#arma3_model

1 messages Β· Page 162 of 1

stuck oyster
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does your config physX correspond to the tiny size of the vehicle?

fluid copper
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not sure

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its based off another vehicle so unlikely, I tried adjusting things like torque and acceleration but it didnt fix it

stuck oyster
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then the problem most likely lies there

fluid copper
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If I sent it to you would you be able to help me?

stuck oyster
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you should from now on compliment your initial problem description with images

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no

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I've spent too much time here already. need to do my own stuff

fluid copper
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alright, thanks

karmic silo
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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.

orchid spruce
karmic silo
orchid spruce
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easiest way would be through tools > mass texture & material renaming

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that will list every texture/material used in the p3d and you can change the paths there

karmic silo
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Oh dam, found it. Thanks for the help!

rocky summit
small olive
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You must have selection named head in the resolution lod.

rocky summit
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Oh ! i didn't save my p3d with this selection ...

rocky summit
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It's ok, thanks ! I didn't save when i create this selection ...

rocky summit
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is it possible to modify position of headgear when it on the ground ?

stuck oyster
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you can have different model for that

silver zenith
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could make a proxy to save on filesize
since he just has to rotate it I guess

stuck oyster
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pretty much same thing

broken bluff
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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?

frosty rain
broken bluff
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oh. No i do not - recently moved to new PC and haven't got around to setting that up yet

frosty rain
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Toolbox uses object builder

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So you’ll have to install arma 3 tools

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And setup your p drive

broken bluff
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well I guess that explains it. Cheers!

stuck oyster
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also make sure you actually have the correct version of the toolbox for your Blender version

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(latest version from GITHUB is adviced)

broken bluff
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yeah just got that, thanks πŸ™‚

heady ibex
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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

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or maybe any one can help me get an arma object in to blender

woeful viper
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its not permitted to modify objects from the base game

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you can of course make your own walls using textures from the base game

hasty path
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what would cause a gun model to display properly in bulldozer with textures but not in game?

rocky summit
stuck oyster
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can not help with such language im afraid

hasty path
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also bullets go straight up from the center of the gun in the virtual arsenal map

stuck oyster
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wrong P drive setup, wrong memorypoint setup

rocky summit
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Sorry, I didn't translate my sentence

stuck oyster
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better now. And yes I think its a config variable

rocky summit
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Ok, i try to find this variable, thanks !

hasty path
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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

hasty path
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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

stuck oyster
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possibly they dont match your weapons config

hasty path
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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.

stuck oyster
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well that would be your weapon/magazine/ammo config issue

hasty path
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gotcha, Ill dig through that can of worms next, but first what could be wrong with my P drive?

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you mentioned that being the cause of missing textures

stuck oyster
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usually is

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what do you use to pack your pbo with?

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Also do you have P:\ in your texture paths

hasty path
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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

stuck oyster
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well usually if pboProject says there is a problem then there is a problem

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Id wager it threw a real error

hasty path
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ill go back to using that and see what I get

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do I need a copy of the arma 3 gamefiles in my P drive?

stuck oyster
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setting up P drive correctly should extract them in there yes

hasty path
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fuck well ill fix that lol

hasty path
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i got it set up correctly with the the textures in the P drive and am still having file not found errors

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missing files from the base game that I can see are there

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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

bold flare
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these file paths look wrong

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why does it have the full program files path in there?

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doesn't mikero log the virtual paths?

hasty path
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I have no clue

bold flare
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what path did you actually use inside the actual model?
You DO NOT have any "Program files" path inside object builder

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also your paa names are wrong too

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you're missing the suffixes

hasty path
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where? it says.paa

bold flare
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yes

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but it should be _co.paa

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probably

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or _ca.paa

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or _smdi.paa depending on what it is

hasty path
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its not in the filename, should I rename the base file to include _co

bold flare
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you rename it to proper suffix, before you convert to paa

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it needs that info while it does the conversion to paa format

hasty path
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got it. There are no errors or anything that would suggest this. Massive help man

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so rrename the .png version to include _co, convert it to paa, and then assign it as the texture in object builder

bold flare
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and the actual path you use inside object builder is probably
tf169_weapons\data\mbr_twotone3_co.paa

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its your path beginning with the pbo prefix

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not your windows file path

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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

hasty path
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well it uses a file browser so you select it. Am I supposed to specify a filepath seperately?

bold flare
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You set it manually then

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Arma doesn't have a "C:/Program files"

hasty path
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not sure what you mean

bold flare
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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

β–Ά Play video
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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

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if you don't know what "pbo prefix" is, then learn that first. I don't know where tho

stuck oyster
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using P drive and having all the files in the P drive solves this issue

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the above is not using P drive

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and your P drive should not be in Arma 3 folder

hasty path
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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

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makes absolutely no sense

stuck oyster
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yes pboProjects folder selection dialog doesnt show anything else but folders

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so that is normal

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are you trying to pack the folder that your config.cpp is in?

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and are you sure your config.cpp file is config.cpp file and not config.cpp.txt

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as in do you have file common file extensions in windows hidden

hasty path
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I am sure. Ill fiddle with it some more in a bit

wispy pendant
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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 it’s almost instant....

stuck oyster
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possibly huge load of errors

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or wrong methods of packing

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or way too detailed model

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so no specific reason, can be very many things

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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

wispy pendant
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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

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and im not sure how I fix that if its not to do with my config or model config

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@stuck oyster

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Is there a better packing tool?

stuck oyster
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yes that one is the worst

median bough
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pboProject

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the one and only

stuck oyster
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and only the packer was proper answer. I suspect the model is not game compatible at all if you say its "somewhat complex"

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why do people always evade questions πŸ˜›

wispy pendant
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its jut like not overly insane but its not just like 2 piece of junk put together

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its like any other vest out there

stuck oyster
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how many textures, what resolution they are, whats the face count

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is it ripped from some other game?

wispy pendant
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it wasnt ripped from any other games and has over 60k faces so I guess yes thats complex

stuck oyster
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there seems to be extra spaces in the named properties

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and yes that is kinda way too complex for vest

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you have big tanks worth of faces there

wispy pendant
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ive checked all the names properties but there is no extra spaces, its just a single number...

stuck oyster
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here...

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also notice the odnoshadow

wispy pendant
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oh jesus im dumb af

maiden heron
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i got this when packing . "model.cfgs for this pbo have errors" . how do i know where is the error?

stuck oyster
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check the logs

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or just stare at the model.cfg long enough

maiden heron
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thats what i got from the log
"model.cfgs for this pbo have errors"
i guess i have stare

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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.

stuck oyster
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pboProject has more rigorius checks

maiden heron
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should i just delete the class? or isit needed?

stuck oyster
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its not mandatory and if its not defined anywhere then there is nothing to inherit from

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so ye

maiden heron
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alrighty then

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does it have to do with type = "" in other class?

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class MainGun: MainTurret {
                type="rotationX";
                source="mainGun";
                selection="OtocHlaven";
                axis="OsaHlavne";
            };
stuck oyster
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no idea

wispy pendant
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HELP

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I have no clue what happened

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is this something to do with the "named selections" ?

Please @ me if you know solution

potent bridge
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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

runic plover
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@wispy pendant looks like some parts of your vest dont have the selection Spine1 / 2 or 3

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Check your Selections if all your stuff gets marked by clicking your Selections

maiden heron
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warning: duplicated physical lods 3 and 4, resolution 11000.0 (ShadowBuffer 0)

what this means? what is lods 3 and 4? resolution 11000.0??

bold flare
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you have a ShadowBuffer lod in your model

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you either are using the wrong shadow properties, or you don't want to have one

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why did you make a shadowbuffer lod?

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Or a shadow 1000 lod (which is shadowbuffer, shadow only goes to 999)

maiden heron
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well i have shadow volume 0 & 10, and shadow stencil 0 & 10

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oh when exported into tb it change both shadow stencil to shadowvolume 1000

bold flare
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"and shadow stencil 0 & 10" thats shadow buffer

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why do you have them? do you want to use manually created ones?

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if so you also need to set your sbSource property to use your manually created ones

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the engine auto generates these for you

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so you have duplicates

maiden heron
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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

bold flare
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bad idea to do things while you don't know why you're doing them

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"shadow stencil" sounds like youre using blender?

maiden heron
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yes i am using blender

bold flare
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I think blender is weird in that
blender shadow volume == Arma ShadowBuffer
blender shadow stencil == Arma ShadowVolume

maiden heron
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but it turns into shadow volume anyway when exported

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so i dont actually need shadowbuffer?

bold flare
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Don't know why you would

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it autogenerates for you when you binarize your p3d

maiden heron
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why is the option there? πŸ˜‚ oh well. thanks for clarifying dude!

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πŸ‘

bold flare
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in case the autogeneration doesn't produce desired result.

maiden heron
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i see

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lolwut. pboproj just died and didnt give back my config.cpp

orchid spruce
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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

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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

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so it seems like the camera in-game is not actually being positioned where the memory point is and is slightly offset?

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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

polar fiber
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Is there a cameraDir memory point defined as well?

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The game will look along an axis between cameraDir and the discreteDistanceCameraPoint

orchid spruce
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yeah there is

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I'm putting my camera in 3ds on the discreteDistanceCameraPoint memory point location and making it targeted to the cameraDir memory point position

polar fiber
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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

broken bluff
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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

stuck oyster
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the ground container should have set of proxies that define the position and direction of the placed thing I believe

broken bluff
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so one just has to put up with it and rotate the object in OB until it works?

stuck oyster
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well I suppose so

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you could maybe rotate the groundholder too in mission

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if you want super specific placement

broken bluff
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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

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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?

stuck oyster
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If I recall rigth most of the stuff that is put on ground is sideways πŸ€”

broken bluff
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guess I started with an edgecase that actually just gets put down as it's modelled :/
Oh well, thanks again

stuck oyster
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what item type is is?

broken bluff
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you mean just what is it? Just an inventory item, not a weapon or magazine

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Although I have just noted it's simulation type is set to weapon currently

inner fjord
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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.

stuck oyster
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id say probably not

polar fiber
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Could try making a custom one I guess

inner fjord
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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 πŸ™‚

woeful viper
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do you mean bullet exiting on the other side, or " actual ricochet" as in bullet flying off in a different direction?

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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)

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plate material only limits thickness to "maximum of 250", it doesnt "add more".

polar fiber
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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

inner fjord
woeful viper
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chance of ricochet is actually an ammo parameter, not a target surface parameter

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oh actually, it is - i just remembered conversation with reyhard

polar fiber
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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

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The trick will be making it penetrate but not exit

woeful viper
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its just that all vanilla materials fall back to default deflection = 1; as its not defined in the bisurf

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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

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that would also mean tank rounds would just go poof but if thats what you want... thats how you can try it

inner fjord
maiden heron
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OB flagged my proxies in my fire geometry as non closed. can i ignore it? weird to flag proxy's triangle thou

polar fiber
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You can just ignore it for proxy triangles

maiden heron
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okay

maiden heron
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how do u close a plane type shape?

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its a double sided mesh track for my shadow volume.

polar fiber
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It needs sides

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Planes or taking a plane copy pasting, inverting normals and welding the verts to make a pseudo double sided face isn’t sufficient

maiden heron
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noted

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does that mean if i make a cube first and then weld them to make a plane. would that work?

woeful viper
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no, but you could make a wedge

polar fiber
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It might work if you leave one or two corners unwelded. Ed: - what @woeful viper said

woeful viper
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or maybe try a pyramid (4 sided) and the top point having no height

polar fiber
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You can also just make cubes/prisms and scale 0,0,0, so there's zero thickness IIRC

woeful viper
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but thats 12 tris instead of 6... huge savings with pyramid πŸ˜„

polar fiber
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Well it's vertex normals that we should be counting really. But yeah, depends how optimised you want to go

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If you look at a lot of the second shadow LOD for old A2 weapons, they're just 2D silhouettes

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But they do have faces along the sides

woeful viper
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biggest issue if you have only a 0-thickness 2 sided plane in your vis lod, you cant make shadowlod sit "beneath" it

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thus selfshadowing of the face can happen -> having 0 thickness 2-sided plane in vis lod is actually not recommendable

woeful viper
maiden heron
dapper prawn
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Hello do you know how to get a model.cfg from a P3D?

polar fiber
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It's more polite to ask the author than ripping their data

dapper prawn
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the problem is that the person no longer exists on steam

marsh canyon
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Then forget about the idea

dapper prawn
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ok thanks anyway

marsh canyon
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By illegal means? Β―_(ツ)_/Β―

frosty rain
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Ahh yes

polar fiber
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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

bold flare
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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.

polar fiber
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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?

stuck oyster
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you cant even do anything with a model.cfg, why would one need it

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mysterious are the life modders ways

bold flare
inner fjord
bold flare
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Wat?

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No.

inner fjord
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You can look inside model.cfg with that.

bold flare
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Smashing your own windows and killing yourself is not illegal is it?

inner fjord
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Think I missunderstood the whole conversation topic. My bad, should've read trough the whole thing properly before commenting.

polar fiber
# bold flare Do people stop selling knives and hammers because people missuse them?

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

bold flare
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exactly.

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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.

frosty rain
stuck oyster
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there are perfectly valid examples in the Arma 3 samples

merry gorge
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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. 😬

stuck oyster
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it should

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some ways of setting the tools might work differently

polar fiber
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Sometimes things don't change unless you refresh the model by selecting something, or try restarting buldozer

thin wigeon
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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?

polar fiber
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Yeah it only does it on terrain surfaces. Otherwise you will need to model the clutter on to your object

frosty rain
maiden heron
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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?

steel vector
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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.

frosty rain
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What about devs that no longer work on arma and no longer have the original files?

steel vector
frosty rain
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What if the dev is dead

steel vector
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than you have to wait 70 years till his work becomes public domain

frosty rain
steel vector
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and again; there are examples available and tools which allow you to do it yourself

frosty rain
stuck oyster
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then you need to remake the thing yourself

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dont be greedy

maiden heron
stuck oyster
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there is very little that is not already explained or shown in the samples

maiden heron
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yea i know that but to newbies, sometimes we only see what is what after a taking a look at an examples

stuck oyster
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yes but the Arma 3 Samples on steam provide already those

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which is what Im trying to say.

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no addon has anything special in their model.cfgs. its all the same stuff

maiden heron
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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?

stuck oyster
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Door is a door there's only 2 types of animations, translation and rotation

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I don't have authority to say if it is and if its not.

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But I know there is nothing truly useful there because all animations work with same set of rules.

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Which are explained in the samples and model. Cfg wiki pages

maiden heron
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well yeah, i was just asking

tall summit
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Is there a way I can add an extra hardpoint to a vehicle with an addon?

marsh canyon
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No

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Without making a new model

bold flare
# frosty rain What if the dev is dead

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.

frosty rain
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I wasn’t being serious...

maiden heron
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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

maiden heron
#

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.

icy condor
#

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

hasty path
#

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

stuck oyster
#

pboProject you mean @hasty path ?

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

hasty path
#

if someone has any ideas, just @ me

polar fiber
#

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

hasty path
#

any ideas on how to fix it?

#

or is there any other information on my end I could post to help

polar fiber
#

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

stuck oyster
#

pboProject should fry his balls for that though

#

pboProject should fry his balls for that though
and not make a pbo

hasty path
#

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

hasty path
#

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

polar fiber
#

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";

white jay
#

Hi, guys

#

i have a problem with my structure in-game

stuck oyster
#

Well you will need to describe the problem in detail before anything else can happen.

white jay
#

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

stuck oyster
#

Look up land_ class in BI wiki

white jay
#

animation doesn't work with land_xx

maiden heron
#

is camo1,2 and 3 really needed?

marsh canyon
#

At what context?

maiden heron
#

idk, whats the use of camo1,2&3 in the sample?

#

tank sample

#

because it is listed in model.cfg too

bleak flame
#

Hidden selections for retexturing

maiden heron
#

oh

maiden heron
#

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

marsh canyon
#

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

maiden heron
#

i spawn it by editor

#

tho my model don't have anything related to commander gun.

potent bridge
#

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?

stuck oyster
#

Bust P3d is not in correct location

#

Bust P3d is not in correct location

potent bridge
#

Oh. How to go about getting it fixed?

#

But thanks, that's useful to know. I figured it'd be.

stuck oyster
#

Maybe the headgear sample can be useful

potent bridge
#

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.

stuck oyster
#

OB doesn't do anything to the model that would cause that.

potent bridge
#

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.

stuck oyster
#

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.

potent bridge
#

Thank you so much, that’s some very useful info. How can I make sure of its origin and scale? Is it in the export settings?

stuck oyster
#

No you apply scale and transformation on the object. BI forums thread for the blender toolbox likely has details

potent bridge
#

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*

stuck oyster
#

It sounds like your objects origin is not in correct place in Blender then

wispy pendant
#

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

stuck oyster
#

What kind of objects?

wispy pendant
#

a helmet

stuck oyster
#

Stay on 1 channel with same questions please.

wispy pendant
#

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

stuck oyster
#

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

wispy pendant
#

and all of my textures are pathed correctly

stuck oyster
#

Interesting choice of folder structuring.

#

Where is your model.cfg in relation to your p3ds

#

And what folder is your config.Cpp

wispy pendant
#

model.cfg and config.cpp are both in the main folder

#

(flb_headgead)

#

headgear*

stuck oyster
#

Does not sound good

wispy pendant
#

is this looking good? or did I mess this up

stuck oyster
#

By quick glance looks OK, but your p3ds might not be in correct place in relation to your model. Cfg

wispy pendant
#

should they all be together?

#

I could put the p3d in the main folder with both configs

#

u think that would help?

stuck oyster
wispy pendant
#

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

broken bluff
#

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

white jay
maiden heron
#

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?

hot hornet
frosty rain
#

^

#

You can also change uv’s on the fly with that

#

Just remember to re-bake the model

maiden heron
#

oh nice, i've been doing it all over everytime

tight fractal
#

anyone does have a clue what is going on with my heli?

https://imgur.com/a/vozGZqA

(all lods are correct, geo, geo phys, landcontact, etc)

tight fractal
stuck oyster
#

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

tight fractal
#

let me upload a video, 1min

stuck oyster
#

hopefully someone can help you out. Im off to bed.

tight fractal
#

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

maiden heron
#

named selections to model.cfg. is it case sensitive?

stuck oyster
#

Yes

maiden heron
#

dang

#

no wonder

#

nothing working

ivory scaffold
#

Hey guys do you know about tutorial how to import mine model to arma

stuck oyster
#

same way as any other model

frosty rain
maiden heron
#

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?

stuck oyster
#

not connected

#

unless you want it to deform

#

mechanical parts must be separate

hot igloo
#

hey guys, how can i open in blender an vest from workshop ?

stuck oyster
#

you can not

#

it is stealing and forbidden

#

@hot igloo

hot igloo
#

but ive seen ones that are permit to do that

stuck oyster
#

Β―_(ツ)_/Β―

thorny wolf
#

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

stuck oyster
thorny wolf
#

sure

#

nobody asks questions in here?

#

crazy

stuck oyster
#

this channel is about making models

thorny wolf
#

Not really a troubleshooting question either though

stuck oyster
thorny wolf
#

HUH bro

stuck oyster
#

just trying help you to find your answers. no need to go "bro"

thorny wolf
#

english is not my first language my friend made question

stuck oyster
#

still you should move that original question to #arma3_questions. Here it is unlikely to get answer

thorny wolf
#

thank u not brother

frosty rain
wispy pendant
#

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?

stuck oyster
#

what type of item?

#

not all items can have lights

merry gorge
#

whats the best way to have a curved UV map convert to rectangle, or aligned

#

due to the barrel being slightly curved

woeful viper
#

blender i assume?

merry gorge
#

yeah

stuck oyster
#

I've liked the tools in "texTools" addon

strong plaza
#

you could fix that with one click in modo

woeful viper
#

that sounds like "convert now and you will not go to hell" πŸ˜„

strong plaza
#

πŸ˜„

woeful viper
#

max does it too, though im convinved if you convert from blender to max, you will definitely go to hell...

stuck oyster
#

I think latest blender got more tools for that too incorporated into the main build

#

this has been quite nifty tool

wispy pendant
#

@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

stuck oyster
#

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

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

stuck oyster
#

I guess you wont believe me that its not done that way.

#

Β―_(ツ)_/Β―

#

good luck with your quest

wispy pendant
#

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?

stuck oyster
#

no I dont really have time for that kind of thing

wispy pendant
#

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

stuck oyster
#

got a pic?

steel vector
#

sounds like multiple materials and rvmats πŸ€·β€β™‚οΈ

stuck oyster
#

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?

wispy pendant
#

the first is w it on

#

and the second is my version w it off

stuck oyster
#

it is emissive material

#

it looks like glowing

wispy pendant
#

im trying to use ace interact to turn it on

stuck oyster
#

but it does not emmit light

wispy pendant
#

so it would act like a chemlight right?

stuck oyster
#

no

#

it would not cast light

#

it just glows on the surface

steel vector
#

talks about textures and scripts in channel for models πŸ€·β€β™‚οΈ

wispy pendant
#

so how would I go about getting it to actually cast light?

stuck oyster
#

you cant

#

unless you attach a light to it

wispy pendant
#

then I will take this there.

stuck oyster
#

@wispy pendant did you remake the model you are using or is that the old one from some other mod?

wispy pendant
#

remade

limpid fable
#

Hii, I want to ask about weapon retexturing.

#

Where I need to write hiddenSelections[]= ? is it on cfgVehicles or cfgWeapons?

candid rock
#

Hey Team!

I am having an issue with a side proxy on my rifle, it seems like the proxy is only half working? πŸ˜–

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 model’s 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?

polar fiber
#

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?

candid rock
#

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

stuck oyster
#

Laser pointer memorypoints defined in the weapon class?

candid rock
#

The issue is that this happens on my custom IR Pointer and the default Arma IR Pointer. As12thMonksy stated, it’s 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).

polar fiber
#

Sounds like you left something in there from when you had the attachment in the model, that shouldn't be there.

candid rock
#

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.

I’ll check both of the P3D again and get back with y’all.

polar fiber
#

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

stuck oyster
#

what are your laser memorypoints called?

candid rock
#

I’ll go through and redo my Memory Points for my Custom IR. If that doesn’t work, I’m giving up on proxies πŸ˜‚

I appreciate the assistance guys!

bold flare
#

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

polar fiber
#

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

candid rock
#

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

woeful viper
#

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

maiden heron
#

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

boreal vale
#

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.

quick terrace
#

edit which 3d models?

rough idol
candid rock
#

The Laser Pointer proxy is on all resolution & shadow LODs, and the Geometry LOD for the weapon.

The Geometry LOD has Autocenter = 0

rough idol
#

what about view pilot lod?

candid rock
#

I do not have that πŸ˜… I’ll add it and get back with y’all

candid rock
#

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!

maiden heron
#

physX settings for my model, can i throw qustions here or #arma3_config ?

stuck oyster
maiden heron
#

noted

boreal vale
stuck oyster
#

what viewer?

#

you mean the scope?

#

in long range scopes the reticule is just a texture

boreal vale
#

I have entered a texture of a reticle and it is not visible.

stuck oyster
#

where?

polar fiber
#

You can't change the reticle pattern on 3D sights

upbeat wraith
#

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?

stuck oyster
#

well relatively easy compared to more complex stuff

upbeat wraith
#

its quite a large model however, Im trying to import a Covenant Cruiser

woeful viper
#

no problem, just scale it down by factor of 100 πŸ˜›

stuck oyster
#

whats the source of the model

#

as in might save you the trouble if its not even legit to use

upbeat wraith
#

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

stuck oyster
#

source as in is it self made

upbeat wraith
#

Ah, yes πŸ˜„

stuck oyster
#

πŸ‘

upbeat wraith
#

I will be making it in blender

#

same as my previous models

stuck oyster
#

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

upbeat wraith
#

Alright! I assume the config shouldnt be too difficult this time as its not got interactive properties?

stuck oyster
#

have you put anything into Arma yet?

upbeat wraith
#

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

stuck oyster
#

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

upbeat wraith
#

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

stuck oyster
#

yeah you are unlikely to be able to do much with it in OB

upbeat wraith
#

Well i shouldnt need to ideally right? if everything was done in blender?

stuck oyster
#

indeed

upbeat wraith
#

with bulldozer, can i zoom in and out?

#

want to see if the model needs inverting

stuck oyster
#

with that size you wont see it

#

you could sclae it down and do stuff and scale it back up

upbeat wraith
#

I literally just moved it 400m to the left to see it, the model is fine πŸ˜„

frosty rain
#

If what you mean is it’s a different size than blender

frosty rain
#

Only thing you really need to do in OB is validate geometry properties, the rest you can use blender

pastel oyster
#

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

quick terrace
#

which ones make OB crash

#

normal behaviour is obviously binned p3ds make OB crahs

pastel oyster
#

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'

quick terrace
#

yeah true

#

can you send me or some other bloke that p3d to see if it is OB or p3d relaed @pastel oyster

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

bold flare
#

If you want to see if p3d is binarized, open it in notepad++ and look at the 4 for letters in the file

pastel oyster
#

I assume you mean ULOD for bin and MLOD for unbin about the 4 letters?

bold flare
#

ye

pastel oyster
#

I c, didn't notice it before, ty

pastel oyster
#

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

quick terrace
#

i tested these without even having a P drive setup

pastel oyster
#

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

broken bluff
#

how would you go about delaying a missile tail until after x seconds?
Can you animate the proxy somehow?

stuck oyster
#

like any other model

broken bluff
#

as in you animate it like any other part of a model?

stuck oyster
#

if its part of the model, yes

#

if its particle effects then that needs to be set up in the particle effect class

broken bluff
#

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!

stuck oyster
#

wait you meant a muzzle flash?

#

those you cant animate no

broken bluff
#

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

stuck oyster
#

well you can hide/unhide it I think

broken bluff
#

yeah, just trying to set that up now. Trying to find the right animation source atm

stuck oyster
#

time

#

as source

broken bluff
#

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; };

stuck oyster
#

sourcAddress = "clamp"

#

also is flame defined as bone

broken bluff
#

Should be

` class myThing: Default
{
isDiscrete = 1;
skeletonInherit = "";

        skeletonBones[]= 
        {
            "head","",
            "flame",""
        };                
    };

`

#

in this case maxValue 2 results in 2 seconds?

stuck oyster
#

depends on the anim-period but I suppose so

#

I suppose it may need some special setup in the nonaivehicle class too

maiden heron
stuck oyster
#

mass or physx issue

#

id maybe lean to latter as your rear wheels go like that

polar fiber
maiden heron
woeful viper
#

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

maiden heron
#

yea, the tracks is not at the same level when placed in editor. tried diag epevehicle, didnt know how to read it

woeful viper
#

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

maiden heron
#

i cant see any cross betweel the wheel and anything

woeful viper
#

have you enabled "suspension" toggle?

maiden heron
#

yes

#

i tried to screenshot the data will be hidden if i stop moving

#

but there is no cross near the wheels

woeful viper
#

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)

maiden heron
#

or maybe i did somethig wrong on my part

woeful viper
#

no, i dont see the wheel contact indicators anymore, it must be the game itself

maiden heron
#

i see

#

must be my physx setting

woeful viper
#

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

maiden heron
#

i see. okay ill try that

woeful viper
#

"airplane crater" and "Dirt hump(long)" objects in large numbers are very nice to test suspension in VR map btw

maiden heron
#

hold on, for wheel boundary, do you put it on the outer wheel, or track?

woeful viper
#

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

maiden heron
#

oh okay, i got it right on that part

woeful viper
#

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)

bold flare
#

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.

woeful viper
#

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).

bold flare
#

mine was when we did the last Arma hotfix

#

oof

#

april 2020

#

its been a while

woeful viper
#

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.

maiden heron
#

for diag_resetshapes, what does this means? "Command will reload only models present in local data. "

maiden heron
#

how do i check centre of mass?

runic plover
maiden heron
#

ah i see. thanks dude

broken bluff
#

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?

stuck oyster
#

you would need to create a new reticle class for it and set up the changing parts there

broken bluff
#

where do they live?

stuck oyster
#

these things turretinfotype = "RscOptics_SAM_02";

broken bluff
#

oh boy this looks like it will be fun :/
Cheers Goat

polar fiber
#

weaponInfoType for handheld weapons and scope attachments

#

but they all come from the same class rscIngameUI section

broken bluff
#

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

karmic silo
#

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?

small olive
wispy pendant
broken bluff
#

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

polar fiber
#

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?

broken bluff
#

oh, don't think i saw this?

polar fiber
broken bluff
#

nice one, that's really helpful πŸ™‚

#

what's the significance of the different sections?

polar fiber
#

How do you mean?

woeful viper
#

named selection != section

polar fiber
#

The selections are just there to make it easier for me to select and scale the plane with the reticle on it

broken bluff
#

ok so the plane on the selections is for the reticle, what's the relevance of the rest of the geometry?

woeful viper
#

to make the rest black

polar fiber
#

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.

broken bluff
#

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?

polar fiber
#

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

broken bluff
#

Attempting now, thanks again!

broken bluff
#

any reason the reticle would be coming out at about 25% of intended transparency that isn't to do with the .paa file?

woeful viper
#

does it have rvmat?

broken bluff
#

i've tried assigning some random ones to it without seemingly any change

#

though at present no

woeful viper
#

with rvmat you can set alpha, but it shouldnt be necessary

broken bluff
#

nyet, still looks very faint

#

the procedural black texture surrounding it is fine, just the reticle, so probably the .paa i guess

woeful viper
#

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

karmic silo
#

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.

stuck oyster
#

perhaps you have empty selection in there

broken bluff
stuck oyster
#

do we have a picture of the problem?

woeful viper
#

πŸ€·β€β™‚οΈ standard texture advise applies. power by 2, suffix must match intended use etc.

broken bluff
broken bluff
woeful viper
#

you can have square texture, but only show a 4:3 cropped version (UV mapping)

broken bluff
#

Roger, I'll have a crack with a square version

woeful viper
#

or a square inside that 4:3 "window". Esp. if the surrounding is translucent

broken bluff
#

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...)

woeful viper
#

use imageToPaa.exe to convert

broken bluff
#

oh yeah, good shout. Was using tex2View because it wasn't square but now it is meowfacepalm

woeful viper
#

your tex is named bla_ca.png, correct?

broken bluff
#

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

karmic dragon
#

hi

karmic silo
woeful viper
#

a selection without a vertex in it = empty selection

noble hatch
woeful viper
#
polar fiber
#

Yeah, it's when a face has zero UV area

maiden heron
#

what does it mean by "0 Section without material is in shape with ST coordinates"? its a warning in pboproject bin log

polar fiber
#

Probably that you have a retexture selection in your shadow LOD

wispy pendant
wispy pendant
#

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?

vital geyser
#

how are you adding the "patch"

wispy pendant
#

simply by adding a texture onto a small rectangle in object builder

vital geyser
#

is it rigged/ do you plan on rigging it?

wispy pendant
#

im not sure what you mean...

vital geyser
#

nvm

wispy pendant
#

...

#

so if I dont "rig" it then I cant get it working?

rough idol
#

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

vital geyser
#

uvmap is prob wrong

wispy pendant
#

do I need an Rvmat?

vital geyser
#

you need to uv unwrap the rectangle

wispy pendant
#

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

vital geyser
#

watch the blender guru on youtube to learn more about modeling

#

his blender tutorial is very useful

wispy pendant
#

even if I dont work in blender?

vital geyser
#

Yes, it covers a lot of modeling topics that carry over between any workflow

wispy pendant
#

gotcha

vital geyser
#

gl

wispy pendant
#

lmfao Imma need it

stuck oyster
#

@wispy pendant what program do you use? You have a vest model so tha must have come from somewhere?

wispy pendant
#

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

stuck oyster
#

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

wispy pendant
#

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

stuck oyster
#

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

wispy pendant
#

so I should make a NOHQ and SDMI of my image then create a rvmat to get it all to work?

stuck oyster
#

No

runic plover
#

@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?

wispy pendant
#

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

runic plover
#

How does it show up in TexView?

#

As .paa file

wispy pendant
#

directly from the PAA same one I used on my vest

runic plover
#

In the model, does your patch face have any selections?

wispy pendant
#

well when I select the rectangle im using on OB it says 9 faces selected

#

if thats what you mean

#

its just completely transparent

#

@runic plover I also dont have an rvmat or NOHQ or SDMI ( to make this clear...)

runic plover
#

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

stuck oyster
#

No jpg in textures

#

Ever

wraith tendon
#

.png

runic plover
#

I do it all in png, but saving in jpg and saving it back to paa is just to test if it works then

stuck oyster
#

No it will break

runic plover
#

Never had an issue with this way πŸ˜…

wispy pendant
#

im not able to load it into texview as a jpg anyway

stuck oyster
#

Yeah you don't need to do anything there

wispy pendant
#

im not sure how to check if my image has transparency on it... how would i go about checking?

stuck oyster
#

No

#

What resolution is the image?

wispy pendant
#

in photoshop its coming out as 72 PPI

runic plover
#

Is it 2048 x 2048 px or 1024 x 1024?
3.9mb i think its 2048

wispy pendant
#

well it is 3.9 mb so in that case I assume 2048

runic plover
#

You can see it also if you open it in texview bottom left corner if its 2048

wispy pendant
#

ok its 3.9 mv but its 1432x1432

stuck oyster
#

πŸ™ˆ

runic plover
#

HG can explain it

stuck oyster
#

Dpi or mb size are no indicators of resolution

#

And your resolution is not compatible with arma

runic plover
#

Change to 1024x1024

wispy pendant
#

and can I do that in texview? or only in PS

runic plover
#

PS

#

Weird that texview still shows it with this reso πŸ€”

stuck oyster
#

Texview opens just about any picture

#

ImageToPaa is better converter as it does not convert the wrong resolutions

#

Texview is just image viewer

wispy pendant
#

ok just changed the res gonna check if its working

#

would ya look at that

#

shit thank you guys πŸ™‚ sorry for making u explain so much but ty for the help

quartz prism
#

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?

stuck oyster
#

No memorypoint for the inventory access? Too low access distance in config?

quartz prism
#

Oh thanks got it

broken bluff
#

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

stuck oyster
#

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

broken bluff
#

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

woeful viper
stuck oyster
#

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

crude grail
#

What is the best way to add a model to GitHub that’s over the size limit off 100mb. I looked into LFS, but I’m not sure is this is the best concept.

  1. Second how well does git work with model files ie pd3/.blend
stuck oyster
#

last time I've heard talk about that was LSF favouring. Its been some time though

outer condor
#

@crude grail gitlab has 10 GB limit

#

binary data cant diff well, so versioning is usually close to full file

crude grail
#

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

median bough
#

it's basically just another hoster/provider, but both use Git repository system

#

@crude grail

crude grail
#

ok thanks

karmic silo
#

Anyone know any good tutorials for making custom drones?

crude grail
#

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 it’s $140 wait for it to go on sale and buy it for $10 . Never buy anything on there for full price. @karmic silo

#

It’s 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 it’s your first time start with something easy like a box or gun or easy and get it into game

karmic silo
#

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.

crude grail
#

What is the question ?

karmic silo
#

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

crude grail
#

It has the basics or use grepwin and search the default A3 configs of the drones

karmic silo
#

Thanks

crude grail
#

It allows you to search for anything inside of files .

#

Do you have you PDrive setup the mikero way ? @karmic silo

karmic silo
#

Yes

timber widget
#

Is there anyone working the JLTV model for ARMA3 or are we all using the MATV? πŸ™‚

stuck oyster
#

dont think there is one. many people work on stuff in private though so 50/50 chances

acoustic fractal
#

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

stuck oyster
#

not much in the way of indepth tutorials for how to make specific things

stuck oyster
#

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

acoustic fractal
#

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"

stuck oyster
#

vertex groups need to match closely too yes

acoustic fractal
#

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

stuck oyster
#

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

lime quest
#

i used armarig to try and rig my helmet but it still ends up on the ground as if location/rotation/scale wasnt set

hot hornet
bitter kite
#

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?

median bough
#

Your scaling is off. OB opens what blender exports. Check your blender scaling

bitter kite
#

but my dimensions are the exact same as real life size?

#

or is that not good?

polar fiber
#

What’s 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

bitter kite
#

my blender grid size is 1.000

polar fiber
#

1 what though? You said your model is using real dimensions, so you must know what dimensions the grid represents

bitter kite
#

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

bitter kite
#

this is what i see

hot hornet
bitter kite
#

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

stuck oyster
#

That looks to be highly unoptimized model.

bitter kite
#

Im not doing it for the model if that makes a difference i just want to learn how to put it into the game

hot hornet
#

looks like you have a lot of LOD1 x)

stuck oyster
#

Lod -1 at best. I'm suspecting the model is from interwebs..

median bough
quick terrace
#

and there is not help here for interwebz random models..

frosty rain
pliant gyro
#

What software do y'all use for making vehicles?

stuck oyster
#

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

pliant gyro
#

Okay. Are there any good tutorials for arma design on any of those platforms?

stuck oyster
#

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

maiden heron
silver zenith
#

should stairs roadways be ramps or stairs shaped?

#

or do I place individual rectangles on each step?

upbeat wraith
#

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?

maiden heron
#

maybe you have "P:/" in your texture path?

woeful viper
silver zenith
#

yeah but if I do ramp the feet just stay sideways when walking on it
do they not?

woeful viper
#

πŸ€·β€β™‚οΈ its a game

#

if you do every step you create 1 collision object for every step

wispy pendant
stuck oyster
#

something connects them to what you are packing blobdoggoshruggoogly

#

fix the errors

median bough
#

@wispy pendant
i can read jack πŸ’© from those cropped images...
most likely path issue
what do you use for packing?

wispy pendant
#

its ok I figured it out

median bough
#

Β―_(ツ)_/Β―

stuck oyster
#

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

maiden heron
#

o2 script path?

stuck oyster
#

yes

maiden heron
#

where can i fix that?

#

oh

stuck oyster
#

in the addons settings

maiden heron
#

to where do i need to direct the path to?

stuck oyster
#

o2script.exe somewhere in OBs install folder

maiden heron
#

alright its working properly now. thank you

wispy pendant
stuck oyster
#

is there distance lods for it?

#

check if vanilla headgear is shown

wispy pendant
#

vanilla headgear is show

#

so its an LOD error

stuck oyster
#

possibly

wispy pendant
#

yea I dont have any LOD labled distance or anything alike to that

#

how should I add it

maiden heron
#

its multiple resolution lods

wispy pendant
#

that was dumb

#

do u know what they are named as under the properties tab/

#

?

#

Ill check if I had more then one

maiden heron
#

custom 0/1/2/3/4/5/6/......

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its called <resolution>

wispy pendant
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I had multiple "lodnoshadow" would that have done it

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I see on that link it says that the resolution lod name

maiden heron
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yes but number cannot be the same. first one 1.000 then second one should be 2.000

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the lod name

wispy pendant
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how many should I have? could I just use one and set the value to 1?

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or do I need multiple

maiden heron
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the next one should be half of polycount before it

wispy pendant
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so I do need multiple then?

maiden heron
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untill you reach a 400-500 then there''s no point going further

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yeah multiple

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read the link i gave you

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is there something wrong with my buldozer? i need to put it "P:/" in the proxy path in order for it to show up

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or is it supposed to be like that?

stuck oyster
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no, not supposed to need P:

maiden heron
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hmm weird

stuck oyster
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not really

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A3 tools can easily be messed up if they are for example launched through the tools launcher

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it has to do with normal user and admin user file access

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also sometimes OB settings dont have texture path set ot P:\

maiden heron
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okay setting the texture path did it

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its all good now

uncut scarab
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IK this is a weird question but how can I remove a optic mode from a scope?

stuck oyster
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config

uncut scarab
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cheers

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The only config file seems to be empty, there is only a .p3d and a .paa for the specific scope

stuck oyster
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the config that defines its settings is elsewhere then

uncut scarab
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Could the config be a .rvmat file??

stuck oyster
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No.

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What are you trying to edit?

uncut scarab
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I want to remove an optic mode from an rhs scope

stuck oyster
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You would need to create a config patch mod that overrides or creates an alternate class for that scope.

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You don't need any of RHS files for that

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But you will want to read about config inheritance and what config.cpp is.

uncut scarab
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okay, cheers

pastel oyster
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What could cause a muzzle attachment to not show up when equipped?

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The options are available and work, just the model isn't shown, so I assume it's not a config issue