#arma3_model

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pastel oyster
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proxy is defined as \a3\data_f\proxies\weapon_slots\MUZZLE, ID 1

polar fiber
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Remove the leading \ ?

pastel oyster
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trying now

polar fiber
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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

pastel oyster
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Object Builder

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Tried both generating my own & copying off another gun I made earlier that had it working

polar fiber
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Maybe typo on the linkproxy path in the config?

pastel oyster
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class GripodSlot : rhs_russian_rifle_gripod_slot {};
Highly doubt it

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and I use the same line for the gun that works too

polar fiber
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Well our grip slot doesn't use \a3\data_f\proxies\weapon_slots\MUZZLE

pastel oyster
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yeah, I copied the wrong line ๐Ÿคฃ

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class MuzzleSlot : rhs_russian_ak105_muzzle_slot {};

polar fiber
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Hmm well it should indeed have \a3\data_f\proxies\weapon_slots\MUZZLE so long as your class inheritance and requiredAddons are right

pastel oyster
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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

polar fiber
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The proxy isn't accidentally part of some selection that is hidden by the hasSuppressor animation source?

pastel oyster
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Will look into that

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nope, no hasSuppressor

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removing the leading \ didn't work

rough idol
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can you verify that muzzle attachment is visible in inventory menu?

pastel oyster
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yeah, said it above

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all are equipable

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and "work"

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AKA suppressors do suppress

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Tried replacing my model = with the AK-105, muzzle attachments work just fine then

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So has to be something wrong in my model

rough idol
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proxies are present in all resolution LODs + view pilot LOD?

pastel oyster
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LOD 0-4 and View-Pilot, yes

rough idol
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index of proxy is correct?

pastel oyster
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Through the name is all caps "MUZZLE.001" in lod0, and no-caps in the rest

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Index is Proxy ID, right?

rough idol
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yes

pastel oyster
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yeah, they are correct, ID 1

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or rather, I left 'blank for automatic', and it gave me 1

rough idol
pastel oyster
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nope, now that I know this button exists I am no longer sure

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It was part of muzzleflash )))

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But when selecting 'muzzleflash' the proxy-triangle didn't go red, so I didn't see it before

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Thanks a lot, that has to mean it'll work now!

maiden heron
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what does "IK" stand for as in IK animation?

polar fiber
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inverse kinematics

maiden heron
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oh

maiden heron
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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?

woeful viper
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it doesnt, it takes the position of the drivers pose and modifies it based on that

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place the hands at the wheel and thats it

wispy pendant
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Im still having issues getting my gear to load at distance

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im not sure what im doing wrong exactly but it hasnt been working

stuck oyster
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whats the tri count of your last lod

wispy pendant
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what im seeing here is that my last res lod says 3 and the rest are 0

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aside from shadowvolume which is 1000

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the one item I have working only has one resolution lod but it works best of all the things I got

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so do I just limit to 1 res lod?

stuck oyster
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eh?

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0?

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you have empty resolution lods?

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@wispy pendant

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tris as in mesh triangles

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@wispy pendant wheeere diiid you gooooo

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I want answeeeers

wispy pendant
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lmfao I got it working

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Im not just using a res lod set to 1 and my view and geometry lod are 0

stuck oyster
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wut does that mean

wispy pendant
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and now it works great lmfao

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yk ngl not sure all ik is that it works so im happy lmfao

stuck oyster
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you make my head hurt

bold flare
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Want more head hurts?

stuck oyster
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no have enough

stuck oyster
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saw this already ๐Ÿ˜›

bold flare
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._.

stuck oyster
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this ain even bad

compact harness
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Okay so, how does one open the tools section of the library in steam

stuck oyster
compact harness
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Thanks a lot. Oh shit you're Goat, I need to speak with you lmao

stuck oyster
median bough
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sounds like a breakup talk... my condolences HG ๐Ÿ˜„

compact harness
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Yeah, it's been a nice 2 years but... sorry

stoic blaze
polar fiber
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Yes they need to be in both, and the config.cpp

lime quest
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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

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all im essentially doing is trying to get this helmet exported with the head vertex group

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I get this error

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However- When I export the head that i used as a reference as p3d it DOES work in the object builder

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My helmet mesh is traingulated so i have no idea what could be wrong

wispy sage
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Are you sure you've set your model as an arma entity?

lime quest
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Mm im not sure what you mean by that is there something in blender i need to set?

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that might be it

wispy sage
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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"

lime quest
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ohh crap

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thanks man lemme try this

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any other settings?

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Before I attempt this?

wispy sage
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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

lime quest
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Thanks mate!

maiden heron
lime quest
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@wispy sage It definitely works but the location/rotation/scale seems to be set in the wrong default position

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is there a better template I should use for the head?

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Im using the sample from armatools

wispy sage
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Did you weight paint your object?

lime quest
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yeah

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All the vertex are applied to the head

wispy sage
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Then the only other thing is make sure you have a geometry LOD with the the property AutoCenter set to a value of 0

lime quest
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Ive heard about that autocenter setting where can I find it? same menu?

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im not used to using these sorts of plugins for modding, Apologies.

wispy sage
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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.

lime quest
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Should I name this to Autocenter?

wispy sage
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Yup

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Needs to be for the geometry LOD though

lime quest
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Thanks. Worked however Its appearing in the viewpilot

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how do i make the mesh invisible in viewpilot

wispy sage
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create a view-pilot LOD and leave it empty

lime quest
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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?

wispy sage
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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.

polar fiber
maiden heron
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im not using any .rtm currently

maiden heron
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\

maiden heron
upbeat wraith
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Finally got my textures and model to work correctly in Buldozer!

marsh canyon
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๐Ÿ™ƒ

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^this dude also had a abusive activity

stuck oyster
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@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.

turbid cove
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@buoyant oyster still here?

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ok

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!purgeban @buoyant oyster 0 racist slurs, name-calling, toxic behaviour. Shoo!

high scarabBOT
turbid cove
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@marsh canyon ^ thanks

marsh canyon
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Cheers

maiden heron
maiden heron
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it seems the animation i use has some kind of offset?

polar fiber
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The animation can have an inbuilt offset

maiden heron
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ah oh okay

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no wonder

stuck oyster
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your proxy is not made from the same animation

maiden heron
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yea i get that.

wispy pendant
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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"

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am I doing something wrong

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im lost with what to do as everything Ive done hasnt worked so far

wispy pendant
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@ me if you know the issue

rough idol
stuck oyster
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@wispy pendant keep questions on 1 channel pls

rich bluff
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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?

stuck oyster
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needs geoemtry lod named property class land_decal or something like that

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and no z write flag in rvmat

rich bluff
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I've got the model and the textures set up already, but I couldn't sort the function itself.

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Could it be the road property class? I'm not seeing land_decal on the bistudio wiki page for Named Properties

stuck oyster
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it is there

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you are on wrong page ๐Ÿ˜„

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arma 3 named selections is the correct page

rich bluff
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Figures that there's two of them lol

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Thanks for the clarification o7

wispy pendant
stuck oyster
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selections not listed in the sections array

wispy pendant
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oh

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maybe thats the issue

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all I have is my model for the vest im trying to use hidden selections on

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that might seriously do it then huh

stuck oyster
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strong candidate yes

wispy pendant
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lmfaoo oops

bitter kite
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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?

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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

stuck oyster
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Going to origin means the point is not recognized and it defaults to origin

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Usually because of poin name and config parameter name mismatch

bitter kite
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should the name be defined in model.cfg? some of them are in there but not all of them

bitter kite
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the memory point is used for usaf aar im kinda stuck since i have no clue how to get them to be recognised

fleet nacelle
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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?

bitter kite
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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.

bold flare
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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

hot hornet
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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.

fleet nacelle
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@hot hornet could I see an image of your animals or a link so I can see what youre talking about?

stuck oyster
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@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.

bitter kite
stuck oyster
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The reason sits between your chair and keyboard. ๐Ÿ˜

stuck oyster
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Pff you give yourself too little credit

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it looks great

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especially considering its Arma

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its somewhat challenging to get that stuff work right

fleet nacelle
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@hot hornet nice work! I can see the issues with the hair, but youve done a good job with whats available in Arma!

rich bluff
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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.

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and... while I'm at it, does anyone know what LOD is used to generate snapping for object placement on top of other objects?

onyx garden
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dude, that horse is awesome! keep it up and release to me ASAP! @hot hornet

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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

frosty rain
frosty rain
frosty rain
onyx garden
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thank you very much

frosty rain
rich bluff
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I figured out the snapping, it's based on the Geometry LOD

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as for shadows being casted onto the object, a Shadow LOD didn't seem to help.

stuck oyster
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@rich bluff does your object have lot of transparency and/or proper rvmat?

rich bluff
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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

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It does have an rvmat, and I'm inclined to believe it's at least somewhat proper.

stuck oyster
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@lavish jay and yes if pboProject says you have error, then you have error

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and if addon builder builds it, you still have error

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because addon buidler does not care about your error

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and your path has P: in it

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p:\ does not exist in the engines file system

lavish jay
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but there's no P:\ in my config.cpp

stuck oyster
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somewhere for that texture you have P: in the path

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config cpp is the last place that handles textures

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in the p3d or the rvmat

lavish jay
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There may have been P:\ in p3d

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I'll check these files, thanks!

alpine arch
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Hi all, could any one point me to any documentation regarding the naming of memory points for a launcher?

frosty rain
stuck oyster
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memortpoints you require are defined in your config.cpp

white jay
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Any one here can creat to me Special humvee?

stuck oyster
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if you were doing it yourself that we might be able to help with

rich bluff
stuck oyster
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do you use sbSource = VisualEx named property?

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other than that Im afraid Im currently too busy to get into the issues of lot of tranparency.

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pictures of the offending model could help to evaluate more

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and you can perhaps do a search on this or texture chat for "alpha" or "transparency" to find more info on it

rich bluff
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I don't have sbSource as a named property, I can try that

stuck oyster
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visualEx casts shadows form reslods

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they are not as sharp as shadow lod ones

rich bluff
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So it's not that I want the object to cast shadows, it's that the object doesn't have shadows casted onto it

stuck oyster
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but they in my experience work better with alpha texture things

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well then that could be rvmat issue

rich bluff
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Changing it from a _CA to _CO fixed the issue, but now I'm restricted to 1-bit alpha :/

stuck oyster
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you can check how BI equivalent things have their materials set up

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ghillies have their own way

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plants have their own way

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railings etc have their own way

rich bluff
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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

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I was reading an earlier conversation between warden_1 and da12thMonkey where they mentioned that _CA didn't work with shadows

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which is what made me decide to test with _CO instead

stuck oyster
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why does not decal work for you?

rich bluff
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I want the object to be able to be on multiple Z levels

stuck oyster
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ah

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then no

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but can it not be mesh then?

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and not just transparent bits

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and I suppose this is a secret thing so pics are not available to evaluate best approach?

rich bluff
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I can go ahead and share a picture or two

stuck oyster
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because all the beating around the bush ๐Ÿ˜›

rich bluff
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Yeah, lol, no sorry

stuck oyster
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in these things leading with pics is always useful to fire up the context train

rich bluff
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This is with a CO file rather than a CA

stuck oyster
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why does it need multpile levels?

rich bluff
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multiple stories/decks

stuck oyster
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ah so its not to be put on terrain

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gotcha

rich bluff
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Not exclusively terrain, at least

stuck oyster
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you will want the terrain variant to be decal though

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just as a pro tip

rich bluff
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I'll keep it in mind moving forward

stuck oyster
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so whats the issue with 1bit alpha?

rich bluff
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I'd rather not have multiple, but if it's inevitable for quality assurance, I'll look into it

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I'm just a perfectionist and complaining

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1-bit will be fine, just not ideal obviously lol

stuck oyster
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I personally prefer it for sharp things like this

rich bluff
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If I scale the resolution up, which I was planning to anyway, I think 1-bit will be just fine

stuck oyster
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whats the current resolution?

rich bluff
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512x256

stuck oyster
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๐Ÿ‘ there is room to at least go double

rich bluff
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Yeah, that's what I figured

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initially I wanted to try and stay as low as I could though :p

stuck oyster
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would not maybe go further

rich bluff
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I wouldn't go above a 1k

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not for something like this lol

stuck oyster
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๐Ÿ‘Œ

rich bluff
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Well, thanks for your help... now to go and change about 20 _ca images to _co

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lol

stuck oyster
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if you have multiple you could fit a few on a 2k atlas

rich bluff
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Though that's true, that would make using one model for all of them a little more difficult :p

stuck oyster
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I can recommend program called Advanced Renamer

rich bluff
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I'll look into it

stuck oyster
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very nifty tool that can mass rename parts of filenames on couple of clicks

rich bluff
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Oh that's going to help

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lmao, thanks

maiden heron
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does buoyancy lod affects vehicle when on land too?

lavish jay
stuck oyster
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but you are still not using the absolute path

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its cant be this difficult xD

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you cant just lose folders

lavish jay
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๐Ÿค” I have to study English more...

stuck oyster
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study the examples

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and their relation to the P drive

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the sample configs and Arma 3 configs both have this stuff right

maiden heron
stuck oyster
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I think the main problem you new guys have had is this clunky folder structure with million folders at the front

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where do you learn that when you start?

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boyancy lod most likely

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@maiden heron

maiden heron
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alrighty

maiden heron
# lavish jay ๐Ÿค” I have to study English more...

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

stuck oyster
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I believe I've seen this kind of setup a few times now and Im very curious where is it learned from

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the tag\tag_thingy\addons part

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that many folders just dont make much sense

maiden heron
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its like they develop the mod at the place they pack the addons too

stuck oyster
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well where is that learned from xD

maiden heron
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not sure tho. but if they are new, they surely will get confused

stuck oyster
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yes and it makes helping more difficult too

maiden heron
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add with confusion from what they need to actually learn

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brain explodes

orchid spruce
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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

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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

stuck oyster
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typo

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or wheel in 2 animated selections

orchid spruce
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there's no type, I made sure to even copy paste all the names

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and what do you mean by wheel in 2 animated selections?

stuck oyster
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if mesh is part of 2 animated seletions/bone names it does not work

orchid spruce
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oh right, I had the steering wheel in the damageHide selection

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didn't realize that would be an issue

stuck oyster
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you you want to hide it, you will need to chain the bones

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in skeleton

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hiding the hide bone will hide all bones that are parented to it

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refer to BI samples

maiden heron
stuck oyster
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did you add boyancy geometry?

maiden heron
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yeah

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it now drives underwater after i add it in

stuck oyster
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did you make it big enoug? ๐Ÿ˜„

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does it have component name?

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how much does your apc weight?

maiden heron
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total mass is 14000
only component01
big enough? its the same size as my geo lod. does it need to be bigger?

stuck oyster
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is your apc set to be amphibious in config?

maiden heron
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yes

maiden heron
rich bluff
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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.

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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?)

maiden heron
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i increased the size of the buoyancy lod by 1.5x now it is much better

stuck oyster
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yeah the bouyancy lod is a bit tricky

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Id say just test what works

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@rich bluff do you have physx things set up?

rich bluff
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I do have a physx LOD set up, and that one worked just fine

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I haven't done the config side of things yet though

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am I just being dumb and needing to go do config alongside it?

stuck oyster
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does out car geometry have autocenter 0?

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yes config is essential too

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and properly set up physX memorypoints and such

rich bluff
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I tried the autocenter at 0 but I didn't have any luck

stuck oyster
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wheels, dampers etc

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yes vehicles dont use autocenter 0

rich bluff
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all the physx memory points are done properly

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that much I can say for certain

stuck oyster
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how can you say so when your car flips up?

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๐Ÿ˜„

rich bluff
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Because I have a few references that do work that I used to place said points

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I've done mem points before, I've just never had to screw with the geo and physx config for vehicles

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placing mem points isn't exactly rocket science :p

stuck oyster
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you do know that physX axises can go wrong way

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so the dampers act as jumpy springs

rich bluff
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due to the nature of the vehicle, the dampers are set up on a rotation value instead of translation

stuck oyster
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ah

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that does not work

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Arma understands only translation dampers

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the visual part you can fake as you like

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but the mechanical part has to be translation

rich bluff
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now that I'm actually looking at the physx config, I can see that

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looks like I'm going to have to play with the names of the selections again

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woohoo

stuck oyster
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fun stuff!

rich bluff
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lol

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should be

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I'll come back if I have any issues ;)

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see you soon :p

stuck oyster
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good luck. Im off to sleep ๐Ÿ˜„

tropic jewel
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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?

rich bluff
tropic jewel
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Brilliant, thanks

rich bluff
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No problem

rich bluff
shy sentinel
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What's the max poly count I should aim for on a wheeled Armed vehicle (up close - full interior)?

upbeat wraith
maiden heron
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HG said above 100k can cause some problem iirc

orchid spruce
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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

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I see a lot of vanilla vehicles have it smoothly animate back, how do I do that?

stuck oyster
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@shy sentinel 20-30k is where vanilla cars go if i recall right

rough idol
stuck oyster
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does it have other lods than the view lod?

rough idol
stuck oyster
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oh right is it in a ground holder

orchid spruce
ebon arrow
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How easy is it to simply put a Tunguska turret on an APC/IFV, like the BMP or BRDM?

stuck oyster
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impossible

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๐Ÿ˜›

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Well A3 models are not available for editing anyway

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A2 models. well. If you have to ask, then it will be hard

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because you need to learn how to

upbeat wraith
stuck oyster
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and its same how to as when making something from scratch

rough idol
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bounding box is size inflated by ground holder - you could create custom one if you want

upbeat wraith
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Okay, is that like a LOD or something else, because i havent played around with LOD's yet

rough idol
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no, it's separate object - your item is basically put into this separate object (item holder)

upbeat wraith
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Ohhh and that tells the game what the dimensions of the bounding box should be?

rough idol
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yes

upbeat wraith
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Okay ๐Ÿ™‚

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How do i go about creating one of these? is it just a button at the top or do i have to import one?

rough idol
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there is example p3d above

upbeat wraith
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I mean do i need to import that to my project or do i need to create one myself ๐Ÿ˜„

rough idol
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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;
        };
    };
};
upbeat wraith
#

And that goes in my config?

stuck oyster
#

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

upbeat wraith
#

sorry could you give me an example or point me to one? im having a hard time visualising that :/

tender radish
#

Hi everyone ๐Ÿ™‚
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")

stuck oyster
#

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

tender radish
#

Ok thanks :)

shy sentinel
stuck oyster
#

car

shy sentinel
#

Well then what's the ball park for an armored vehicle or a tank ?

#

I'm not making yet another car for Life lol

stuck oyster
#

Nyx was somehwere along the 50k range perhaps. being more open

silver zenith
#

can I ask blender questions here?

quick terrace
#

you can but you are better of asking specific questions into specific discord servers for that software.

silver zenith
#

fair enough

frosty rain
#

If you mean arma toolbox etc questions then yes we will happily help you here mr

silver zenith
#

yeah I've asked there. got ignored but its understandable, lots of traffic there

silver zenith
#

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

stuck oyster
#

That one probs needs picture to understand

silver zenith
stuck oyster
#

Off the top of my head it should be possible. But likely needs different kind of set up.

silver zenith
#

alternatively I'm trying to make tank tracks

stuck oyster
#

You do know you can't have fancy mesh track?

#

It's all texture

polar fiber
#

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

silver zenith
stuck oyster
#

well I did not know that ๐Ÿ˜›

lavish jay
#

What is the minimum size of a door that a soldier unit can enter?

median bough
#

standard is 1000mm i think

lavish jay
#

thx!
I modeled the building according to Japanese building standards, the characters were too big to go through the doorsmeowfacepalm

stuck oyster
#

I recall there is a wiki page about dimension

woeful viper
#
stuck oyster
#

@turbid cove why is there no wiki page for dimensions?

woeful viper
#

LOD geometry page has the link to the post

turbid cove
woeful viper
#

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

candid kayak
#

@stuck oyster @woeful viper If the data in that forum post is still valid we can put it on the biki.

stuck oyster
#

looks to be on point to me but best @woeful viper to comment on that

warm trench
#

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.

white jay
#

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

stuck oyster
#

it does not

white jay
#

Thank you!

woeful viper
candid kayak
#

Formatting is not done yet

stuck oyster
#

๐Ÿ‘ thanks!

stuck oyster
#

Since we have not had sneek peeks for a while I'll start

#

into game

#

to get some idea what it looks like

silver zenith
#

thats cool as hell

#

I'm following Mondkab's multimat tutorial
how do I export an UV as emf?

stuck oyster
#

I'm pretty happy with it myself too!

rough idol
strong plaza
#

@stuck oyster is that new eden stuff? looks awesome

lavish jay
marsh canyon
#

That's a HDR/aperture side. More like engine not a building

lavish jay
#

@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?

marsh canyon
#

I'm not really a building-man so can't say

stuck oyster
#

@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.

stuck oyster
strong plaza
#

oh right, it was the map named new eden, not the mod

stuck oyster
#

Si senor!

outer condor
#

vertex bounds is not a float
Generic error or premature EOF
any ideas whats the problem with the model here?

stuck oyster
#

sorry, never seen that one before.

#

could perhaps debug different Lods of the model in separate p3ds to see what lod it could be

maiden heron
#

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?

stuck oyster
#

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

maiden heron
#

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

stuck oyster
#

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

maiden heron
#

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?

stuck oyster
#

proxy for what?

maiden heron
#

make a proxy of the top glass and position it on the bottom glass position. just the transparent glass

stuck oyster
#

I dont understand what that would do

#

or how it would help

maiden heron
#

it would not appear?

stuck oyster
#

it probably would but what would be the point?

maiden heron
#

a more realistic periscope and cost saving rather than use pip?

stuck oyster
#

I dont think you understand how proxies work

#

it would not draw the view from the original model

maiden heron
#

i think i dont understand it well too

stuck oyster
#

it that kind of feature was available it would be in use already

maiden heron
#

i see..

#

pip it is! blobcloseenjoy :

merry gorge
#

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

stuck oyster
#

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

quick terrace
#

@merry gorge i really don't get the question

merry gorge
#

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

stuck oyster
#

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

woeful viper
frosty rain
#

@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?

#

Iโ€™m using super shader rn

#

My understanding is itโ€™s useful for saving space if you have textures that are being shared between multiple buildings

woeful viper
#

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 ๐Ÿฅฒ

stuck oyster
#

@frosty rain its more about optimizing performance with buildings

#

than saving space

frosty rain
stuck oyster
#

each material adds a drawcall. multimaterial basically combines 4 materials into 1

runic plover
# frosty rain alrighty makes sense, thanks!

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

warm trench
#

Setting keepHorizontalPlacement = 0; works a treat. Thanks, @rough idol

silver zenith
#

hello, is there a way to select faces from the UV view?
I'm trying to do the multimat color separation

small olive
#

when you select a face in uv map view, it will be highlighted on 3d viewport

silver zenith
#

it doesn't let me select individually only lets me make a selection rectangle

stuck oyster
#

yeh Id strongly suggest doing that kind of work outside of OB

#

no face select in UV editor is quite painful

silver zenith
#

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

stuck oyster
#

I dont quite understand what that means

#

you have object with 2 uvsets

#

1 for mask and other 1 square textures

#

like this

silver zenith
stuck oyster
#

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

silver zenith
#

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

stuck oyster
#

indeed

#

it is also quite old ๐Ÿ˜„

#

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

quick terrace
#

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

halcyon wren
#

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. ๐Ÿ˜„

polar fiber
stuck oyster
#

๐Ÿ‘

#

perfect

flat breach
#

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

maiden heron
#

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?

flat breach
#

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

stuck oyster
#

component named?

#

and how big is it?

flat breach
#

named correctly and within size limits

#

it has a roadway set up and that works fine

stuck oyster
#

vehicle clip through == physX issue

flat breach
#

i know

#

thats what im trying to fix

stuck oyster
#

mass parts dont need sharpening

flat breach
#

want me to just send you the files?

#

as far as im aware, its all set up correctly

stuck oyster
#

no thank you. I cant spare that mich time to debug everyones work ๐Ÿ˜

flat breach
#

ยฏ_(ใƒ„)_/ยฏ

#

i dunno what to tell you then. ive already done what you said and unfortunately it hasnt produced any results

north sundial
#

Could the fact that you are using a phys geo be an issue

#

Just had the thought

white jay
#

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.

flat breach
#

from what i read on the wiki, it said i need one for it to interact with vehicles

north sundial
#

Hmm

flat breach
#

i'll give it a try

#

no joy on that

stuck oyster
#

if you make the goemtery lod just 1 box does that work to block vehicles

#

and what size is the structure

flat breach
#

about 45m across at its widest point

#

42 in the other axis

#

and the geo lod is already a simple box

stuck oyster
#

all vehicles have the issue or just some?

#

and what exactly happens?

flat breach
#

They just phase through like it doesnt exist

stuck oyster
#

how much mass does it have?

flat breach
#

500

runic plover
#

@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)

flat breach
#

deleted the geophys

stuck oyster
#

component naming made with the find components tool or manually written?

flat breach
#

with tool

runic plover
#

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.

flat breach
#

only one component for the collision

#

didnt work

runic plover
#

Is it even Convex?

flat breach
#

yes

#

as i mentioned earlier, its all closed, conex, triangulated, named correctly, given mass etc

stuck oyster
#

packed with pbo project?

flat breach
#

yep

runic plover
#

You mentioned you are doing a hangar for ship. I cant imagine 1 Component could make the job of the Geometry

stuck oyster
#

are you sure you are running the updated pbo

#

and not packing it into wrong folder

#

like @yourmod\addon\addon

flat breach
flat breach
stuck oyster
#

single panel?

#

how thick?

flat breach
#

20cm

stuck oyster
#

make it thicker

#

add some cube to the resolution lod too to make sure the model updats

flat breach
#

already done that

runic plover
#

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

flat breach
#

gonna do something else for a bit then i'll report back

livid canyon
#

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 ๐Ÿ˜‚

silver zenith
#

question for multimaterials
when I make a 2nd UVmap to scale textures
can I make a different unwrap?

stuck oyster
#

yes

crude grail
#

Would there be a use to break model into section in blender based on its named sections ?

#

Feel free to at me , Iโ€™m making some tools for blender and want to know what would be useful for the community. For importing A2 sample models.

frosty rain
#

Sections and named selections

crude grail
#

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 ?

frosty rain
stuck oyster
#

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

crude grail
#

Im doing that + renaming the 1.0001 ,1.0002, 1,0002

stuck oyster
#

imgur overload

crude grail
#

Lol, in the planning stages right now for some work flow automation

stuck oyster
#

material split can actually be probelmatic too

crude grail
#

So Right now I have a script that separates the model based on material and renames the object pieces to the material name.

frosty rain
stuck oyster
#

as if you break vertex welds on a character its possible mess up the weightings

crude grail
#

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 ?

stuck oyster
#

no

frosty rain
stuck oyster
#

not really

frosty rain
#

Will probs make the model unusable as goat said tho

stuck oyster
#

it makes a mess of things

crude grail
#

that is why Im asking before working on scripting any of this

stuck oyster
#

@crude grail can your recombination take into account if some edge gets messed up in the parts

crude grail
#

I think i can work that into the script

#

what specifically would you want checked

#

just edges ?

stuck oyster
#

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

crude grail
#

yeah, I'll play with development and ask specific modeling questions here

warm leaf
stuck oyster
#

the only one

#

do note that most basic things should be done in normal model.cfg

silver zenith
#

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?

shell bluff
#

@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

turbid cove
#

Sure, but still

stuck oyster
#

@silver zenith should be possible but why just 1 face?

silver zenith
#

when I try the entire thing becomes black
maybe it doesn't in arma

quick terrace
#

and supershader for metal roofs etc

#

and accessories

silver zenith
#

then why does my model become black in bulldozee when I do so

woeful viper
#

does it work in arma

stuck oyster
#

are hiddenselections involved

#

although in buldozer it would not matter

silver zenith
#

I havent checked yet and no
no hiddenselections

woeful viper
#

checking in arma is first thing you should do

stuck oyster
#

how does that piece of mesh look on its own?

#

if you copy it to another lod what does it look like in dozer?

obsidian quartz
#

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?

stuck oyster
#

OB viewports bug in win 10 and have to be turnedd to DX mode to work

obsidian quartz
#

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?

stuck oyster
#

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

obsidian quartz
#

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 ๐Ÿ™‚

stuck oyster
#

yes unfortunately there isnt anything to be done about that

obsidian quartz
#

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.

stuck oyster
#

well like I said, working in OB is not really required

#

and its is qutie aged program and better, easier programs are available

silver zenith
stuck oyster
#

color id?

#

que?

silver zenith
#

for the multimaterial mask

#

the monochromatic coors you use to distribute the materials on the UVs

stuck oyster
#

Now Im not following

silver zenith
#

I think they're called texGen

stuck oyster
#

so you have a thing

#

that uses multimat

#

then what?

silver zenith
#

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

stuck oyster
#

I dont understand the problem. you just assign that face a different texture and different material

silver zenith
#

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

stuck oyster
#

how are you assigning the texture?

#

what texgen are you talking about?

silver zenith
#

select face
E
add texture path (procedural color in my case)
should be texgen 0 if that matters anything

stuck oyster
#

that would not affect a multimaterial in any way

dapper tangle
#

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?

stuck oyster
#

for the brain thing I suggest seeing a doctor

#

sounds dangerous

#

model stuff we can maybe help with

silver zenith
dapper tangle
#

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

stuck oyster
#

@silver zenith does it still have the multimaterial applied?

silver zenith
#

the rest of the model still has the multimaterial

stuck oyster
#

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

silver zenith
#

he could add just 2 vertexes at the far ends of the model to extend the bounds

stuck oyster
#

option 2, add memorypoints to increase the models bounds

silver zenith
dapper tangle
#

option 1, model the thing in open state and set the animation to closed state at start

#

That would work

stuck oyster
#

@silver zenith ymm wut?

dapper tangle
#

I've been trying to fix this issue for so long and that's the fix lol

stuck oyster
#

indeed

dapper tangle
#

Would @silver zenith idea work by adding 2 vertices?

stuck oyster
#

@silver zenith you cant have multiple same level resolution lods

#

@dapper tangle see option 2

dapper tangle
#

Oh crap

#

You guys are awesome

stuck oyster
#

@silver zenith model can have multple textures and materials

silver zenith
stuck oyster
#

wut

#

you have another material for that part

#

and multimateral for the rest

silver zenith
#

whats different from what I just tried to do?

stuck oyster
#

you dont have multimaterial for that part

silver zenith
#

how can I not multimaterial that face?

stuck oyster
#

dont assign multimaterial for that part

#

assign some other material on it

#

this isnt making much sense right now

silver zenith
#

thats what I did
I gave that face its own rvmat and texture

stuck oyster
#

well then that rvmat is broken

#

either faulty stage of faulty path

silver zenith
#

alright so it is possible
I'll see what I did wrong

stuck oyster
#

what kind of rvmat did you try to use on it

silver zenith
#

an ugly one line of emissiveness
has worked in the past so though it would work here aswell

stuck oyster
#

thats not a proper rvmat...

silver zenith
#

clearly not, just didn't knew what else to add

dapper tangle
#

Side question - Is there any way to have a one way fire geometry?

stuck oyster
#

no

dapper tangle
#

Welp there goes that idea lol

stuck oyster
#

why would you?

dapper tangle
#

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

stuck oyster
#

give more AA

dapper tangle
#

It's an Exile server

#

non militarized

stuck oyster
#

dont give helis then

dapper tangle
#

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

stuck oyster
#

why not?

dapper tangle
#

We made a rule against it however I just wanted to put a safe guard basically

#

Helis are essential in exile

stuck oyster
woeful viper
#

disable FFV on helis...

#

or automatically take away scoped weapons and put them in heli inventory

stuck oyster
#

or add fired eventhandler on players that give them damage if they fire weapon on heli

woeful viper
#

address the problem, not bandaid... one way fire geo... lol - guess whats going to be abused next

gaunt zenith
#

^ this

dapper tangle
#

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

steel vector
acoustic fractal
#

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

silver zenith
#

they are proxies

median bough
acoustic fractal
#

ah I see

stuck oyster
#

and there are number of different lod objects for different layers of the model

#

some visual, some technical

acoustic fractal
#

very odd that the example character's highest detail lod has no head same for the second one but the third one does?

woeful viper
#

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

stuck oyster
#

not just optimization

#

head is a proxy so different ethnicities can be swapped

woeful viper
#

having it in 3rd lod is optimization

stuck oyster
#

true

#

then texture is enough

acoustic fractal
#

gotta like slam the lods together to have a version for making clothes with a hood

stuck oyster
#

there is a example head too in the samples

#

bysta.p3d

acoustic fractal
#

well I just need the general shape of the head

stuck oyster
#

but if its a loose hood a simple sample char lod is enough

#

no need to combine them

acoustic fractal
#

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

stuck oyster
#

What kind of a proxy?

stuck oyster
#

Why autocenter 1?

placid relic
#

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?

stuck oyster
#

The proxy still has to be drawn so it's about the same

woeful viper
#

hundred vehicles? Modpack? You made them all yourself ? Doubt that...

stuck oyster
#

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.

placid relic
placid relic
woeful viper
#

figured

quick terrace
#

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...

tulip beacon
#

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?

stuck oyster
#

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

subtle bison
#

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. :>

silver zenith
#

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?

quick terrace
#

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

silver zenith
#

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

stuck oyster
#

Mask unwrap is used by AS and MC too

silver zenith
#

mhm so its better to make it clean
that answers my question, thanks

timid wedge
#

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.

stuck oyster
#

memorypoints in weapon

timid wedge
#

You set this in the 3d model itself right?

stuck oyster
#

yes

silver zenith
#

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?

stuck oyster
#

Yes

#

What does attached to camera mean?

silver zenith
#

as in the radius follows the camera

stuck oyster
#

This the sky box thing?

silver zenith
#

so the more I move away with the camera the less I see of the model

#

no its just a big prop

stuck oyster
#

Now I'm a bit lost again. Is the model moving or not?

silver zenith
#

no, its a static prop
the move I move away with the player/eden camera
the more of the model becomes black

#

fixed it

wise stone
#

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

wise stone
#

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

stuck oyster
#

Yes Arma needs mesh to be triangulated.

dapper tangle
#

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

stuck oyster
#

you select bunch of mesh/verticles and create a vertex group(Blender)/named Selection(OB) for it

thin forum
#

Hi, I have a question. How to remove geometry at the door when. Cause when I open them I can't walk through them

silver zenith
#

you don't remove the geometry you move it along the door

runic plover
#

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

thin forum
#

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

stuck oyster
#

how are you packing your model?

thin forum
#

addon builder

stuck oyster
#

have you tested the geometry lods animation in Object Builder buldozer?

thin forum
#

what button can I switch between animations?

stuck oyster
#

mouse center, enter and backspace

thin forum
#

yeah its working

#

door animation also works in geometry

stuck oyster
#

is the doorway big enough?

#

is there something else possibly blocking it?

thin forum
#

I think that's how I do mattaust showroom

#

I do not think so

stuck oyster
#

mattaust showroom?

#

I dont know what that means

thin forum
stuck oyster
#

I have no idea if those are made proeperly or not

#

so cant comment on that

reef granite
#

Good morning here ๐Ÿ™‚
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 ๐Ÿ™‚
Is there some good practices ? (I'm using blender)

polar fiber
#

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

reef granite
#

Thank you very much it's a good starting point ๐Ÿ™‚

reef granite
stuck oyster
#

yes, your weapon bone was not in correct place, or correct name when rtm was exported

dapper tangle
#

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

stuck oyster
#

Modelcfg class needs to be same name as your p3d

ebon minnow
#

does anyone know how I can centre a cylinder perfectly at 0,0,0 on the OBJ builder grid

somber flame
#

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

median bough
#

in game config viewer

somber flame
#

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.

marsh canyon
#

What exactly you wanted to do?

somber flame
#

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)

marsh canyon
#

How?

somber flame
#

That's the bit I'm trying to figure out ๐Ÿ˜†

marsh canyon
#

You don't need to get model path after all

somber flame
#

Just want to be able to select a different texture in the arsenal

marsh canyon
#

That's what hiddenSelectionsTextures's job

somber flame
#

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?

marsh canyon
#

What's the easiest way to create a 'hiddenselectionstextures' bit of code
๐Ÿค” There's nothing but writing

somber flame
#

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.

marsh canyon
#

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

polar fiber
ebon minnow
#

existing one. say i imported a cylinder into OBJ builder

polar fiber
#

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

ebon minnow
#

thanks so much i'll give that a try

polar fiber
#

You can then delete the extra verts with Points>>Select Isolated and hit Del

ebon minnow
#

would the r-click drag work if i locked movement to say the X axis?

stuck oyster
#

if you made a cylinder outside of OB it might be good idea to do the work in more familiar program?

polar fiber
#

Yes

ebon minnow
stuck oyster
#

you should make your model in correct scale and position

#

before import

polar fiber
#

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

stuck oyster
#

๐Ÿ‘†

ebon minnow
#

thanks yeah wish i knew that when i imported

stuck oyster
#

what program did you use to make it?

#

and what method of import did you use?

ebon minnow
#

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

stuck oyster
#

likely so if you did not scale around pin.

ebon minnow
#

yeah

#

is the "pin tool" the "Move Pin" option under "Edit"?

#

hotkey R?

stuck oyster
#

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

ebon minnow
#

so i can't tell if its snapping or not

stuck oyster
#

its probably not

#

Is strongly recommend fixing the scale etc outside of OB so you dont have to fight it

ebon minnow
#

damn okay

stuck oyster
#

or you know, just reimport and scale it to the pin

dapper tangle
#

Okay I managed to get Hidden Selections to work

#

However let's say I want to change the penetration rvmat on the fire geometry

stuck oyster
#

you cant

dapper tangle
#

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

stuck oyster
#

if you explain what you are trying to achieve perhaps there is another way

dapper tangle
#

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

stuck oyster
#

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

dapper tangle
#

I'm still new to the animation scene so i'd say that wouldn't work for me lmao

stuck oyster
#

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

dapper tangle
#

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

stuck oyster
#

yes that works

#

but if you ever wanted to use them on terrain

#

it would not work

dapper tangle
#

Like placed down on the ground?

#

I don't understand I've tested them all and they work

stuck oyster
#

scenario/mission/editor uses classes, terrain builder uses p3ds

#

I dont know how you intend to use your objects

dapper tangle
#

Ah

stuck oyster
#

but if anyone wanted to make a terrain with them, they could not

dapper tangle
#

I'm using 1 P3D

#

and changing the texture through hidden selections

stuck oyster
#

yes I am aware

#

so how do you intend to use the objects?