#arma3_model
1 messages ยท Page 163 of 1
Remove the leading \ ?
trying now
And what are you using to generate the proxy? Object Builder or some other software? Have seen cases of the proxies getting corrupted on models exported from some other software
Object Builder
Tried both generating my own & copying off another gun I made earlier that had it working
Maybe typo on the linkproxy path in the config?
class GripodSlot : rhs_russian_rifle_gripod_slot {};
Highly doubt it
and I use the same line for the gun that works too
Well our grip slot doesn't use \a3\data_f\proxies\weapon_slots\MUZZLE
yeah, I copied the wrong line ๐คฃ
class MuzzleSlot : rhs_russian_ak105_muzzle_slot {};
Hmm well it should indeed have \a3\data_f\proxies\weapon_slots\MUZZLE so long as your class inheritance and requiredAddons are right
class inheritance has to be right, since a weapon class right above it is working, and requiredAddons has "rhs_c_weapons", which I believe is the right one
The proxy isn't accidentally part of some selection that is hidden by the hasSuppressor animation source?
can you verify that muzzle attachment is visible in inventory menu?
yeah, said it above
all are equipable
and "work"
AKA suppressors do suppress
Tried replacing my model = with the AK-105, muzzle attachments work just fine then
So has to be something wrong in my model
proxies are present in all resolution LODs + view pilot LOD?
LOD 0-4 and View-Pilot, yes
index of proxy is correct?
Through the name is all caps "MUZZLE.001" in lod0, and no-caps in the rest
Index is Proxy ID, right?
yes
yeah, they are correct, ID 1
or rather, I left 'blank for automatic', and it gave me 1
are you sure it's not present in any other bone?
nope, now that I know this button exists I am no longer sure
It was part of muzzleflash )))
But when selecting 'muzzleflash' the proxy-triangle didn't go red, so I didn't see it before
Thanks a lot, that has to mean it'll work now!
what does "IK" stand for as in IK animation?
inverse kinematics
oh
how does driverLeftHandAnimName and right works? it seems that is uses 1 bone to attach it (default drivewheel), but how would it know where to attach the left hand and right hand to a specific part of the bone?
it doesnt, it takes the position of the drivers pose and modifies it based on that
place the hands at the wheel and thats it
Im still having issues getting my gear to load at distance
https://gyazo.com/bd052b562aed79d1c1f24a2a1eb67bae here is a screenshot of my LOD
im not sure what im doing wrong exactly but it hasnt been working
whats the tri count of your last lod
what im seeing here is that my last res lod says 3 and the rest are 0
aside from shadowvolume which is 1000
the one item I have working only has one resolution lod but it works best of all the things I got
so do I just limit to 1 res lod?
eh?
0?
you have empty resolution lods?
@wispy pendant
tris as in mesh triangles
@wispy pendant wheeere diiid you gooooo
I want answeeeers
lmfao I got it working
Im not just using a res lod set to 1 and my view and geometry lod are 0
wut does that mean
and now it works great lmfao
yk ngl not sure all ik is that it works so im happy lmfao
you make my head hurt
Want more head hurts?
no have enough
Here you go
have head hurts
saw this already ๐
._.
this ain even bad
Okay so, how does one open the tools section of the library in steam
Thanks a lot. Oh shit you're Goat, I need to speak with you lmao

sounds like a breakup talk... my condolences HG ๐
Yeah, it's been a nice 2 years but... sorry
Are hiddenSelections always in model.cfg AND in this box (see pic) http://prntscr.com/ygaxh1
Yes they need to be in both, and the config.cpp
Ive tried exporting my model to P3d and object builder wont load it in, Ive tried using blender 2.8 instead of 2.9 however it wont accept my model in p3d format
all im essentially doing is trying to get this helmet exported with the head vertex group
I get this error
However- When I export the head that i used as a reference as p3d it DOES work in the object builder
My helmet mesh is traingulated so i have no idea what could be wrong
Are you sure you've set your model as an arma entity?
Mm im not sure what you mean by that is there something in blender i need to set?
that might be it
In blender, select your model, in the right side UI go to the Arma 3 tab and check the box that says "Arma Object Properties"
You can set what type of LOD the object is in the same tab. If you have materials setup, once you mark the object as an Arma object, you can also go into those materials settings and assign a face texture and RV material
Thanks mate!
why does my proxy positiiong get messed up in-game while in buldozer it looks okay? https://imgur.com/a/YbtxASq
@wispy sage It definitely works but the location/rotation/scale seems to be set in the wrong default position
is there a better template I should use for the head?
Im using the sample from armatools
Did you weight paint your object?
Then the only other thing is make sure you have a geometry LOD with the the property AutoCenter set to a value of 0
Ive heard about that autocenter setting where can I find it? same menu?
im not used to using these sorts of plugins for modding, Apologies.
You can do it in OB, or in blender in that same Arma tab you will see the area to add properties to LODs beneath the checkbox. Your geometry LOD doesn't actually have to have any model, just the property.
Thanks. Worked however Its appearing in the viewpilot
how do i make the mesh invisible in viewpilot
create a view-pilot LOD and leave it empty
shit im trying to follow a tutorial but its for blender 2.79 how would i create lods in blender? is it just duplicating my mesh, setting the object properties in that duplicate and then deleting it?
Create a single vert, or duplicate your object, then ya, go in to edit mode a delete all the object's verts. Then just set it as an arma object, view-pilot LOD.
The .rtm you are using doesn't necessarily match the proxy. Proxy has nothing to do with crew anims except for providing an origin point and direction
im not using any .rtm currently
\
what is making the man model appear? isnt it the proxy? if it is, shouldn't the position = proxy position
Finally got my textures and model to work correctly in Buldozer!
@maiden heron the proxy in the model defines the position of the character as passenger. The config driver/gunner/crago/action dictates what animation/pose is used. So what you see on the proxy does not matter if you use different looking animation than what the proxy is made in.
@buoyant oyster still here?
ok
!purgeban @buoyant oyster 0 racist slurs, name-calling, toxic behaviour. Shoo!
*PewPewPew!!*
RIP @buoyant oyster
@marsh canyon ^ thanks
Cheers
that's the thing, in buldozer, the character appear fine at the position that i want. and in-game it is way off. isn't it supposed to be on the same spot? im not talking about animation/pose. im takling about the location.
it seems the animation i use has some kind of offset?
The animation can have an inbuilt offset
your proxy is not made from the same animation
yea i get that.
im having some issues when trying to do hidden selections. for some reasons my config cant seem to pick up any of my hidden selections to change the textures other then "camo" and "camo2"
am I doing something wrong
https://sqfbin.com/becofuhizekewifotine heres the part of my config where Im defining the hidden selections
im lost with what to do as everything Ive done hasnt worked so far
@ me if you know the issue
What about model. Cfg sections?
@wispy pendant keep questions on 1 channel pls
Could someone point me in the direction as to how I'd create ground decals that function similar to the dirt patches, road cracks, and helicopter landing pads in the sense that they snap to the terrain?
needs geoemtry lod named property class land_decal or something like that
and no z write flag in rvmat
I've got the model and the textures set up already, but I couldn't sort the function itself.
Could it be the road property class? I'm not seeing land_decal on the bistudio wiki page for Named Properties
it is there
you are on wrong page ๐
arma 3 named selections is the correct page
what about my model cfg would affect my hidden selections not working??
selections not listed in the sections array
oh
maybe thats the issue
all I have is my model for the vest im trying to use hidden selections on
that might seriously do it then huh
strong candidate yes
lmfaoo oops
Hey so i have a question for some reason my memory lods keeps going to the origin of my model. It doesnt matter where i place it they always go back to the same spot(they are 100% in the right spot in object builder, but ingame they move). https://imgur.com/gallery/5ZdmRm7
How can i fix this?
in the pics i posted the memory lod is placed on the tip of the fuel probe and for some reason it still goes to the origin
Going to origin means the point is not recognized and it defaults to origin
Usually because of poin name and config parameter name mismatch
should the name be defined in model.cfg? some of them are in there but not all of them
the memory point is used for usaf aar im kinda stuck since i have no clue how to get them to be recognised
Why do beards look so bad in Arma 3? I can see there has been loads of attempts at making good mods for this, but whenever hair & facial hair mods come up they dont look so great. Is this something to do with the way modelling is done in ArmA?
so after some testing for some reason it only happens to the memory points that im placing now. The ones i placed before worked fine without any other input but now the new ones dont work.
Hm I wonder if anyone making beards ever tried the SuperHair Shader, or if they are all just doing it with Super and trying to make it look good
I think most people only use Super, I use SuperHair for the animals I work on. I think you can get a correct rendering but don't expect anything exceptional.
@hot hornet could I see an image of your animals or a link so I can see what youre talking about?
@bitter kite no memory points are not put into model.cfg unless you are actually using them for animating something. Make sure you are actually packing the right thing after you save the P3d.
Hey thanks for the reply I found the issue for some reason it was because of some code in my config thanks anyway
The reason sits between your chair and keyboard. ๐
Here is a picture of the horse. As you can see, it's not exceptional. https://steamuserimages-a.akamaihd.net/ugc/1767069846105897761/583EB53921696F34052460F4F110878F43B6543D/
Pff you give yourself too little credit
it looks great
especially considering its Arma
its somewhat challenging to get that stuff work right
@hot hornet nice work! I can see the issues with the hair, but youve done a good job with whats available in Arma!
Anyone know why my object may not display any shadows casted onto it? It looks a little jarring and I can't seem to find the source of the issue.
and... while I'm at it, does anyone know what LOD is used to generate snapping for object placement on top of other objects?
dude, that horse is awesome! keep it up and release to me ASAP! @hot hornet
anyone know how to change the arm style when holding a rifle? ideally i'd like when this rifle equipped to be like no weapon equipped
do you have a shadow volume lod?
it might be landcontact that youre talking about but im not sure
you change the holding animation in the config of the gun
thank you very much

I figured out the snapping, it's based on the Geometry LOD
as for shadows being casted onto the object, a Shadow LOD didn't seem to help.
@rich bluff does your object have lot of transparency and/or proper rvmat?
Yes, the object is mostly transparent, and I'd need you to clarify further as to what you'd be expecting out of a "proper" rvmat
It does have an rvmat, and I'm inclined to believe it's at least somewhat proper.
@lavish jay and yes if pboProject says you have error, then you have error
and if addon builder builds it, you still have error
because addon buidler does not care about your error
and your path has P: in it
p:\ does not exist in the engines file system
but there's no P:\ in my config.cpp
somewhere for that texture you have P: in the path
config cpp is the last place that handles textures
in the p3d or the rvmat
Hi all, could any one point me to any documentation regarding the naming of memory points for a launcher?
Absolutely no idea but maybe arma 3 samples?
memortpoints you require are defined in your config.cpp
Any one here can creat to me Special humvee?
for requests you can try #creators_recruiting, use the template in the pinned messages
if you were doing it yourself that we might be able to help with
Did you happen to have anything in mind as to how to take care of that shadow issue?
do you use sbSource = VisualEx named property?
other than that Im afraid Im currently too busy to get into the issues of lot of tranparency.
pictures of the offending model could help to evaluate more
and you can perhaps do a search on this or texture chat for "alpha" or "transparency" to find more info on it
I don't have sbSource as a named property, I can try that
So it's not that I want the object to cast shadows, it's that the object doesn't have shadows casted onto it
but they in my experience work better with alpha texture things
well then that could be rvmat issue
Changing it from a _CA to _CO fixed the issue, but now I'm restricted to 1-bit alpha :/
you can check how BI equivalent things have their materials set up
ghillies have their own way
plants have their own way
railings etc have their own way
Originally I wanted to replicate one of the Dirt Road Rocks/Cracks introduced with Livonia but with an image, but I discovered that a Land_Decal would actually not work for what I was hoping to do
I was reading an earlier conversation between warden_1 and da12thMonkey where they mentioned that _CA didn't work with shadows
which is what made me decide to test with _CO instead
why does not decal work for you?
I want the object to be able to be on multiple Z levels
ah
then no
but can it not be mesh then?
and not just transparent bits
and I suppose this is a secret thing so pics are not available to evaluate best approach?
I can go ahead and share a picture or two
because all the beating around the bush ๐
Yeah, lol, no sorry
in these things leading with pics is always useful to fire up the context train
why does it need multpile levels?
multiple stories/decks
Not exclusively terrain, at least
I'll keep it in mind moving forward
so whats the issue with 1bit alpha?
I'd rather not have multiple, but if it's inevitable for quality assurance, I'll look into it
I'm just a perfectionist and complaining
1-bit will be fine, just not ideal obviously lol
I personally prefer it for sharp things like this
If I scale the resolution up, which I was planning to anyway, I think 1-bit will be just fine
whats the current resolution?
512x256
๐ there is room to at least go double
Yeah, that's what I figured
initially I wanted to try and stay as low as I could though :p
would not maybe go further
๐
if you have multiple you could fit a few on a 2k atlas
Though that's true, that would make using one model for all of them a little more difficult :p
I can recommend program called Advanced Renamer
I'll look into it
very nifty tool that can mass rename parts of filenames on couple of clicks
does buoyancy lod affects vehicle when on land too?
@stuck oyster As you said, I fixed all path included P:/, but PboProject still has error...https://media.discordapp.net/attachments/320896410876772352/809108135490486352/unknown.png
but you are still not using the absolute path
its cant be this difficult xD
you cant just lose folders
๐ค I have to study English more...
study the examples
and their relation to the P drive
the sample configs and Arma 3 configs both have this stuff right
https://imgur.com/a/IkRUjSF my apc is not balance on water. what do i need to change to level it?
I think the main problem you new guys have had is this clunky folder structure with million folders at the front
where do you learn that when you start?
boyancy lod most likely
@maiden heron
alrighty
you need to include the parent folder too. in this case you didnt include mos\mos_JProps\Addons\ in your path. but why do you have so many folders before your actual mod files? if you need to use that many folder, make a simple folder structure for the final mod and use that path. instead of you current structures
I believe I've seen this kind of setup a few times now and Im very curious where is it learned from
the tag\tag_thingy\addons part
that many folders just dont make much sense
its like they develop the mod at the place they pack the addons too
well where is that learned from xD
not sure tho. but if they are new, they surely will get confused
yes and it makes helping more difficult too
for some reason my steering wheel rotation doesn't seem to work, I have the selection and the axis, the animation seems to be fine but the steering wheel just does not rotate
the hands that are supposed to be attached to the steering wheel move as if the wheel is actually rotating so I don't really understand what's happening
there's no type, I made sure to even copy paste all the names
and what do you mean by wheel in 2 animated selections?
if mesh is part of 2 animated seletions/bone names it does not work
oh right, I had the steering wheel in the damageHide selection
didn't realize that would be an issue
you you want to hide it, you will need to chain the bones
in skeleton
hiding the hide bone will hide all bones that are parented to it
refer to BI samples
my apc gone full submarine after adding in buoyancy geometry LOD. and on idle it spinning left on idle. https://imgur.com/a/2Pd68ui
did you add boyancy geometry?
did you make it big enoug? ๐
does it have component name?
how much does your apc weight?
total mass is 14000
only component01
big enough? its the same size as my geo lod. does it need to be bigger?
is your apc set to be amphibious in config?
yes
as you can see here, it is floating
I'm back with a different issue... :p
I'm trying to set a vehicle up, and though I've followed the instructions I've found on the biwiki regarding geometry LODs, the geometry LOD tends to act as though it's underneath the vehicle rather than aligned with it.
When I spawn the vehicle in, things clip about and the vehicle goes flying off into the air, and obviously cars aren't meant to do that... (right?)
https://imgur.com/DTCqG30
Res LOD and Geo LOD
i increased the size of the buoyancy lod by 1.5x now it is much better
yeah the bouyancy lod is a bit tricky
Id say just test what works
@rich bluff do you have physx things set up?
I do have a physx LOD set up, and that one worked just fine
I haven't done the config side of things yet though
am I just being dumb and needing to go do config alongside it?
does out car geometry have autocenter 0?
yes config is essential too
and properly set up physX memorypoints and such
I tried the autocenter at 0 but I didn't have any luck
Because I have a few references that do work that I used to place said points
I've done mem points before, I've just never had to screw with the geo and physx config for vehicles
placing mem points isn't exactly rocket science :p
due to the nature of the vehicle, the dampers are set up on a rotation value instead of translation
ah
that does not work
Arma understands only translation dampers
the visual part you can fake as you like
but the mechanical part has to be translation
now that I'm actually looking at the physx config, I can see that
looks like I'm going to have to play with the names of the selections again
woohoo
fun stuff!
good luck. Im off to sleep ๐
Using the Arma 3 Toolbox for Blender is there a way of adding memory points or is that only able to be done in OB?
If you create a vertex and assign it to a named vertex group, it'll show up as a selection in ObjBuilder. Typically I'll grab a vertex and duplicate it using Shift + D to get something to start with.
Brilliant, thanks
No problem
So... turns out... I lied. I had the boundaries all sorts of screwed up, and... well, what do you know, that screwed up the wheel radius. Figures I said anything about them being right ๐
What's the max poly count I should aim for on a wheeled Armed vehicle (up close - full interior)?
Hey there! have i done something wrong in object builder? my object is small, but the yellow box in game is massive.
https://cdn.discordapp.com/attachments/783324536656363541/809420727647731733/unknown.png < Yellow Box
https://cdn.discordapp.com/attachments/783324536656363541/809415045050007592/unknown.png < Object
^ For reference
as low as you can
HG said above 100k can cause some problem iirc
I've set up a accelerator pedal on my vehicle and it works fine, but when I let go of the forward button, the pedal snaps instantly back to the normal position instead of smoothly rotating back to it
I see a lot of vanilla vehicles have it smoothly animate back, how do I do that?
@shy sentinel 20-30k is where vanilla cars go if i recall right
is that usb dong defined as item or as simple prop?
does it have other lods than the view lod?
animPeriod = 1 (this amount of time it takes to change from 0 to 1) in model.cfg
oh right is it in a ground holder
oh yeah that did it, thanks
How easy is it to simply put a Tunguska turret on an APC/IFV, like the BMP or BRDM?
impossible
๐
Well A3 models are not available for editing anyway
A2 models. well. If you have to ask, then it will be hard
because you need to learn how to
item ๐
and its same how to as when making something from scratch
bounding box is size inflated by ground holder - you could create custom one if you want
Okay, is that like a LOD or something else, because i havent played around with LOD's yet
here you have some example of ground holder
no, it's separate object - your item is basically put into this separate object (item holder)
Ohhh and that tells the game what the dimensions of the bounding box should be?
yes
Okay ๐
How do i go about creating one of these? is it just a button at the top or do i have to import one?
there is example p3d above
I mean do i need to import that to my project or do i need to create one myself ๐
you need to create new one probably
class OM_Vehicle : Item_Base_F
{
model= "\a3\Missions_F_Oldman\Props\DummyItemSmall_F.p3d"; // <- ground holder model
class TransportItems
{
class Antibiotic
{
name = "Antibiotic"; // <- your item
count = 1;
};
};
};
And that goes in my config?
the ground holder object does not contain you object
just a proxy where your object gets glued on
the editor bounding box is calculated from the dimensions of all lods
and the example p3d has pretty big ones
sorry could you give me an example or point me to one? im having a hard time visualising that :/
Hi everyone ๐
i've a question about proxies,
I added a proxy on the geometry of my model (a building), will the game load the geometry of my proxy or it will load the first lod ?
and if it load the geometry, is it possible to get a selection from the proxy ? (i'm using getCursorObjectParams to get the selection that i'm "watching")
geoometries work better if they are made into the main model.
a proxy can bring a high number of collision with it which can be bad for collision calculation
Ok thanks :)
20-30k for a tank ? I'm struggling to even stick to 40k.
car
Well then what's the ball park for an armored vehicle or a tank ?
I'm not making yet another car for Life lol
Nyx was somehwere along the 50k range perhaps. being more open
can I ask blender questions here?
you can but you are better of asking specific questions into specific discord servers for that software.
fair enough
If you mean arma toolbox etc questions then yes we will happily help you here mr
yeah I've asked there. got ignored but its understandable, lots of traffic there
You can ask here if you want
it wasn't anything difficult (At least I think so)
was wondering if there was a way to have an object with a curve modifier and an array modifier not have distortion on sharp curves
That one probs needs picture to understand
https://imgur.com/a/8epfrtC
basically trying to not have those bent cubes at the sharp curves
Off the top of my head it should be possible. But likely needs different kind of set up.
alternatively I'm trying to make tank tracks
https://www.graphicsandprogramming.net/eng/tutorial/blender/modeling/blender-duplicate-long-a-curve-without-deformation It appears to be the bottom of the page you got that image from, tells you how to stop the deformations
But as goat says, you can't really have 3D tracks in Arma anyway, so may as well just do the simple one and create the normal map by projecting it on a flat length of track that you can tile around
yeah I know they're ugly rectangles with animated UVs
mine is a static tank not a vehicle
well I did not know that ๐
What is the minimum size of a door that a soldier unit can enter?
standard is 1000mm i think
thx!
I modeled the building according to Japanese building standards, the characters were too big to go through the doors
I recall there is a wiki page about dimension
there is no wiki page. Only a forum post https://forums.bohemia.net/forums/topic/201408-info-infantry-metrics/
For making structures and also maps, that work well ingame its important to know what metrics the infantry has, what it can navigate and so on. Today i made some tests with following results: Wall heigth: 50cm - look over:high prone, shootover: high prone, totally covered: regular prone 80cm - lo...
@turbid cove why is there no wiki page for dimensions?
LOD geometry page has the link to the post
Because you did not write it ๐
i was quite astonished that i could not find any info on this matter whatsoever... guess it just shows how almost no one works on buildings
@stuck oyster @woeful viper If the data in that forum post is still valid we can put it on the biki.
looks to be on point to me but best @woeful viper to comment on that
Done some searching/googling but not found a solution for this yet.
What causes props in Eden to change their alignment when dragged about so they always (roughly) line up with the terrain?
I'd assumed it's the LandContact LOD but despite having that in my prop, it always stays vertical as opposed to snapping to the terrain angle.
Can anyone confirm that DayZ does support PBR or not? im a bit confused since i still see references of _SMDI and supershader in the rvmats
it does not
Thank you!
๐คทโโ๏ธ it seems nobody else did any tests, so this is the best you got that i'm aware of - without testing yourself i guess.
๐ thanks!
Since we have not had sneek peeks for a while I'll start
Did some diddling on my own projects on the weekend and put this helmet:
https://cdn.discordapp.com/attachments/446446342131417088/810436381839065108/WIP_GOAT_Helmet_V2_10.png
into game
to get some idea what it looks like
thats cool as hell
I'm following Mondkab's multimat tutorial
how do I export an UV as emf?
I'm pretty happy with it myself too!
check if you don't have this in config
keepHorizontalPlacement = 1;
@stuck oyster is that new eden stuff? looks awesome
Hi,
I made interior light but it works weird like this video. I want to keep the brightness even when the player enters the building, is there any good way to do this?
https://www.youtube.com/watch?v=RXRARnoJ3bc
That's a HDR/aperture side. More like engine not a building
@marsh canyon At first, there were nine light points in the room, but now I have reduced them to four. Do I need to reduce them further?
I'm not really a building-man so can't say
@lavish jay looks to me your ambient shadowing does not work right so you have a lot of black in view. That messes up the hdri.
Yes some new progress on Lost Dragons stuff. ๐
oh right, it was the map named new eden, not the mod
Si senor!
vertex bounds is not a float
Generic error or premature EOF
any ideas whats the problem with the model here?
sorry, never seen that one before.
could perhaps debug different Lods of the model in separate p3ds to see what lod it could be
super cool! this reminds me a lot of Magestic Goat from RO. good ol times.
https://imgur.com/a/l13tbni <-- for this type of periscope, is it better to use alpha texture or pip? if it is alpha texture, how do i make it view from the top glass while the texture is at the bottom glass? need to use proxy?
Im not sure what you mean by alpha texture, but generally this kind of view works better if those periscope mirrors are just holes in the mesh and you see straight outside from them
since interior view lods can be set up like that
PIP on them would work only on people with enough horsepower in their machines to run it
i meant transparent texture. i figured that usually people do that, make periscope hole straight to the outside in the view lod, but my periscope is hanging from the hatch base and the hatch is actually rotatable so passenger would actually be able to notice that the scope is actually a fake. https://imgur.com/a/13yWHMA
well this is where either compromises are made in vehicle design or you try to get it as authentic as possible with the slightly wonky PIP
is proxy not a better solution?
make a mesh with transparent texture, and reposition it as a proxy in the view lod? would that work?
proxy for what?
make a proxy of the top glass and position it on the bottom glass position. just the transparent glass
it would not appear?
it probably would but what would be the point?
a more realistic periscope and cost saving rather than use pip?
I dont think you understand how proxies work
it would not draw the view from the original model
i think i dont understand it well too
it that kind of feature was available it would be in use already
for a multimat building, what if you want different textures? for seperate UV materials?
all the tutorials explain it with OPF buildings where the entire UV is on one single 2k image
you can have as many materials on your model as you like
but optimally it should have as few as possible
multimaterial handles 4 texure sets in 1 material but if you need more surface types you can have 2 multimaterials
any tutorial is just example of how things are done, not the absolute single way you have to follow
@merry gorge i really don't get the question
probably because I dont know the process, sounds like an odd question
found a little more info since I asked but still, the main issue being it's difficult to view the changes in realtime
and the 4 texture limit
im just going to have to spend a good amount of time breaking everything down, viewing multimat models and how they are setup, trial and error
I was also looking at the mondkalb tutorial and it threw me off with the OPF building having it's entire building texture on one UV/image
you have 2 uv sets
1 for the 1 tile textures like mask, AS and another that is used to align the tiling textures
and model can be set up with n number of any kind of materials
and viewing changes real time depends on how you are making the multimaterial mask etc
for example in Blender its possible to mimic the multimaterial setup and paint mask live
please add a disclaimer on top that it is not official info, but from a few simple ingame tests - thus incomplete / not guaranteed. In all cases, ingame comfirmation/ testing is required.
weapon deployment (and weapon resting) especially can be extraordinarily finicky
@stuck oyster I have a question about multimats, if I use different materials for each of my buildings would I gain anything from using multimats?
Iโm using super shader rn
My understanding is itโs useful for saving space if you have textures that are being shared between multiple buildings
Done
thx
when i was creating the thread i was hoping for some participation / learning something from others about it too ... maybe it will still happen one day ๐ฅฒ
@frosty rain its more about optimizing performance with buildings
than saving space
alrighty makes sense, thanks!
each material adds a drawcall. multimaterial basically combines 4 materials into 1
its about to saving sections, GPU perfomance
-means, if you have 20 different textures on your building, you have 20sections with super shader.
-with multi shader you can use 20 textures with 5 sections (5 multi shader) cause of defined mask like HG already explained
thats just an example
Setting keepHorizontalPlacement = 0; works a treat. Thanks, @rough idol
hello, is there a way to select faces from the UV view?
I'm trying to do the multimat color separation
here is: https://prnt.sc/zrq2ng
when you select a face in uv map view, it will be highlighted on 3d viewport
it doesn't let me select individually only lets me make a selection rectangle
yeh Id strongly suggest doing that kind of work outside of OB
no face select in UV editor is quite painful
wait I can do that outside of OB?
I need to separate the colors of the multimats so I can scale them in their own UVs
if I got it right
I dont quite understand what that means
you have object with 2 uvsets
1 for mask and other 1 square textures
like this
I'm following modkab multimaterial tutorial
it says I need to place certain UV island and place them into another UV and then scale them up
https://community.bistudio.com/wiki/Mondkalb's_MultiMaterial_Tutorial
not sure how to select the UVs properly, tried with named vertex group but it doesnt always work
the colosr on the mask dictate what texture is drawn on that pixel
then you have another uvset for the tiling texture alignement
for example these parts are unwrapped here and have full red mask
so they are covered with the texture assigned for red color
in tiling texture uv they are unwrapped like this
to align them to the tiling texture like so
smart man aligns the surfaces together if he wants to align the brick ends nicely
now if I paint some green here it draws the texture assigned to the green color
so forgive my densness I've created the mask and the tiling textures
https://imgur.com/a/Q6Tp4Ut
I'm trying how to understand how to do the UV part
mondkab tutorial says to do it in OB but I guess it has been made without the blender toolbox in mind
indeed
it is also quite old ๐
tutorials are not absolute only ways to do things
they are guidelines
even older tutorials work if you can filter out the needed parts and adapt them to newer program
so basically the tutorial tells you what you need (2 uv sets with different kinds of mapping)
and shows you 1 possible way to do them
no ofense to @halcyon wren, it's a good tut and relevant, but can be confusing a bit if you have no idea what you are doing
Oh none taken. It's a nearly 10 year old tutorial that I wrote after figuring out the workflow for the first time. My process has improved massively since then. ๐
Contributing against the sad lack of sneak peeks https://i.imgur.com/LTdFYdY.png (the scope)
howdy everyone
long story short, making a hangar for a ship im working on, having issues with collisions
infantry works fine, but vehicles clip through the model
its fun if you can post image here directly for sneak peek instead of having to use other sites, maybe a channel under this categories for sneak peeking?
as far as I know i have everything set up right, geo lod has mass, all convex, closed, sxharp etc
same with geo phys except no mass
vehicle clip through == physX issue
mass parts dont need sharpening
no thank you. I cant spare that mich time to debug everyones work ๐
ยฏ_(ใ)_/ยฏ
i dunno what to tell you then. ive already done what you said and unfortunately it hasnt produced any results
Hello from newbie. I'm trying to learn how to make my own characters for Arma 3. I am stuck trying to change head of Test_Character_01 from Samples. If I understand correctly I need to change "faceType = Man_A3;" in Test_Character_01/config.cpp. But I can't find definition of this "Man_A3" in any file. And I can't find any information about how to create new "faceType" value.
from what i read on the wiki, it said i need one for it to interact with vehicles
Hmm
if you make the goemtery lod just 1 box does that work to block vehicles
and what size is the structure
about 45m across at its widest point
42 in the other axis
and the geo lod is already a simple box
They just phase through like it doesnt exist
how much mass does it have?
500
@flat breach Try to select whole Mesh in the Geometry LOD, set Mass to 0 and apply
Still select whole Mesh in Geometry LOD and set Mass to 50'000 (just try out) and apply
GeometryPhys LOD Mass have to be 0 if you select whole Mesh.
Also make sure your Geometry and GeometryPhys has right Component Selections, started at Component01 to ComponentXX
Mass 500 is probably not enough for vehicles but enough for characters (depends on how many Components you got) because the whole mass is 500 (as example 10 Components = each Component has 50 at least, thats why try out with 50'000)
deleted the geophys
component naming made with the find components tool or manually written?
with tool
Im sure 500 is enough for characters but not for vehicles, depends on how many Components you got. Id rather to try out 50'000 instead 500.
Is it even Convex?
yes
as i mentioned earlier, its all closed, conex, triangulated, named correctly, given mass etc
packed with pbo project?
yep
You mentioned you are doing a hangar for ship. I cant imagine 1 Component could make the job of the Geometry
are you sure you are running the updated pbo
and not packing it into wrong folder
like @yourmod\addon\addon
its a single panel just to get the knowledge down
just checked, all good
20cm
make it thicker
add some cube to the resolution lod too to make sure the model updats
already done that
Probably try HG's Box example
Just make 1 SquareBox into the middle(maybe resize it to make it bigger to not miss it), Convex it and name it to Component01 and give it a Mass of 1000 and try ingame
gonna do something else for a bit then i'll report back
I added a named selection "gunner_seats" in the p3d,
In model.cfg I added same to CfgSkeletons skeletonBones[],
Then used it in CfgModels.Animations, which works.
But I am getting this error message:
Embedded skeleton vtx_uh60_skeleton in 'z\vtx\addons\uh60\vtx_uh60.p3d' has different [ bones count ] in different p3d files. Skeleton/model 'z\vtx\addons\uh60\lass.p3d' will probably not work correctly.
Turns out this was from having p3ds binarized with the previous model.cfg ๐
question for multimaterials
when I make a 2nd UVmap to scale textures
can I make a different unwrap?
yes
Would there be a use to break model into section in blender based on its named sections ?
Feel free to at me , Iโm making some tools for blender and want to know what would be useful for the community. For importing A2 sample models.
Yes
Sections and named selections

Ive already have done it for materials and renamed the objects to the material name which would be good for texturing but what is the use-case for separating by sections and named sections
and is there a folder structure that would work ?
I mean blender already has a separate by material if thatโs what you mean
wha do you mean break the model by them @crude grail ?
like into separate pieces?
as that would not be useful
model mesh should not be cut into parts, that can break how it works
and mesh can be part of many selections and sections
so it would become a jigsaw puzzle
the vertex groups serve their purpose for that
imgur overload
Lol, in the planning stages right now for some work flow automation
material split can actually be probelmatic too
So Right now I have a script that separates the model based on material and renames the object pieces to the material name.
Oh then thatโd be cool
as if you break vertex welds on a character its possible mess up the weightings
only working on helicopters and vics at the moment
I think the material split helps with looking at UV's and texturing ect.
and or remodeling parts you don't like
The second script I'll make is to reverse the process and join everything back into one lod
is there any reason to have an option to break apart the model based on named sections ?
no
Iโd be pretty useful for learning IMO
not really
Will probs make the model unusable as goat said tho
it makes a mess of things
that is why Im asking before working on scripting any of this
@crude grail can your recombination take into account if some edge gets messed up in the parts
I think i can work that into the script
what specifically would you want checked
just edges ?
well if you split part and one of the split parts gets warped up they wont match anymore
what then
now shape keys could actually be useful for that
yeah, I'll play with development and ask specific modeling questions here
https://github.com/4d4a5852/anim2cfg is this the latest/best model cfg export script for blender?
I've made a building that uses multimaterials
but I can't seem to apply a simple rvmat to a single face or the model becomes completely black in bulldozer
is it a limitation of multimaterials?
@marsh canyon I started to make Leopard 2 PL for the game, the one that went to the training ground, not the same as the Germans modernized, I need someone who can paint nicely in photoshop because the tower is to be texturized, I know shadows on joints, etc. plli jgp with the unwrap already I have
my name is from comedy movie dude
Sure, but still
@silver zenith should be possible but why just 1 face?
truing to make a lamp face white and emissive
when I try the entire thing becomes black
maybe it doesn't in arma
Yes
shouldnโt. most a3 meshes uses multimat for walls
and supershader for metal roofs etc
and accessories
then why does my model become black in bulldozee when I do so
does it work in arma
I havent checked yet and no
no hiddenselections
checking in arma is first thing you should do
how does that piece of mesh look on its own?
if you copy it to another lod what does it look like in dozer?
Hey there i was wondering if maybe anyone here can help me with an objectbuilder related issue.
I recently updated my OS from w7 to w10, and ever since OB started lagging quite hard whenever i have any item (no matter how complex) loaded. The issue is specifically turning the camera, its lagging and barely moving. Turning on direct3d helps a little but doesnt fully fix it.
The menus and all work fine, its just the 3d "preview" window.
When turning the camera the mouse cursor is also "jumping around" a bit, which wasnt happening before.
I have tried reinstalling, verifying, running as admin/in compatability mode and such and nothing has helped so far. Googling the issue also didnt reveal any useful information. Sadly this makes it pretty hard to work with it.
Did anyone here experience that before or has any idea of what may be causing it and/or what i could try to solve it?
OB viewports bug in win 10 and have to be turnedd to DX mode to work
Sorry for being a pain here, but dx mode? DirectX? Is there a setting in OB for that or how does one go about it? Looking through OBs options i didnt see anything :/
Or do you mean the direct3d optioen thing in OB that i mentioned above?
dis
also in the settings there is a new setting to turn it on by default
and that is about it
working in OB isnt really recommended and pretty much everything can be done outside it
Apart from few margin cases that dont really require viewport
Oh yeah thats the "direct3d thing" i meant, already know about that but even with it the whole thing doesnt handle as well as it did in w7 :/
Guess i have to get used to it. Thanks for the responses ๐
yes unfortunately there isnt anything to be done about that
Yeah i saw that report on the issue tracker from a few years back and somewhat expected it to end this way, wanted to ask anyway to make sure. Its a shame really.
well like I said, working in OB is not really required
and its is qutie aged program and better, easier programs are available
sorry for the late reply, took a break today
it seems to work in arma
now the problem is that I can't assign a texture to that face since it ends up applying that texture to every other UV with that color ID
for the multimaterial mask
the monochromatic coors you use to distribute the materials on the UVs
Now Im not following
I think they're called texGen
then I try to take a single face from the model, and not give it multimat but give it its own texture and rvmat
I've managed to make the rvmat work but not the texture
I dont understand the problem. you just assign that face a different texture and different material
yeah thats what I did
but if I assign a texture it assigns said texture to all the faces that have the same texgen color as that face
select face
E
add texture path (procedural color in my case)
should be texgen 0 if that matters anything
that would not affect a multimaterial in any way
Hey i've been working on something for a while and my brain is breaking because of it do you guys think you can help?
for the brain thing I suggest seeing a doctor
sounds dangerous
model stuff we can maybe help with
https://i.imgur.com/v04JnKK.png
as you can see I apply the procedural red only on that part
https://i.imgur.com/KK3cNZ6.png
once in bulldozer it looks like this
the lamp I want is black
and the other stuff that uses that texgen becomes red
This is basically my problem
I remade the entire model just to see if it would work somehow
Resolution and Geometry is perfectly fine its just the Fire Geometry is being super weird
@silver zenith does it still have the multimaterial applied?
the rest of the model still has the multimaterial
well you cant have some random color/texture on a surface and multimaterial
@dapper tangle its not super weird. geometry stops working on animated parts when they get out of the original bounds of the model
option 1, model the thing in open state and set the animation to closed state at start
he could add just 2 vertexes at the far ends of the model to extend the bounds
option 2, add memorypoints to increase the models bounds
mhm I see
any suggestion for an alternative?
if I were to make 2 resolution 0 lods
with the 2nd only having the lamps and no multimat?
option 1, model the thing in open state and set the animation to closed state at start
That would work
@silver zenith ymm wut?
I've been trying to fix this issue for so long and that's the fix lol
indeed
Would @silver zenith idea work by adding 2 vertices?
@silver zenith you cant have multiple same level resolution lods
@dapper tangle see option 2
@silver zenith model can have multple textures and materials
yes but I need it to work with multimaterials
and you said I couldn't
so I need an alternative
whats different from what I just tried to do?
you dont have multimaterial for that part
how can I not multimaterial that face?
dont assign multimaterial for that part
assign some other material on it
this isnt making much sense right now
thats what I did
I gave that face its own rvmat and texture
alright so it is possible
I'll see what I did wrong
what kind of rvmat did you try to use on it
an ugly one line of emissiveness
has worked in the past so though it would work here aswell
thats not a proper rvmat...
clearly not, just didn't knew what else to add
Side question - Is there any way to have a one way fire geometry?
no
Welp there goes that idea lol
why would you?
We made a rule against heli snipers and I had an idea to have an invisible object with a one way fire geometry which would block incoming rounds from helicopters however players on the ground can shoot up to deter heli's
It's for a certain mission
give more AA
dont give helis then
and it's pretty cheese when you have a player 800 meters in the air with no sound/hard to see sniping down at you/ai
We cant take away helis lol
why not?
We made a rule against it however I just wanted to put a safe guard basically
Helis are essential in exile

disable FFV on helis...
or automatically take away scoped weapons and put them in heli inventory
or add fired eventhandler on players that give them damage if they fire weapon on heli
address the problem, not bandaid... one way fire geo... lol - guess whats going to be abused next
^ this
This was just an idea I had and of course there needs to be a lot of testing but I just wanted to see if it could be done
With #arma3_scripting yes
why is it when I import the example character into blender that thers a bunch of weird triangles attached to the model?
the model is like burried under a million things aswell
they are proxies
those "proxies" define where stuff goes. helmet, facewear, ect
ah I see
and there are number of different lod objects for different layers of the model
some visual, some technical
very odd that the example character's highest detail lod has no head same for the second one but the third one does?
optimization
head is a proxy
but on long range, nobody will know that the face texture changed
so all have same head texture at long range
having it in 3rd lod is optimization
gotta like slam the lods together to have a version for making clothes with a hood
well I just need the general shape of the head
true I could just have both lod groups in the blender project
and turn on the lower detail one when I need to do the hood
What kind of a proxy?
Why autocenter 1?
Hi all,
Speaking of proxy, I have a quick question for you!
In our modpack where there are a hundred vehicles, we have a wheel lock system, so a separate object.
My friend is convinced that for performance reasons it is necessary to copy and paste the object in each vehicle p3d.
For my part I think that it is better to create a proxy on each vehicle using this said object in order to avoid increasing the weight of vehicles which can sometimes be more than 100k faces.
More info : The object in question is 1031 Points - 1058 Faces and 9 Sections
What is your opinion on the matter?
The proxy still has to be drawn so it's about the same
hundred vehicles? Modpack? You made them all yourself ? Doubt that...
but that small object should not have 9 sections
thats just very bad design
Since you likely have models off interwebs I might as well remind you of the dangers of using models from questionable sources and spending time making them work in Arma and then get DMCAd for using ripped models.
So the difference is not noticeable enough to favor one or the other method if I understand correctly.
Anyway, my friend is so stubborn that he's going to do it his way 
Yes, I noticed that when I checked and i'll fix this. The original creator of this object is not in our team anymore
figured
never was
all the people who are asking for "a friend", doesn't that "friend" has a voice of his own? or a keyboard in this case...
Hi, huys, i have a question. Imagine extreme case, there are 16 unique tree models and there's huge dense forest made out of them.
Regardless of visual issues, is there any performance benefit having last LOD textures of that models combined into single 2K atlas (4x512)x(4x512) and all of them using single common rvmat for the last LOD?
As far as i understand identical models with named property "frequent=1" have a chance to get instanced and grouped to single drawcall.
But different models won't do that even though they share texture and rvmat and it will still be minimum 16 drawcalls?
Id say no since the weapon itself is already a proxy
proxy in a proxy to my recollection does not work.
the proxy attachments excluded
i have a hole in my model. is there a way to close it in object builder? select points -> ?
hm. or i could do it in blender. though i have the same problem there. don't know how to do it
ok, figured it out in blender. thanks. :>
should I worry about making a good UV unwrap when I need to make a multimaterial mask?
or is it fine as long as every face has no stretching and isn't overlapping?
for multimap, you need basically some xyz basic uv mapping for uvset 1, and proper unwrap for lighting maps and masks
so yes, you need proper uv maps for both sets used
yeah my question was, can I just use the blender simple uv project for the uvset 1? which is just there so you can color each face
and a proper UV unwrap for the uvset0
Mask unwrap is used by AS and MC too
mhm so its better to make it clean
that answers my question, thanks
What determines the alignment of iron sights? Is it configured like an offset somewhere in config, or is it the animation itself? Trying to fix an offset iron sights.
memorypoints in weapon
You set this in the 3d model itself right?
yes
my model becomes pitch black when outside a radius attached to the camera
what could be causing this?
the thing is like 145 meters long
could it be a factor in that?
as in the radius follows the camera
This the sky box thing?
so the more I move away with the camera the less I see of the model
no its just a big prop
Now I'm a bit lost again. Is the model moving or not?
no, its a static prop
the move I move away with the player/eden camera
the more of the model becomes black
fixed it
hi guys im using blender 2.92 and i cant export the model that im making, if someone could help it would save a lot of time
ok @small olive helped me with the problem and the one thing that people need to do is go to Arma tools (in blender) > Arma tools > Tesselate all non quads
Yes Arma needs mesh to be triangulated.
Hey I was wondering if I could get a rundown on how to create Hidden Selections through Blender/Object Builder I've been searching everywhere and I can't seem to get it to work
you select bunch of mesh/verticles and create a vertex group(Blender)/named Selection(OB) for it
Hi, I have a question. How to remove geometry at the door when. Cause when I open them I can't walk through them
you don't remove the geometry you move it along the door
You have to make the door as geometry too and name it with the same selection as the visual door you did which opens.
Also the door needs the selection ComponentXX too. If not, you will walk trough it.
Same for FireGeometry and ViewGeometry if you did these LODS
are named the same and I have generated component. What happens is that I cannot walk through them when they are open, and when I do an alt tab and enter the game again, suddenly I can pass, but when I close the door, they no longer have geometry
how are you packing your model?
addon builder
have you tested the geometry lods animation in Object Builder buldozer?
what button can I switch between animations?
mouse center, enter and backspace
Good morning here ๐
I'm trying to understand the correct way to place the pivot point in a rifle (considering the pivot is the center of the world). The idea is that the character hand should be well in place ๐
Is there some good practices ? (I'm using blender)
Not really, since many people make their own hand animations to correct the grip
Each weapon has different anims, so if you're relying on existing animations, it depends which weapon you intend to inherit those properties from. But typically the bottom of the trigger-guard roughly lines up with the Y=0 ground plane in the grid, then you'd move the weapon back and forth until it lines up okay with the shoulder of the unit ingame. Shoulder is sort of rougly around x = 0.450
Thank you very much it's a good starting point ๐
So I have this crazy rig right now ^^
https://i.postimg.cc/Y9GRwxGs/Untitled.png
I tried to export a rig using the Arma 3 toolBox For blender. Using a Rig sample.
Do you saw that before ?
yes, your weapon bone was not in correct place, or correct name when rtm was exported
Hey sorry I ended up falling asleep last night but I have the vertex group set and i'm using CfgModels to define the selections and then in CfgVehicles i'm switching camo with the texture but it won't appear in game
class Building_Cube; class Building_CubeReference : Building_Cube { sectionsInherit = "Building_Cube"; sections[] = {"camo"}; };
This is basically my CfgModels and i've been trying every combination to get it to work and Blender also has a section for HiddenSelections and its set to camo
Modelcfg class needs to be same name as your p3d
does anyone know how I can centre a cylinder perfectly at 0,0,0 on the OBJ builder grid
How do I get the P3D path to a DLC uniform? Trying to texture the parade uniform the same way I did the independent officer uniform but having no luck so far
in game config viewer
That gave me the classname but not the p3d path. I tried adding a path of; A3\characters_f_aow\blufor\b_officer_parade_f.p3d but I get "cannot open object" in the editor.
What exactly you wanted to do?
I found the line of model = "\A3\characters_F\BLUFOR\b_soldier_01.p3d";
I'm just trying to add a texture to the new parade uniform as they look 1000x better than the independent officer uniform from the AAF (the garrison uniform)
How?
That's the bit I'm trying to figure out ๐
You don't need to get model path after all
Just want to be able to select a different texture in the arsenal
That's what hiddenSelectionsTextures's job
I was just following a tutorial that helped me texture the AAF officer uniforms a long time ago and trying to adapt it to fit with the new stuff. What's the easiest way to create a 'hiddenselectionstextures' bit of code so that I can select it in the virtual arsenal and have multiple different textures?
What's the easiest way to create a 'hiddenselectionstextures' bit of code
๐ค There's nothing but writing
Mate it's too early in the morning for sarcasm, I'm obviously a novice at this stuff and I'm sure you're very experienced, if you can help me, I appreciate it, but if not I'd rather not get belittled. I'm just trying to get the new parade uniform to look even better by changing the colour and adding in a few different details. I just need to be able to do that and be able to select these uniforms in the arsenal. The tutorial I used a while back created a unit that can be placed in the editor, as well as a uniform that can be selected in the arsenal, I'm trying to get that to work and there's nothing on the internet that's helping me out right now.
Before replying your long answer, let me clarify, there's no way around to make a config. Also it's afternoon here. Let's go to #arma3_config
A new one, or moving an existing one? If you make a new one, activate the pin at the start of opening OB by pressing Shift+C, then Create>>Cylinder
existing one. say i imported a cylinder into OBJ builder
An existing one, you would perhaps want to create an anchor vertex at 0,0,0 so activate the pin as above and Insert to create a vertex
then deselect that vert, select your cylinder, press C to auto-move pin to the centre of your object, Insert again to make a new vertex, select the pin tool from the toolbar and then r-click drag the centre vertex of the cylinder that you just made (should see a little blue square appear on your vert) along with the rest of the cylinder, to the anchor vertex at 0,0,0 and it should snap together
thanks so much i'll give that a try
You can then delete the extra verts with Points>>Select Isolated and hit Del
would the r-click drag work if i locked movement to say the X axis?
if you made a cylinder outside of OB it might be good idea to do the work in more familiar program?
Yes
i did but when i imported and scaled it, it went off center
It does work with axis locking. And if you need to re-centre the pin at 0,0,0 create a vert and Shift+E to open vertex properties menu, manually input 0,0,0 as the coordinates for that vert, then hit C again when it's moved
Useful to have the pin active at 0,0,0 when you're doing those scalings, with "relative to pin" in the scale tool. It'll stop things using the model centre and potentially shifting around if they have uneven vertex distribution
๐
thanks yeah wish i knew that when i imported
maya
obj import
its a cylinder with asymmetrical protrusions
i modelled it centred on 0 in maya, but scaling after import i think shifted things
likely so if you did not scale around pin.
well you can place it with that but in your case you would just have needed to use the default pin position at 0,0,0
so i can't tell if its snapping or not
its probably not
Is strongly recommend fixing the scale etc outside of OB so you dont have to fight it
damn okay
or you know, just reimport and scale it to the pin
Okay I managed to get Hidden Selections to work
However let's say I want to change the penetration rvmat on the fire geometry
you cant
how would I go about that? I created hiddenSelectionsMaterials and set the rvmat to the appropriate selection but it does not seem to work
Well then
That scraps the entire thing lol
if you explain what you are trying to achieve perhaps there is another way
I appreciate the help by the way i've gotten to where I am by scavenging tiny bits of information all over and working my way up
So I want to create a wall that is made of wood/metal/concrete
Before I made 3 separate models with different textures for each and wood/metal/concret_plate.rvmat's in each fire geometry
Now I found out how to use hidden selections so I want to only use one model but with 3 different textures
Which works currently
But now they need the appropriate penetration rvmat for each one
Well I suppose you could have 3 geometries and hide the unwanted ones via animations but that starts to make the object a lot heavier than thne 3 separate ones
I'm still new to the animation scene so i'd say that wouldn't work for me lmao
and it would defeat any optimisation you are trying to do anyway
simplest approach and how it usually is done is just have the 3 different p3ds
also with 1 p3d your object woudl not work on terrain
only when placed in editor
What do you mean by that?
Currently I have 1 class the Wood Wall with all the properties and hidden selections added on to it to make it wooden
and the metal/concrete referencing the Wood Wall with their own hidden selection
When I place down all 3 in the editor it looks fine and when I start the simulation they look and act fine
Like placed down on the ground?
I don't understand I've tested them all and they work
scenario/mission/editor uses classes, terrain builder uses p3ds
I dont know how you intend to use your objects
Ah
but if anyone wanted to make a terrain with them, they could not