smashing your own windows and killing yourself is not illegal is it?
Think I missunderstood the whole conversation topic. My bad, should've read trough the whole thing properly before commenting.
Sorry I misunderstood what you meant was illegal. I thought you were referring to the process of accessing that data being illegal, not just the unauthorised use of data accessed that way. But anyway I am not inclined to point someone to the nearest toolshop so they can buy a hammer if I get the impression that they intend to use it for something other that putting up shelves in their nursery. They can figure that out themselves I am sure we agree
exactly.
And if I'm in a knife shop, and a guy comes around asking me for a knife to kill his wife.
I'll say no. When then some other guy comes around and says "sure here, you can have my knife" I'll throw that guy out together with the first guy.
I used it to understand how to do model.cfg when I was beginning 
there are perfectly valid examples in the Arma 3 samples
Does object builder/buldozer register smdi and rvmat changes? I keep tweaking values and channels in order to get an extremey shiny wall, not to be shiny. Doesn't seem to be having any affect. π¬
Sometimes things don't change unless you refresh the model by selecting something, or try restarting buldozer
is there any way to get clutter to appear on a model surface? or is the engine hard wired to do it only on terrain?
Yeah it only does it on terrain surfaces. Otherwise you will need to model the clutter on to your object
there may be certain animations that you've only seen on a private model that you want to recreate as a beginner and it's easier to do that
is it illegal to see other's people config for education purposes?. not to use it but only to see how it is done. or does that need permission too?
A lot of devs have the source on GitHub (or similar), or didn't try to encrypt their pbo's, so it's possible to see configs and other things.
However it is not allowed to break open .p3d files for "education purposes". Either the information is available, or you can simply ask the devs on how they solved a specific problem.
What about devs that no longer work on arma and no longer have the original files?
you would still require permission from the original dev (#ip_rights_violations & #other_ip_topics)
than you have to wait 70 years till his work becomes public domain

and again; there are examples available and tools which allow you to do it yourself
im not talking about breaking open a p3d which is clearly againts the rules. I am asking using eliteness to see the config files for education purposes. Not extracting anything, just seeing to learn.
there is very little that is not already explained or shown in the samples
yea i know that but to newbies, sometimes we only see what is what after a taking a look at an examples
yes but the Arma 3 Samples on steam provide already those
which is what Im trying to say.
no addon has anything special in their model.cfgs. its all the same stuff
i mean something line an apc hatch door opening is not in the tank sample. something like that i guess. anyway, is that permissible or not?
Door is a door there's only 2 types of animations, translation and rotation
I don't have authority to say if it is and if its not.
But I know there is nothing truly useful there because all animations work with same set of rules.
Which are explained in the samples and model. Cfg wiki pages
well yeah, i was just asking
Is there a way I can add an extra hardpoint to a vehicle with an addon?
Can I steal that guys car because he died yesterday?
Uh no, the car now belongs to his children or someone else. It doesn't become ownerless just because the owner died.
I wasnβt being serious...
adnan_SS.p3d: missing \p:\a3\data_f\proxies\crew_tank01\commander.p3d
adnan_SS.p3d: missing \p:\a3\data_f\proxies\crew_tank01\gunner.p3d
adnan_SS.p3d: missing \p:\a3\data_f\proxies\passenger_apc_generic01\cargo.p3d
adnan_SS.p3d: missing \p:\a3\data_f\proxies\passenger_apc_generic02\cargo.p3d
adnan_SS.p3d: missing \p:\a3\data_f\proxies\passenger_apc_generic03\cargo.p3d
adnan_SS.p3d: missing \p:\a3\data_f\proxies\passenger_apc_generic04\cargo.p3d
adnan_SS.p3d: missing \p:\a3\data_f\proxies\flags\flag_alone.p3d
adnan_SS.p3d: missing \p:\a3\weapons_f\data\zasleh1_proxy.p3d
adnan_SS.p3d: missing \p:\a3\weapons_f\data\zasleh2_proxy.p3d
adnan_SS.p3d: missing \p:\a3\data_f\volumelightcar.p3d
what am i doing wrong? the files is there
nvm im stupid
turns out when export from blender to p3d, even though i didnt put P: in the path, it will automatically add it. so i needed to remove it in OB.
What can be the reason for the broken animation of the hands, when taking the rifle, they go down underground, everything is fine with the pistol. Checked weight and memory points
Back again, solved all errors in pbobuilder and was able to pack everything properly. However, the gun is still invisible in game. Whats the next rabbit hole I need to dive into
pboProject you mean @hasty path ?
yeah thanks
packed without any errors, moved the pbo to my mod's folder, imported into arma 3 without issue, and in virtual arsenal its an invisible gun, and now the bullets spawn 100 meters or so away going straight up.
Plus side, the animations work
if someone has any ideas, just @ me
Suggests it's not able to load the .p3d at all
So the model path is wrong, did not pack into the .pbo or is somehow corrupted
any ideas on how to fix it?
or is there any other information on my end I could post to help
Well comparing the model path used in the config and the P:\ drive file path would be a start. Make sure there's no typos or unsupported characters
Some language/keyboards in windows aren't liked by the tools too. They produce different glyphs to standard latin alphabet keyboards for some reason, that may not be recognised and mess up your paths
pboProject should fry his balls for that though
pboProject should fry his balls for that though
and not make a pbo
I can post the line of my configuration for the model in a bit but I dont think its wrong... but im a nugget so idk
model = "mdrstandard.p3d";
should i move the p3d out of the folder with my config and path it to the P drive?
its currently in the same folder as the config, and that folder is in my p drive
If it's in the folder, the path should have the folder name too
Model must be in P:\A_Project_Folder\A_Model.p3d at least, in which case the config path must be at least model = "A_Project_Folder\A_Model.p3d";
Well you will need to describe the problem in detail before anything else can happen.
I created a building with doors, the problem is that I want to import this building on my map source with terrain builder and the animation doesn't work
Look up land_ class in BI wiki
animation doesn't work with land_xx
is camo1,2 and 3 really needed?
At what context?
idk, whats the use of camo1,2&3 in the sample?
tank sample
because it is listed in model.cfg too
Hidden selections for retexturing
oh
so i have all needed selections for reso, memory and hit point. adjusted the sample config accordingly. how do i enter the vehicle in game? am i missing something?
the addadction is not there
You missed something but we don't know since you didn't say anything. Show us your more precise info and config, and how did you spawn it
i spawn it by editor
well im not sure what i am missing. this is my config https://pastebin.com/u3qi8SMd
tho my model don't have anything related to commander gun.
Guys, any idea: I did a model using the bust.p3d as a sample for headgear, but the headgear is off (above the model by like a feet or two). I did autocenter = 0. I can see it is correctly 'connected' to the head by model.cfg but it's just off.
How could this be as it's done with the sample model of the head?
Oh. How to go about getting it fixed?
But thanks, that's useful to know. I figured it'd be.
Maybe the headgear sample can be useful
The headgear sample is located at the same spot as bust.p3d, it goes on top of the bust. Are you sure they aren't supposed to be correct in location? I'm thinking the problem could lie in Object Builder.
OB doesn't do anything to the model that would cause that.
Could be the blender p3d export. As it usually fucks up the scale (you need to rescale down to 0.01) and if I import the bust to OB it's way below the headgear I've made unlike in Blender.
I guess I could just replace it in OB to the bust as to me it seems to be in the correct place.
P3d export with toolbox should work unless you mess up the object scale and centerpoint
Exported objects origin has to be in 0,0,0 coordinates so its position in view is exported correctly and its scale must be 1,1,1 so it is exported correctly.
Thank you so much, thatβs some very useful info. How can I make sure of its origin and scale? Is it in the export settings?
No you apply scale and transformation on the object. BI forums thread for the blender toolbox likely has details
Oh I've done that though, hmm. Thanks though.
I solved my problem by manually putting the object to it's place in blender in relation to bust and it works now. But for the future it's good to know.
in OB not Blender*
It sounds like your objects origin is not in correct place in Blender then
I just made models and so far everything is working with getting them ingame config wise but for some reason they are not appearing
and Its not to do with my model cfg because my model cfg is in there
What kind of objects?
a helmet
Stay on 1 channel with same questions please.
u got it
I just thought i better come here since its model related
any idea on what might be the issue?
I dont think its my config and my actual P3D seem ok
so im unsure what the issue is
Could be texture or material isuue I suppose. You could try removing texture and material from it
But since it does not work it can be P3d and/or config issue too
Or pathing issue
https://sqfbin.com/efunixomoqocuzejopun heres my config
and all of my textures are pathed correctly
Interesting choice of folder structuring.
Where is your model.cfg in relation to your p3ds
And what folder is your config.Cpp
Does not sound good
https://sqfbin.com/enaxifesikasorarikud heres my model.cfg
is this looking good? or did I mess this up
By quick glance looks OK, but your p3ds might not be in correct place in relation to your model. Cfg
should they all be together?
I could put the p3d in the main folder with both configs
u think that would help?

so yea that didnt work lmfao
im gonna get different p3d and name it the same thing so well see if its my p3d of if I messed up elsewhere
ok so its not the p3d
its something else
because those files didnt load either
Anybody familiar with what dictates how a weapon appears in a groundContainer?
My launcher currently gets placed on the floor with half the targeting system in the floor, kind of would like it to 'lean' properly.
Setting up some vertices in landContact didn't seem to change anything but I'm guessing that LOD is more for vehicles
doesn't work, i have no idea, i read wiki no more information and help...
anyone can help me? if i already made a texture using substance painter, if i were to make adjustment to the model, is it possible to import the old texture to the newer adjusted model in substance painter?
Yes, you can change the model used by going to Edit > Project properties
^
You can also change uvβs on the fly with that
Just remember to re-bake the model
oh nice, i've been doing it all over everytime
anyone does have a clue what is going on with my heli?
(all lods are correct, geo, geo phys, landcontact, etc)
just happen with AFM, when I enter, it happens
what is "it"
there is a picture but it doesnt really tell much
and suffice to say, you cant say everything is correct if something is wrong
that does not add up
let me upload a video, 1min
hopefully someone can help you out. Im off to bed.
you guys can have an idea of what is going on, the helicopter is perfectly on the ground while no one is in it, or there is someone without AFM activated
but when the pilot activates the AFM he leaves the ground, and is 2 meters above the ground
I can send the files in DM, if someone is interested in helping
named selections to model.cfg. is it case sensitive?
Yes
Hey guys do you know about tutorial how to import mine model to arma
same way as any other model
there are a bunch of guides on yt
lets say the connection between a turret and a hull is a shared group of vertex. would i be able to turn the turret? or its must not be connected?
hey guys, how can i open in blender an vest from workshop ?
but ive seen ones that are permit to do that
Β―_(γ)_/Β―
Anybody know of a workshop plane that has PiP within the aircraft to use with the target pods but also fires Air to surface missiles
@thorny wolf #arma3_questions is the correct channel for such questions
this channel is about making models
Not really a troubleshooting question either though
#arma3_troubleshooting is for that
HUH bro
just trying help you to find your answers. no need to go "bro"
english is not my first language my friend made question
still you should move that original question to #arma3_questions. Here it is unlikely to get answer
thank u not brother
lmao
im trying to add the red chemlight emission from the a3/data_f/lights but for some reason when I add it to my item it doesnt actually show up as glowing in game does anyone know why?
whats the best way to have a curved UV map convert to rectangle, or aligned
due to the barrel being slightly curved
blender i assume?
I've liked the tools in "texTools" addon
you could fix that with one click in modo
that sounds like "convert now and you will not go to hell" π
π
max does it too, though im convinved if you convert from blender to max, you will definitely go to hell...
I think latest blender got more tools for that too incorporated into the main build
this has been quite nifty tool
@stuck oyster a light tab on a helmet
its and idea I got from someone who has a working version
(the item im trying to get the chemlight emit from
helmet cant have that effect
whoever you are trying to imitate has done it in different way
if you have link to the mod I likely can tell what is done
@wispy pendant
it was a old unit that I have gear from
I have the p3d but im not sure how exactly they have it working because when I emulate what they did it doesnt work
I guess you wont believe me that its not done that way.
Β―_(γ)_/Β―
good luck with your quest
its not that I dont believe you im just telling you that what I have tried didnt work
the best I can do is dm u the p3d so u can take a look
would that help?
no I dont really have time for that kind of thing
one thing ab the situation I find weird is when I look at it in object builder it works perfectly
you can clearly see the red glow
got a pic?
sounds like multiple materials and rvmats π€·ββοΈ
yeah there are no lights or config reading in buldozer
maybe he is just seeing things
@wispy pendant do you have picture of that light in buldozer?
im trying to use ace interact to turn it on
but it does not emmit light
so it would act like a chemlight right?
talks about textures and scripts in channel for models π€·ββοΈ
so how would I go about getting it to actually cast light?
then I will take this there.
@wispy pendant did you remake the model you are using or is that the old one from some other mod?
remade
Looks dope ngl
Hii, I want to ask about weapon retexturing.
Where I need to write hiddenSelections[]= ? is it on cfgVehicles or cfgWeapons?
Hey Team!
I am having an issue with a side proxy on my rifle, it seems like the proxy is only half working? π
When testing the proxy, the IR Laser Pointer model is proxi'ed to the correct location but the IR laser itself is not coming from the modelβs memory points, it is coming from where Arma Man holds the weapon. I tested this with a custom IR Laser Pointer and a vanilla Arma IR Laser Pointer, both had the same results.
https://gyazo.com/08ec3efc962c5a354c8aa958b4a140ea
Thoughts?
Problem is probably in the rifle itself if it affects the BI laser pointer. autocenter 0 in the rifle's geometry LOD? Any memory points in the rifle relating to the laser?
No memory points from the rifle is related to the laser, double checked my point names and config.
Let me try autocenter = 0
Edit: Autocenter was already 0 on the Geo LOD
Laser pointer memorypoints defined in the weapon class?
The issue is that this happens on my custom IR Pointer and the default Arma IR Pointer. As12thMonksy stated, itβs probably an issue with the rifle itself.
I had my custom attachments working without a proxy, just had the attachment offset in the P3D file to spawn where I wanted it on the weapon. Now I wish to change over to proxies, but after I try to use a proxy I get this issue on all side attachments (BI & custom, Flashlights & IR Pointers).
Sounds like you left something in there from when you had the attachment in the model, that shouldn't be there.
How is it effecting the BI IR Point though?
I would understand how my custom one would be effected but not the BI one. My previous attachment setup did not communicate with my rifle P3D in any way, it was just offset LODs within the attachment P3D.
Iβll check both of the P3D again and get back with yβall.
Because if the game is somehow finding instruction to generate the laser/light source from a location in the weapon rather that its attachment, it will use that position for all lasers/light attachments
what are your laser memorypoints called?
Iβll go through and redo my Memory Points for my Custom IR. If that doesnβt work, Iβm giving up on proxies π
I appreciate the assistance guys!
Laser pointer comes from memory lod on side attachment
not from weapon itself
This looks like laser pointer comes from 0,0,0 of weapon, probably fallback for when the memory point didn't exist
the weapon itself should have no influence of where the laser pointer lands.
Besides the offset for the side attachment proxy
Said it's happening with the BI IR pointed attached to the weapon though, as well as a custom attachment. So the weapon model or config must be doing something to make it ignore the mem LOD of the BI laser attachment
The BI Laser Pointer and the custom Laser Pointer operates normally on BI Weapons, but does not operate correctly on my weapon.
The model of the attachment is in the correct position, but the laser itself seems to be spawning at [0,0,0].
Since a BI attachment is having this issue when its equipped to my weapon only, this has to be a model or config issue with the custom weapon that only effects the Proxy's memorypoints
how did you name your memory points, selections and proxies? Maybe its one of the "hidden" cases, where it demands a specific czech name instead of a freely specifiyable name
why is my vehicle when in-game, without doing anything it just flip slowly until it upside down like it is a baloon or something
Hello everyone! First of all, I'm sorry for my level of English, I don't know how to use it correctly so I use the google checker a lot. Second, I am looking for information on how to edit 3d models to create a rifle scope reticule or create them, if someone could help me I would appreciate it very much.
edit which 3d models?
do you have view pilot lod and laser pointer proxy in all visual LODs?
The Laser Pointer proxy is on all resolution & shadow LODs, and the Geometry LOD for the weapon.
The Geometry LOD has Autocenter = 0
what about view pilot lod?
I do not have that π Iβll add it and get back with yβall
Issue Fixid!
I re-coded my config, added a View Pilot LOD, and I replaced the proxy on all the needed LODs + View Pilot LOD. While I am unsure if the View Pilot LOD was the solution, it was the only major change that happened in my workflow compared to my previous attempts of troubleshooting.
All IR Pointer and Flashlight effects now work properly on my weapon. Thank You!
physX settings for my model, can i throw qustions here or #arma3_config ?
Probably more #arma3_config thing
noted
those inside the viewer, what would be seen inside the viewer.
what viewer?
you mean the scope?
in long range scopes the reticule is just a texture
I have entered a texture of a reticle and it is not visible.
where?
If it's a 2D scope you need something like the .p3d file here, and assign your reticle texture to that https://www.dropbox.com/s/kw1l1053lls98mj/A3_2D_Optic.zip?dl=0&file_subpath=%2FA3_2D_Optic
You can't change the reticle pattern on 3D sights
Hey there! is it easy to get a static object, one purely used for decor and to have no physics and interactions into the game for placement inside the eden editor?
well relatively easy compared to more complex stuff
its quite a large model however, Im trying to import a Covenant Cruiser
no problem, just scale it down by factor of 100 π
whats the source of the model
as in might save you the trouble if its not even legit to use
by source do you mean what im building it in? or what im basing it off?
Im attempting to make a CRS-class light cruiser from the Halo series
source as in is it self made
Ah, yes π
π
well you can first make it and then figure out how configs work and model importing works or you can start by figuring the Arma part first
Alright! I assume the config shouldnt be too difficult this time as its not got interactive properties?
have you put anything into Arma yet?
unfortunately not, i had to give up on the USB for now as i didnt fully understand the config, im hoping something without physics may treat me better
well the main parts are the same
the house config in the samples is basically what you need but just has bunch of extra stuff too
okay so i have a rough model
export as p3d with arma object properties ticked right?
okay its in the object builder and its f**kin massive
yeah you are unlikely to be able to do much with it in OB
Well i shouldnt need to ideally right? if everything was done in blender?
indeed
with that size you wont see it
you could sclae it down and do stuff and scale it back up
I literally just moved it 400m to the left to see it, the model is fine π
Apply all transforms before exporting
If what you mean is itβs a different size than blender
If you mean normal face inverting then simply enable backface culling in blender so you can see that there and not have to wait until youβre in object builder
Only thing you really need to do in OB is validate geometry properties, the rest you can use blender
Not sure if this is the right place to ask - but Object Builder has randomly stopped working.
Opening anything I was doing on it just 12 hours ago makes it crash instantly, opening just the empty OB through Arma tools gives a big fat warning, which it did before too, but opens fine - but when I try to load anything into it, crashes like above.
Earlier I was cleaning up useless files on the PC, wondering if I might've deleted something important - where would I find some kind of crashlog or whatnot to see what is causing OB to die, and any other suggestions/help?
Error is "Buldozer may not work:missing files: dll\x84\PhysX stuff, d\x64\PhysX stuff, and bin\config.bin
All the files are in those places, except for bin\config.bin - the bin folder doesn't exist at all
Ok - found a correction, some models are still openable, while others make it crash.
Obviously p3d's werent touched between OB working and not working
They aren't binned ofc, like I said - just some hours ago I was editing and working on them no problem
e.g. a gun p3d I am trying to open gives me "Object Builder has stopped working" windows error almost instantly
While another p3d, a tank, opens just fine with no errors
The gun is a proper MLOD format since it's from the source file of NIArms, the Tank is made & imported from 3Ds Max ages ago
So far tried 'validating integrity of ingame cache' for Arma 3 tools, and using software to "MLOD the MLOD" incase it somehow magically binarized itself, (which it didn't since the file size didnt change but worth a try)
Needless to say - neither things worked
a few other random, unrelated p3d are not openable - some completly unedited NIArms source files, while other NIArms source files open just fine
No better word to describe what works & doesn't other than 'random'
yeah true
can you send me or some other bloke that p3d to see if it is OB or p3d relaed @pastel oyster
can I post files here? Lets see..
Nope, will DM
"both opened just fine" PuFu
Looks like I might have to reinstall Arma tools, if I find no other solution
Will post update later incase somebody has this kind of issue in the future
If you want to see if p3d is binarized, open it in notepad++ and look at the 4 for letters in the file
I assume you mean ULOD for bin and MLOD for unbin about the 4 letters?
ye
I c, didn't notice it before, ty
Reinstalled tools, and completely moved all the 'work' from the old P drive, deleted it, and mounted a new one. Only after OB started working again
Guessing smth was wrong with my P drive, through no idea what
i tested these without even having a P drive setup
Hmm, interesting
Thinking about it now - the p3ds that didn't work where all in the work drive, while the ones that did open where all in another drive, atleast from the ones I tested
Maybe somehow the permissions for the P folder/P drive disabled editing/viewing it's content? Can't test the theory anymore through, since it's working now
how would you go about delaying a missile tail until after x seconds?
Can you animate the proxy somehow?
like any other model
as in you animate it like any other part of a model?
if its part of the model, yes
if its particle effects then that needs to be set up in the particle effect class
ok good to know
so when you setup you selections in cfgmodels, do you copy the whole proxy name or can you put it on another selection group?
\a3\data_f\proxies\muzzle_flash\muzzle_flash_rocket_70mm
ah, i think i see. Assign to some other selection and animate that. Cheers goat!
oh well in this case I'm using that proxy as the tail of my rocket. Seems to be the best analogue I've found so far without making a new thing
well you can hide/unhide it I think
yeah, just trying to set that up now. Trying to find the right animation source atm
the principle is solid, but evidently my controller isn't quite configured right - it never unhid
class hideFlame { type = "hide"; source = "time"; selection = "flame"; sourceAddress = ""; minValue = 0; maxValue = 2; hideValue = 0; unhideValue = 2; };
Should be
` class myThing: Default
{
isDiscrete = 1;
skeletonInherit = "";
skeletonBones[]=
{
"head","",
"flame",""
};
};
`
in this case maxValue 2 results in 2 seconds?
depends on the anim-period but I suppose so
I suppose it may need some special setup in the nonaivehicle class too
any idea why my apc is tilted like this? https://imgur.com/a/EmXo0D4
is this mass related?
Particle is only generated when the missile is using thrust, so you adjust initTime parameter to delay the thrust. There is a thrustTime animationsource that can be used to animate parts of the model such as the flame, to only show when the missile is using thrust.
weird
use diag exe to confirm the position of the actual physx wheels. Because i doubt what you see as wheels in res LOD matches with the simulated physx wheels
yea, the tracks is not at the same level when placed in editor. tried diag epevehicle, didnt know how to read it
place a dirt mound object or some flat building structure (e.g. pier) and push it into the ground so you can drive on it. Then use "suspension" option (or was it epevehicle too?) -> and you will see little crosses where wheel contacts with the object you drive on
have you enabled "suspension" toggle?
yes
i tried to screenshot the data will be hidden if i stop moving
but there is no cross near the wheels
weird, can confirm. This was definitely the case previously. So either it was because BI changed their diagnostics output, or because physx itself changed / wheel contact model was changed in some way (or the diagnostic not updated for the new thing)
or maybe i did somethig wrong on my part
no, i dont see the wheel contact indicators anymore, it must be the game itself
i see
https://imgur.com/a/WBozNSn my wheel and tracks is not level even before starting the game
must be my physx setting
no, physx wheels might be different (correct) when your visible model is not - (which can be because of faulty model.cfg animations/skeletons)
for debugging i recommend deleting / disabling res lod (change it to an edit LOD type) and use extremely simple small box , and small cylinders to represent wheels
focus on getting physx simulation to work properly like desired. When that is ok, add the visual part back in
its because debug output (e.g. the suspension travel shown via EPEForce) will get obstructed by res LOD
i see. okay ill try that
"airplane crater" and "Dirt hump(long)" objects in large numbers are very nice to test suspension in VR map btw
hold on, for wheel boundary, do you put it on the outer wheel, or track?
wherever you place it is where the contact to the ground is. So if you dont want your track to sink in, then use the track
oh okay, i got it right on that part
if your vehicle isnt level then center of mass is offset to the "center of wheels". Either because of simple geometry, or because of a simulation wheels not being in the right place
Dedmen, would you know anything about this? (changes to epevehicle debug dialog and/ or wheel contact model that could be responsible for disappearance of the contact point markers)
Well we pushed a physx update in 1.98 (or 1.96?)
but I'm not aware of it really changing anything on the frontend
its 3AM and you just mention my name without pinging me, and I still reply in under a minute. Crazy.
arent we all
i had to mute 99% of the channels here or otherwise my productivity would be 0, instead of 1%.
i know one pyhsx update changed wheel contact models from single ray cast to sweep cast - but i dont remember when that was, and didnt notice indicators disappearing until now (last time i had to use them was some time ago though).
yeah that would kinda match - last edits on that "problem child" tank was Feb 20
i did some truck concept testing in Mai 20, but iirc they just worked right of the bat, no diag necessary.
for diag_resetshapes, what does this means? "Command will reload only models present in local data. "
how do i check centre of mass?
if you select the whole mesh in the Geometry LOD you will see a bigger blue point in OB with a red cross trough it. thats the Mass where it is
ah i see. thanks dude
so my last major task (hopefully) is setting up a custom weapon reticle.
My question is what the convention is for animating aspects of it - such as how the Titan has lights that change depending on firemode or vision mode.
My understanding is that the reticle would take the form of a 2d plane in a p3d
is it literally animating parts of the model? Are those icons separate planes you just hide and unhide?
you would need to create a new reticle class for it and set up the changing parts there
where do they live?
these things turretinfotype = "RscOptics_SAM_02";
oh boy this looks like it will be fun :/
Cheers Goat
weaponInfoType for handheld weapons and scope attachments
but they all come from the same class rscIngameUI section
just trying to figure out the relation between weaponInfoType and modelOptics
I guess model optics is a base layer (with like the scope outline on it?) and weaponInfoType loads all the dynamic UI info like ammo count and range etc
Just got a quick question for anyone. Once I have an object in object builder. If I want to proportionally scale it up it's size or scale it down, how would I go about that?
@karmic silo https://prnt.sc/xwsib4
once open https://prnt.sc/xwsrvi give the same value to all axis for proportionally scaling.
Thank you so much
im trying to make patches on a model but for some reason they are transparent... anybody know how I fix this?
https://gyazo.com/2eac4360dd7b811acba912a33b239083\
not familiar with patches, but maybe check the suffix on your paa?
https://community.bistudio.com/wiki/Arma:_Texture_Naming_Rules
Not convinced I have the correct approach to modelOptics for a 2D scope here.
I made a plane and stuck my reticle image to it, but it's super zoomed in and not a flat projection either
Model is supposed to have a 4:3 aspect ratio, With your reticle plane just in the centre
Did you look at the sample .p3d I linked to the other day?
oh, don't think i saw this?
nice one, that's really helpful π
what's the significance of the different sections?
How do you mean?
named selection != section
The selections are just there to make it easier for me to select and scale the plane with the reticle on it
ok so the plane on the selections is for the reticle, what's the relevance of the rest of the geometry?
to make the rest black
The a3\weapons_f\acc\data\scope_view4_ca.paa is a texture with the scope's circular aperture for the eyepiece
the bit with #(argb,8,8,3)color(0,0,0,0.58,ca) is to adjust transparency around the edge of that eyepiece. Some scopes will have it black #(argb,8,8,3)color(0,0,0,1.0,ca), others have it completely transparent #(argb,8,8,3)color(0,0,0,0.0,ca)
I think 0.58 is the typical value of transparency behind vanilla BI scopes that matches the scope_view4_ca.paa border. Or at least it was when I made that sample
Vehicle modelOptics are made in the same way, they just tend to set 1 for the transparency "frame" and some use another aperture texture to look like monitors etc.
ok, think that makes sense
so in this case I already made a single image file with the whole scope surround and reticle on it.
Could I just apply that to a plane of the same size as the outer-most rectangle?
You could just apply your texture to the part with scope_view4_ca.paa currently assigned
Remove the plane with the "reticle" selection
then if you select the part with your texture assigned again, press C to centre the pin to the middle of that part of the model, Shift+C to activate the pin. You should be able to scale your sight picture with ctrl+shift+RMB or the scale points tool until it's the size you want it to appear ingame
Attempting now, thanks again!
any reason the reticle would be coming out at about 25% of intended transparency that isn't to do with the .paa file?
does it have rvmat?
i've tried assigning some random ones to it without seemingly any change
though at present no
nyet, still looks very faint
the procedural black texture surrounding it is fine, just the reticle, so probably the .paa i guess
seems like it
just the reticle (crosshair) or also everything else in the paa? Because if the crosshair is 1px wide in the paa, but ingame its even less than that it can appear like its less transparent
Gentlemen on the model makers section. I seek your assistance once again. I spent the last 2 hours setting up every memory point for the boat I am working on. Only when I try to export it from blender I receive this error. https://gyazo.com/a2c7d7b424a67391b74ad81e27b1ef2b
I am a bit desperate as I really don't want to redo every memory point again in Object Builder.
perhaps you have empty selection in there
everything except the procedural surround. The crosshair and some of the other bits which are all part of one image texture are all experiencing the same problem
do we have a picture of the problem?
π€·ββοΈ standard texture advise applies. power by 2, suffix must match intended use etc.
Not sure I have the power to upload here, but can get an up-to-date image and upload to some sharing site shortly
power by 2 meaning it needs to be a square image? I thought we were looking for a 4:3 aspect ratio?
you can have square texture, but only show a 4:3 cropped version (UV mapping)
Roger, I'll have a crack with a square version
or a square inside that 4:3 "window". Esp. if the surrounding is translucent
one thing i've never figured out. Does it matter what setting you pick in tex2View for the second box?
(ARGB8888/DXT1/DXT3/DXT5 etc...)
use imageToPaa.exe to convert
oh yeah, good shout. Was using tex2View because it wasn't square but now it is 
your tex is named bla_ca.png, correct?
correct
it is looking much better now. generic upload site link to follow
in fact that's not even necessary, it now looks fine apart from the aspect ratio not being corrected for quite yet.
Many thanks X3KJ
hi
What do you mean by empty selection? I made sure there were no extra vertices that weren't attached to a vertex group and the error persists.
a selection without a vertex in it = empty selection
I maybe missing the point here entirely but the only time I get such errors myself is weh i forget to check the 'selection only' option in the export process, meaning it's trying to p3d stuff not set up for it. Just a shot in the dark.
ST errors was UV related, or not? asking because
https://forums.bohemia.net/forums/topic/232645-need-help-with-pzh2000-model-cannot-generate-st-coordinates/?tab=comments#comment-3428954
I want to continue my work on my PzH2000 but i just cant fix the error Cannot generate ST - Coordinates. I already triangulated everything and did everything i found online but i just cant fix it. Maybe someone can look at the p3d and help me with it, just ask for it Pic of it
Yeah, it's when a face has zero UV area
what does it mean by "0 Section without material is in shape with ST coordinates"? its a warning in pboproject bin log
Probably that you have a retexture selection in your shadow LOD
im trying to make patches on a model but for some reason they are transparent... anybody know how I fix this?
https://gyazo.com/2eac4360dd7b811acba912a33b239083/
Do I need an Rvmat to place immages on my gear?
what is your config?
I havent gotten around to making one for this vest yet
do I need to have a config includding the PAA for the patch on my vest?
how are you adding the "patch"
simply by adding a texture onto a small rectangle in object builder
is it rigged/ do you plan on rigging it?
im not sure what you mean...
nvm
are you sure your paa file is working fine? Is it working in buldozer?
if its not working in buldozer then it might be the texture itself
uvmap is prob wrong
do I need an Rvmat?
you need to uv unwrap the rectangle
ok im ngl not sure what that means or how to do it
I know very basic things and I think im getting a little deep here so im pretty lost
watch the blender guru on youtube to learn more about modeling
his blender tutorial is very useful
even if I dont work in blender?
Yes, it covers a lot of modeling topics that carry over between any workflow
gotcha
gl
lmfao Imma need it
@wispy pendant what program do you use? You have a vest model so tha must have come from somewhere?
I use object builder and I got the vest from a guy I was in a unit with who made things just like this... then we had a falling out so I just have leftover p3d and a few textures... im just trying to add callsign patches but im having a super hard time with it
In OB that will be quite hard. But also if the vest is made by someone you don't have good relation anymore things can go nasty if he does not want to let you release the vest
im not planning on releasing this mostly just trying to learn on it before I go out and do one of my own
also do I need NOHQ and SDMI to get my images to show up on certain surfaces? because everything is fine till i add my texture then it just becomes invisible
Not unless your rvmat is made to look for such files
But right now making your own would be better direction as you pretty much need the same skills to get this small addition to work as you need to make a fully self made thing to work
so I should make a NOHQ and SDMI of my image then create a rvmat to get it all to work?
No
@wispy pendant you should listen to HorribleGoat what he is telling to you. The skills you need anyway for your own stuff, so you'd better start with your own stuff from scratch. Learning phase is way better in this way.
About your patch issue, how is your texture called and how does it look like? Does it have alpha channel or is it just basic?
https://gyazo.com/9fc71f18d8df2f74cf66e5b8d220e173 this is what I have in object builder
https://gyazo.com/9815b5ac867734057cb4d86cec16203a this is my image that I turned into a PAA
its a pretty standard image all I did was make it in photoshop then use a DRAW4 (an embroidery application) to give it the stitched look
In the model, does your patch face have any selections?
well when I select the rectangle im using on OB it says 9 faces selected
if thats what you mean
https://gyazo.com/b4de12c95f359a05a924253330134eb2 it shows up here but when I go into bulldozer it doesnt work
its just completely transparent
@runic plover I also dont have an rvmat or NOHQ or SDMI ( to make this clear...)
Shader (nohq, smdi) isnt needed at all, you can add it if you want to have the stitched 3d effect as example but thats not the issue you got
I mean has your patch any selections (as example Spine)(Spine1 or 2 or 3 it should have to fit to the vest ingame, if not your patch will be between your legs)
But does it have a other selection?
Option 2 is, open your patch texture in TexView, Save As (select all files) to .jpg
Open TexView, drag your saved jpg file in it and save it again as filename_co.paa and check if it is still transparent
Option 3 is, select in your model the patch plane face and press Shift+E and check if all options are marked to the normal specs
Option 2 is cause probably you have transparency in your texture file, saving it as jpg deletes this stuff
.png
I do it all in png, but saving in jpg and saving it back to paa is just to test if it works then
No it will break
Never had an issue with this way π
im not able to load it into texview as a jpg anyway
ok so I added it to spine 2 and saved as a png then back to a .paa and its still transparent and I checked the shift E on the model and this is what I got https://gyazo.com/1b07dd84c274e5960950e0e63d8caa67 assuming this is all default...
Yeah you don't need to do anything there
im not sure how to check if my image has transparency on it... how would i go about checking?
https://gyazo.com/f79f264d97fc7a3389865f7bfad7a087 anything in any of these drop downs I need to change?
in photoshop its coming out as 72 PPI
Is it 2048 x 2048 px or 1024 x 1024?
3.9mb i think its 2048
well it is 3.9 mb so in that case I assume 2048
You can see it also if you open it in texview bottom left corner if its 2048
ok its 3.9 mv but its 1432x1432
π
HG can explain it
Dpi or mb size are no indicators of resolution
And your resolution is not compatible with arma
Change to 1024x1024
and can I do that in texview? or only in PS
Texview opens just about any picture
ImageToPaa is better converter as it does not convert the wrong resolutions
Texview is just image viewer
ok just changed the res gonna check if its working
would ya look at that
shit thank you guys π sorry for making u explain so much but ty for the help
Hi guys, I have the problem that I am not able to acces the vehicle inventory from outside. Does anyone have an idea what the problem is?
No memorypoint for the inventory access? Too low access distance in config?
Oh thanks got it
Do the numbers of resultion LODs not influence at what point that LOD is drawn?
I'm having some issues with low detail LODs being drawn way too close, but changing the LOD resolution number seems to change nothing
no it affects only the order
there is a named property that can control the lod switching
but what kind of distances are you talking about?
and what are the lod tris counts?
the default lod draw calculation takes into account the whole scene and likely object size on screen
hm, well at the moment it's swapping from and LOD with 732 faces to and LOD with 56 faces at a distance of about 9 metres
though I do need to go back to the models and optimise them down the line, some of the others might be a bit high on poly count
https://community.bistudio.com/wiki/LOD ... its pinned
how many lods are ther in between
under 400 faces it starts to become quite meaningless so you could just remove couple of the last lods
What is the best way to add a model to GitHub thatβs over the size limit off 100mb. I looked into LFS, but Iβm not sure is this is the best concept.
- Second how well does git work with model files ie pd3/.blend
last time I've heard talk about that was LSF favouring. Its been some time though
@crude grail gitlab has 10 GB limit
binary data cant diff well, so versioning is usually close to full file
Ok good point do private files work out he same as github and the github workflow ? Im still in the learning phase I know enough to break things
it's basically just another hoster/provider, but both use Git repository system
@crude grail
ok thanks
Anyone know any good tutorials for making custom drones?
Not any off the top of my head but there are a lot of grey tuts out there to get the concepts of modeling down . There are free ones on YouTube. I used one from Udemy https://www.udemy.com/course/blendertutorial/ but right now itβs $140 wait for it to go on sale and buy it for $10 . Never buy anything on there for full price. @karmic silo
Itβs more important to understand the concept rather than how to make X . Also modeling for games is a whole different ball game when you need to worry about all the different LODS.
If itβs your first time start with something easy like a box or gun or easy and get it into game
I have the modeling decently down, my issue just becomes making it a drone rather then a normal vehicle lol. Now that I think of it, it was really more of a config question then modeling.
What is the question ?
Just how to make it a drone rather than a normal car or something lol. Getting all the correct points and functionally with the use of the terminal and so on so forth
https://steamcommunity.com/sharedfiles/filedetails/?id=1895758017 feel free to look at this , I helps do the rewrite for it
It has the basics or use grepwin and search the default A3 configs of the drones
Thanks
Here is grepwin https://github.com/stefankueng/grepWin/releases/tag/2.0.6
It allows you to search for anything inside of files .
Do you have you PDrive setup the mikero way ? @karmic silo
Yes
Is there anyone working the JLTV model for ARMA3 or are we all using the MATV? π
dont think there is one. many people work on stuff in private though so 50/50 chances
any guide on getting clothes from blender into arma?
I don't wanna start modelling something then realise half way through I messed something up for getting it in game
not much in the way of indepth tutorials for how to make specific things
main thing about characters and uniforms is to keep the proportions the same as the Arma character so the animations work and keep joints in same places and with similar topology
figured it'd be by vertex groups
but its more of if the sleeve is in the general area of the arm for example it'll be in its like "gravitational pull"
vertex groups need to match closely too yes
hope a proper guide comes out sometime cus its pretty daunting at least to me
I'm still annoyed about the time I tried getting a model into vr chat grumble grumble
unlikely to happen. There are some related stuff in Youtube but since modders rarely have a lot of time to do their hobby, they dont usually spend hours to make tutorials
How selfish! π
Hey I followed this video on how to import headgear into arma 3 and there is no rigging section and it just seemed to work for him? https://www.youtube.com/watch?v=BfS9fBOE7Gw&t=2819s
i used armarig to try and rig my helmet but it still ends up on the ground as if location/rotation/scale wasnt set
At 1:42:00 he talks about weight transfer. This step allows you to get the weight information from the Arma head and put it on your headgear. https://youtu.be/BfS9fBOE7Gw?t=6120
hey so im trying to open a p3d file in object builder but for some reason its absolutely massive and i cant even zoom out enough to see most of it. But in blender it is normal size how can i fix that?
Your scaling is off. OB opens what blender exports. Check your blender scaling
Whatβs your grid size in Blender though? Object Builder uses 1 meter per grid square so if you model in blender with 1cm per grid square it will be 100 times too big
my blender grid size is 1.000
1 what though? You said your model is using real dimensions, so you must know what dimensions the grid represents
1m
alright so when i open the p3d file in blender its massive its in 1k meters and for some reason all the object names change to 1.001 - and so on
sorry im new to this
and sometimes when i export it to p3d with all items selected as arma object properties i dont see all objects in object builder
You must apply the transforms before exporting.
select all your meshes then: object > apply > all transforms
even after doing that i get like one thing in object builder
the size is right in object builder now but for some reason all i see is a door
That looks to be highly unoptimized model.
Im not doing it for the model if that makes a difference i just want to learn how to put it into the game
looks like you have a lot of LOD1 x)
Lod -1 at best. I'm suspecting the model is from interwebs..
then start with a cube, not a heli
and there is not help here for interwebz random models..
^^
What software do y'all use for making vehicles?
Blender, 3DsMax, Maya are perhaps the most popular ones
program doesnt really matter as long as A] you can use it B] it can produce correct filetypes
Okay. Are there any good tutorials for arma design on any of those platforms?
There is a Blender to Arma tutorial series by El Tyranos (BI forums has a thread for it) that goes through some of the fundamentals of the process. Probably there were some others too on various topics
personally I dont see difference in modeling vehicles or buildings or characters. Its all same pushing polygons around untill shape is how I want it
any idea why my model appear like this in buldozer? https://imgur.com/a/kYTwIFB
i cannot see a thing
should stairs roadways be ramps or stairs shaped?
or do I place individual rectangles on each step?
Hey there! ive got my object into arma finally, but its a USB stick the size of a car and the textures arent working
So i trust to scale it down, do i just scale it in the object editor?
maybe you have "P:/" in your texture path?
ramp works better (esp. for prone) and is also more efficient
yeah but if I do ramp the feet just stay sideways when walking on it
do they not?
π€·ββοΈ its a game
if you do every step you create 1 collision object for every step
https://gyazo.com/87f185961399d1cce0ef4cc5122cd53d https://gyazo.com/716b6378dbe43259971452b3f69031a2 im getting packing errors for PAA that arent even in my folders and arent even mapped on my model
@wispy pendant
i can read jack π© from those cropped images...
most likely path issue
what do you use for packing?
its ok I figured it out
Β―_(γ)_/Β―
anyone?
if you are using blender, then your exporft plugin is not correctly set up with O2script path and the vertex normals dont export correctly
you can recalculate normals in OB or fix the O2script path and reexport
@maiden heron
o2 script path?
yes
in the addons settings
to where do i need to direct the path to?
o2script.exe somewhere in OBs install folder
alright its working properly now. thank you
https://gyazo.com/f7d1351f7c5568f2b48d0a5c8bd8dd2f anyone know why this is happening? (models of my hat are not appearing from far away)
possibly
yea I dont have any LOD labled distance or anything alike to that
how should I add it
its multiple resolution lods
that was dumb
do u know what they are named as under the properties tab/
?
Ill check if I had more then one
I had multiple "lodnoshadow" would that have done it
I see on that link it says that the resolution lod name
yes but number cannot be the same. first one 1.000 then second one should be 2.000
the lod name
how many should I have? could I just use one and set the value to 1?
or do I need multiple
the next one should be half of polycount before it
so I do need multiple then?
untill you reach a 400-500 then there''s no point going further
yeah multiple
read the link i gave you
is there something wrong with my buldozer? i need to put it "P:/" in the proxy path in order for it to show up
or is it supposed to be like that?
no, not supposed to need P:
hmm weird
not really
A3 tools can easily be messed up if they are for example launched through the tools launcher
it has to do with normal user and admin user file access
also sometimes OB settings dont have texture path set ot P:\
IK this is a weird question but how can I remove a optic mode from a scope?
config
cheers
The only config file seems to be empty, there is only a .p3d and a .paa for the specific scope
the config that defines its settings is elsewhere then
Could the config be a .rvmat file??
I want to remove an optic mode from an rhs scope
You would need to create a config patch mod that overrides or creates an alternate class for that scope.
You don't need any of RHS files for that
But you will want to read about config inheritance and what config.cpp is.
okay, cheers

