#arma3_model

1 messages Β· Page 164 of 1

stuck oyster
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in missions only?

dapper tangle
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In a server

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which I believe that servers use mission files?

stuck oyster
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game runs missions yes

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missions run on terrains

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terrains have preplaced objects on them

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so is there going to be a custom terrain?

dapper tangle
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Well technically yes? It's going to be in a Exile server which is going to be placed with the building script they have

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So it wouldn't be preplaced

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Like i've created building assets before with the same method and when implemented in the server they worked fine

stuck oyster
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yes mission placed objects will work fine when done like that

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and its all fine if they are intended for that

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what your server is doing is not custom terrain

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its custom mission

dapper tangle
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Ah got ya

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Well I guess i'll just take the loss and create duplicate p3d's but learning about hiddenselections will definitely help me out a lot with other things that arent penetration reliant

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Anyways I really appreciate taking your time to help me out it's really hard to find much information out there lol

stuck oyster
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πŸ‘

reef granite
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Thanks for your answer,
Concerning this issue :
https://i.postimg.cc/Y9GRwxGs/Untitled.png

I use this rig :
https://forums.bohemia.net/forums/topic/161228-armarig-for-blender/

And when I import the RTM inside Object Builder it's working as expected.
However when I use this RTM inside my weapon config.cpp :
handAnim[] = {"OFP2_ManSkeleton", CurrentDir\data\anim\myAnim.rtm};
And when I test the weapon inside A3, the arm is still like an Alien ^^

Is there something particular to add in config.cpp ? ou model.cfg ?

stuck oyster
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No you need to change the rigs weapon bones name to match the model. Cfg

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It need to be either Weapon or weapon, and the rig has it wrong way around

reef granite
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Indeed the weapon name is Weapon

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*The "weapon bone name"

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And in model.cfg :
skeletonBones[] =
{...
"weapon","Spine1",
...
}

reef granite
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Apparently is a binarization issue related to the new Addon Builder. I can't found any working link of an old Addon Builder to try

fresh shadow
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Hi, I am using addon builder to build a pbo from a mod I made years ago, but somehow the tracers end up behaving very weird. They are invisible when viewed against the sky, and vegetation is rendered in front of them:

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Any ideas what could cause this?

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I am using the vanilla tracer textures + materials

polar fiber
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Vanilla textures and materials are unpacked on your P:\ drive?

fresh shadow
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No, I guess that would solve it?

stuck oyster
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@reef granite new addon builder? there hasnt been new addon builder

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the old one however has problem with rtm binarization yes

polar fiber
# fresh shadow No, I guess that would solve it?

Not 100% certain it will fix it until you try it. But not having .rvmat materials accessible during compiling models with transparency, usually does create some rendering issues. So I feel it will be one contributing factor. There may be others

fresh shadow
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Mhmm it made it worse πŸ˜„

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It brought back this guy

median bough
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use pboProject and a properly set up p drive

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it won't magically fix your issue, but at least give you more insight with the log files

reef granite
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You guys are great. I tried MakePbo but I got an error when launching it. I'm digging.
Thanks

fresh shadow
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Found my old P-Drive folder with the unpacked A3. From there and with pboProject the tracers look as they should again! But now I have this creepy animation bug.

median bough
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@fresh shadow
Can happen if you pack a already binarized anim iirc
Still got the original animation?

fresh shadow
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How do I know if an animation has been binarized before?

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But in the past I build the mod from this same folder

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I had the animation issue in the past and solved it, but I cannot remember how

polar fiber
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Load a character model or skeleton sample up in object builder and r-click on the keyframes window, "from matrices"

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pick the .rtm there. If it loads, it's not binarised

fresh shadow
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Hmm, handanim loads fine in object builder

polar fiber
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In your addonbuilder options, set it to copy *.rtm directly for the time being. IIRC it doesn't binarise them properly and you need to use pboproject for that

fresh shadow
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Tried that, it does not solve the error

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What is interesting is that it worked fine when I did not have the game files extracted, but with the gamefiles extracted the handanim does not work

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But my gamefiles were from 2016

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I am unpacking the current ones right now, maybe that will fix it

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Mhmm, same issues with the new gamefiles

silver zenith
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what does convex hull do in Object builder?

stuck oyster
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makes selection you have a convex blob

silver zenith
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a blob?

stuck oyster
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undefined shape

silver zenith
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why would I need to?

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rock geometry?

stuck oyster
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well if you want to make convex parts

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any part

silver zenith
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I guess its not a beautiful tool that lets you make easy geometry lods

stuck oyster
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no such thing exists

silver zenith
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a man can dream

runic plover
# silver zenith I guess its not a beautiful tool that lets you make easy geometry lods

sometimes i do 2 things in OB to make proper low poly geometries if im to lazy (Geometries have to be anyway lowpoly)

  1. merge model, use the detect option, do it 4 - 8 times, depends on how many poly your model has to get it low as possible

  2. use the convex hull option, sometimes make a second LOD and select points seperatly and copy them and make the convex hull option to split the geometry parts

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and dont forget to check with nonclosed or check convexity

silver zenith
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convexity is the bane of my existence

runic plover
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to do Geometries is a lot of work and needs a lot of time if you do them correctly. and also use details like the penetrations. many people dont use it and thats very sad.

karmic silo
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Hello lovely model makers of the arma discord. I could use some brief assistance if anyone is willing to help. I am trying to create a custom belt here: https://gyazo.com/5e77df011fa27e9db163e8a06961977a but as you can see it is reversed and at the characters feet. Obliviously changing it's direction is pretty straight forward however I can not seem to get it's placement correct even though it is defined for the pelvis area. Any ideas?

small olive
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Do you have model.cfg in the same folder with your p3d?

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Also you must define your belt in the model.cfg

karmic silo
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I do yeah.

small olive
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so do you have a geometry LOD with autocenter=0?

karmic silo
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Seeing as I have no clue what autocenter=0 is I am gonna go ahead and say no lol

small olive
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autocenter is a named property

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you must create a geo LOD and on the named property tab create new and give it name autocenter and value 0

karmic silo
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Much appreciated, I'll give it a try

karmic silo
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So that worked and I really appreciate the help. Now I was wondering if anyone had any suggestions on how to place the pistol holster proxy more precisely as for about the past hour I have just been fiddling with it's points in blender and this is about as close as I have gotten it https://gyazo.com/46cef1c3c0eed2a00bb5a463859791d3 Is there an easier way to place it more precisely?

quick terrace
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yeah via object builder, by showing the proxy

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or using the world xyz coordinates from any handgun

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and then using a point helper attched to that that would eventually be used as a mem point

karmic silo
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Where is the pistol hostler proxy located? Every time I hit show proxy objects it prompts me for a file location. Apologies for all the questions.

polar fiber
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Copy it, paste it, rename/repath the new one to a pistol sample model, move them both together then delete the second proxy when you're done

warm leaf
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Anyone got a foolproof method for figuring out ironsight angle for moving adjustable sights? I'm thinking to make a script that uses the fired eventhandler to grab the projectile and get its angle, then fire the weapon using non-moving adjustable sights set to the distance I want to get the angle for - just curious if anyone has a tried and tested method that's any different

woeful viper
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you can aproximate by doing some hand calculations of bullet drop and then trial& error hand tweak from there. But this only works on low-drop bullets. For high drop rate weapons (grenade launchers) a bug makes it impossible to do properly https://feedback.bistudio.com/T122806

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rifles are also affected by this, its just that the offset doesnt cause such a huge issue.

warm leaf
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Oh gosh wasn't aware of the offset

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thanks for the heads up

woeful viper
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iron sights = pain... as much as i love them, i have kinda given up on animating them.

woeful viper
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btw, for vehicles this problem doesnt exist

rose beacon
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Anyone wanna help me on a project DM for more details

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all thats needed is to add the vest into game just struggling with OBJ builder

woeful viper
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where did you get the vest from

rose beacon
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Got perms from lads at TSF

stuck oyster
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is there any reason why it has to be put in game again if tTSF already made it and has it in their mod?

rose beacon
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well i reworked some of the stuff on the model

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added a few things yeeted a few things

silver zenith
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is the maximum amount of components for geometry still 99 or has that changed with later games?

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also does binarize just skip the entire geometry LOD if only one component isn't convex?

stuck oyster
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2048 is the max named selection count that lod can hold

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its just not recommended to have overly complex geometry lods as that can cause spikes in collision calculation

silver zenith
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just can't seem to go lower than 300
its a big object
and its already a piece of a bigger one
thanks
as for the binarize thing?

stuck oyster
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dunno, I dont make non convex geometry components

silver zenith
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thats a big flexπŸ˜„

stuck oyster
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havent really intentionally observed what happens if you have them but Id wager the non convex parts just dont work and the rest do

silver zenith
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from what I've seen its not the case
tested a cube next to a non convex and it didn't work neither

stuck oyster
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well time to fix non convexities!

silver zenith
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I'm just remaking the entire lod from scratch
any tips for that?
from what I've seen the geo only handles player collision and fire collision in absence of a fire geo
assuming I have a fire geo I guess I should only bother making geometry for parts I shouldn't walk through right?

stuck oyster
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all other geometries fall back to the main geometry lod if separate lods are not defined

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geometry also affects grenades and other physics things

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so make it properly

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πŸ˜›

silver zenith
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isn't that a job for geometry phyx?

stuck oyster
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well for vehicles yes

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grenades still use geometry lod if I recall right

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just dont try to shortcut on things

silver zenith
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it was more of an efficiency thing
I'd still do those bits on the other lods
but if the player can't physically reach a part of the object, like a ceiling fan should it really have geometry?

stuck oyster
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no

silver zenith
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I see

stuck oyster
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unless you want it to be able to deflect grenades

silver zenith
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I'm 80% sure grenades are physx objects

stuck oyster
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πŸ˜„

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you are likely to lose money on that bet

silver zenith
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found this under the geo phys description

Grenades are currently PhysX objects, that means they do use this LOD instead of Fire Geometry.
has that changed in recent games?

stuck oyster
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got a link to that page?

silver zenith
stuck oyster
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I guess you just got to test it

silver zenith
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yup
confirmed

stuck oyster
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indeed! πŸ‘ My bad, I rarely make separate physX lod as it would quite often be the same as the reqular geometry lod

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so all openings you want to have need to be in it

silver zenith
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alright so
I've completely redone my geometry
checked in object builder and everything is convex and closed, mass is set correctly and size does not exceed the 50-60 meters from center of origin
yet none of my 200 components seem to work
even the default cube I used as a test which should always work as a geometry component

only clue I have is this from the binlog

11:39:29: PhysX SDK ERROR: 32, msg: QuickHullConvexHullLib::findSimplex: Simplex input points appers to be coplanar., file D:\Work\Code\Arma3\extern\PhysX3\physx\source\physxcooking\src\convex\QuickHullConvexHullLib.cpp, line 934
it seems to be about convexity
but everything is convex so no idea what is the issue

stuck oyster
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did you test the find non convex and find non closed in OB?

silver zenith
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yes

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no results

stuck oyster
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could try process of elimination

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remove half and see if it works

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if not then other way around

silver zenith
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mhm alright

stuck oyster
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do you have comples curvy shapes?

silver zenith
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not in the geometry
its all cubes and triangles

stuck oyster
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triangles?

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you mean squares and triangles?

silver zenith
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5 faced meshes

stuck oyster
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soo they make up something quite complex?

silver zenith
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not really
the model has no curves

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and of course neither the geometry

stuck oyster
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why the triangle thingies?

silver zenith
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it has some weird non convex parts that I can't cover with cubes

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actually that binlog line isn't even from this p3d so its not relevant
then I'm not sure why it doesn't work

stuck oyster
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try the elimination first

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see if there is any results

silver zenith
runic plover
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Mass center

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I think

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This pic is like a potato πŸ˜‚

silver zenith
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screenshotted from my fresh 12x7 pixels screen

runic plover
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From where is this pic? OB?

silver zenith
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yes

runic plover
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How are your Components named?

silver zenith
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component01 to component137

runic plover
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component or Component

silver zenith
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used armatools from blender so it was all automatic
Component

runic plover
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If you pack in pboproject, BinLog is also clean? Nothing about anything in Geometry LOD?

silver zenith
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never had a cleaner binlog

runic plover
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How much Mass did you?

silver zenith
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oh it was just 38 for some reason
I guess the more components there are the less dense it becomes
or is it 38 for each component?

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I'll raise it anyway

runic plover
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If you select all components and you got 38 then its to low

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Then it is 38 / 137 = 0.27

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Try to make it as test complete 100'000

silver zenith
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that would make sense
I've made a ship as dense as a bush

stuck oyster
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blu cross = mass center

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and yes sounds like your mass was too low

silver zenith
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should I worry?

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for the blue cross

stuck oyster
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why?

silver zenith
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never seen it anywhere else on my previous models

stuck oyster
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this is a building yes?

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dx mode hides it

silver zenith
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maybe I just didn't see it

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oh probably thats why

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either way I set 427350Kg of group mass and can still walk through

stuck oyster
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this is geometry lod right? not physX geometry?

silver zenith
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geometry

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I haven't set any other geometry lod yet
could it be a possible reason?

stuck oyster
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no

silver zenith
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then its option C
I've built this model on top of an ancient native american burial ground

stuck oyster
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backup first but delete all geometry and add just 1 simple cube to see if that works

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Im wondering if your chages are getting through in game

silver zenith
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I think they are
trying the test cube again

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and it works...

stuck oyster
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then more elimination

silver zenith
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is there any limit like number of faces/edges per component?

stuck oyster
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dont know

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but I doubt you would have reched it

silver zenith
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yeah me neither
I've tried splitting it horizontally rather than vertically and some parts seem to work now
others don't
I don't understand the criteria

stuck oyster
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have you tried using the find components in OB?

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or the convex components tool

silver zenith
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the find-non convexities?
already did and nothing

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what does find components do

stuck oyster
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lists all separate parts with component name

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and convex component tool tries to make all separate parts into convex shapes with component name

silver zenith
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doubt that will work well

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but ill try

stuck oyster
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@silver zenith any luck?

silver zenith
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had to take a break but nothing yet
seems to load forever

stuck oyster
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@charred plaza dont spam questions on multiple channels

charred plaza
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I’m not, I just figured General chat was better.

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I’ll remove this one

stuck oyster
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πŸ‘

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indeed this one was wrong place to begin with

silver zenith
# stuck oyster <@!294539797601583104> any luck?

tested more throughly
nothing changed
something I noticed is that there are 2 components by the end of the mesh which only half it works
as if the components were cut in half and a part didn't work

stuck oyster
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they are not animated parts?

silver zenith
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nope

stuck oyster
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its quite possible you have reached the size limit

silver zenith
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my though exactly but it doesn't look like it
the model is 67 meters long
center of origin is in its middle
from that point the problematic component starts at 27 and ends at 33
but stops working around 30

stuck oyster
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sounds about right then

silver zenith
stuck oyster
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the detection range is also dependant of the terrain you use it on

silver zenith
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I'm on stratis

stuck oyster
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try some other one

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and possibly move the object a bit

silver zenith
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all lods have autocenter 1
shouldn't matter right?

runic plover
stuck oyster
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the 50x50 meter diameter is the mostly safe size

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anything beyond that is 50/50 if it works

silver zenith
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might have to cut it again if this is doesn't work

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nope
welp, here I go again
βœ‚οΈ βœ‚οΈ βœ‚οΈ

silver zenith
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cutting did absolutely nothing
I'm getting tired of this

stuck oyster
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send it over?

runic plover
stuck oyster
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should work yeah

bitter kite
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is there a way to do this? so that when i turn it it turns the proper way

woeful viper
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yes there is, but it will cost you 1% of your life force to make it (slighty underestimated in fact). The MG on the Leopard in the Global Mobilization CDLC is animated in such a way. It requires dozends of little individual animations, and sections of the belt.
Not for the faint hearted.

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you can make it easier, if you can enclose the belt (like often seen on guns on helicopters), that doesnt allow a look on the bullets.

bitter kite
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yea its for a heli and its closed

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would the process be the same?

woeful viper
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you can use softdeformation (like uniforms do) on vehicle stuff. This is the "easy" route. If you want to see individual bullets however, you cant go that route.

stuck oyster
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individual bullets and deforming belt is near impossible as it would require at least 1 bone per bullet and bone limit of a model is 256

white jay
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Is it possible to edit a uniform I download and make it wear one patch/insignia on the left shoulder and one on the right?

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or edit the uniform model and manually ”melt” the insignia on the model...

stuck oyster
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no

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editing is not possible

stuck oyster
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like I said, editing is not possible

white jay
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Or was it answer to both.

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Okay so two patches are impossible?

stuck oyster
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yes

white jay
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I see. One more question though, can you use Arma 2 uniforms/faces right out of the box or they need porting skills. And are those uniforms poor quality, visually?

stuck oyster
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need fixing, quality is less than in A3 and the uniform gear is not split

burnt axle
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Hey there, I've just imported a model I have made and exported it as paa and p3a, how can I swap the model with something that is already in the game? For instance a plane.

runic plover
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@burnt axle

Textures have to be .paa
Model has to be .p3d

To make it into the Arma 3 game, you need to do a model.cfg for your plane .p3d file and you have to do a config.cpp to make it work ingame.

Pack your sourcefiles with pboProject by Mikero's tools

But first step you have to do is set up your P drive. If its your first Addon you want to put ingame, you may learn first the basics how to make a proper working Addon.

Example Files you can find in Arma 3 Samples, you are able to find it over Steam.

To make a plane good working ingame needs a lot of work.

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And its not like GTA where you can swap existing vanilla vehicles just with other modified vehicles. Its a bit more work to do.

burnt axle
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I have the model set up with all of the tools, I just have no clue how to put it in

woeful viper
runic plover
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@woeful viper yes but you have to make a correctly working config too, and also you have to use the same options of the vanilla model.

woeful viper
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if you keep everything the same (granted, which isnt so easy as you cant open the the original model pre), in theory, you can simply swap it.

burnt axle
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The only thing I want to do is swap out a model, not set up any animations or anything. It was meant to be a joke that looks really janky.

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I was thinking I could just inherit from the class I want to swap the model from?

polar fiber
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No, animations are baked into the model file. If you don't make them, the model is simply static

sonic valve
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So lets say I make a vest model, and it has like 10-15 hidden selections. Would that drastically effect performance?

polar fiber
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Yes

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Every section is a draw call

sonic valve
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Would it be worse then AttachTo?

woeful viper
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?

sonic valve
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I want to make a vest that dynamically equips various pouches, grenades, medkits, ect as players add them to their inventory.

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The two options I see is just building them onto the model and hidden selection them, or attach-to proxy points.

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I know it won't be super optimized, and will slap a warning label to players this is met for smaller groups, but I'm not sure which of two ways would be better.

stuck oyster
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its basically same I suppose

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each object would require a drawcall too

sonic valve
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Should also state 10-15 is a bit overkill. Guess if I grouped certain gear together like "If you have a mag, you see mag pouches" I could reduce some of that.

woeful viper
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who doesnt have mags? Nobody who ran out of mags throws his pouches away

sonic valve
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Logical no, still cool looking? Yes

woeful viper
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i would even argue that hardly anyone will notice it

outer condor
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is it important to scale object models right from the start in third party software (Blender/Cinema 4D/etc) or you can always easily adjust it?

frosty rain
stuck oyster
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accurate and in correct dimensions modeled source saves a lot of headache later

outer condor
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ok thanks. what does one use for reference - the soldier size or real size in meters?

frosty rain
stuck oyster
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we had a set of dimensions that are found to work put up in wiki quite recently

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study by @woeful viper and I believe they are quite good reference on what works in the engine and character movement

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real life size often makes quite good Arma model too since Arma world works quite accurately in real world sizes, but like @frosty rain said, depends a little on what is being made

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some limits do apply if close range character interaction is required

woeful viper
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real life size is not advisable as far as width is concerned. Many doors (european) are just 80cm wide. Even worse are real life bunkers (yes, WW2 in aprticular) - they are completely too small to move in in arma.

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and adjusting size later is a huuuuge PITA

stuck oyster
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indeed. Buildings are exception. Other things like props and vehicles work quite well in real life dimensions

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vehicles need to be made for 180cm character though

outer condor
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thanks everyone πŸ‘

faint briar
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Hi, based on the example of the weapon sight 3 I was editing the p3d to make a futuristic sight, but I am having trouble applying the texture to the model.

stuck oyster
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what programs do you use?

faint briar
stuck oyster
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you modeled the whole thing in OB?

faint briar
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i dont need much to modeled i use the base p3d of a 3d scope and remove everything because i only need the points of view and the plane for the paa

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i dont need a model i need only a invisible sight

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is for a star wars weapon

stuck oyster
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well you can select mesh you want to apply texture to and hit E

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and fill in the texture and material slots

faint briar
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yea i do it but when use the p3d on arma i got a blank rectangle and not the texture

stuck oyster
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assumine the parts are UV unwrapped

faint briar
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give 30 min i need to do other stuff of home and when i come back i can show you screenshot about what i do

faint briar
stuck oyster
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I'll be fast asleep by them

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I know what you are trying to do, just not sure if you know enough to achieve it

faint briar
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I am more about code than modeling but I already applied the texture with the face properties, but it does not take the textures I am waiting for the texture to be passed to me in tga to test it inside object builder

stuck oyster
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its quite possible the face is not unwrapped

faint briar
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can you explain that ? how can test it ?

stuck oyster
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there is the UV editor in OB. Bit too late a clock to go through the how to.

faint briar
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if you talk about uv Editor i already put the sight inside 1 tile only

stuck oyster
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that probably should work then

faint briar
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Well, with those changes and everything doesn't work for me, that's why I asked for the texture to be passed on to me now, but don't worry I'll keep trying and tomorrow earlier than last I'll write here

hybrid frigate
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Did the recent Blender update break Arma Toolbox for Blender? I cant export as a P3D anymore and even after reloading the Addon it does not give me the option anymore.

wispy sage
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Check that your plugin didn't get corrupted during your update. Still works fine for me

hybrid frigate
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Yeah just tried again and still not showing up. Reset Blender to factory settings too. I like the Blender is open source but frick I wish they would stop changing stuff.

wispy sage
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Just to check the basics, the object your trying to export as a p3d is tagged as an arma object right?

old gulch
#

Is there any easier way to make hitpoint clouds?

stuck oyster
#

What version of toolbox and what version of blender

#

@hybrid frigate

#

@old gulch easier than what?

old gulch
#

Easier than having to manually place them? I never got the "generate hitpoint cloud" button to work in Arma Toolbox for Blender.

stuck oyster
#

Well I suppose there are many ways, you could use particles, or the original mesh scaled down and faces removed. Or grid mesh and then remove faces from that or perhaps physics simulation to fill the volume with spheres and turn those into points.

runic plover
#

@faint briar
-Select Face
-Press A and load your Texture
-Move it over your selected Face
-If its ok, press B

faint briar
reef granite
#

Hello, I'm trying to understand how can I see an animation on a parachute in Object Builder.
I opened : P:\a3\air_f_beta\parachute_01\parachute_01_f.p3d
Then I load from matrice the anim P:\a3\air_f_beta\parachute_01\data\anim\para_opening.rtm

But nothing happens

quick terrace
#

anims are binned irc

reef granite
#

You mean binarized ?

stuck oyster
#

and you are not supposed to be able to open those models

reef granite
#

Ow sorry, I understand. I just wanted to undersand how it works in order to build mine.
I will try to find a tuto

stuck oyster
#

there are no tutorials made for parachutes

#

since its vehicle powered with rtm animation neither of those files are use for you anyway as you dont have the rig to see how they are working

#

so what you need is learn how skeletal animation works

#

and then look at the parachute configs for where to create classes for new files you make

reef granite
#

Good starting point thank you very much

faint briar
errant bay
#

Hey guys! Does keeping rvmats unbinarized gives a ht to ingame performances ? (doing vests here)

stuck oyster
#

yes

#

but packing with correct tools does all that for you

errant bay
#

I use addonbuilder, does A3 tools provide something to do so ? Or should I "merge" the rvmats and the models upon binarization ?

stuck oyster
#

addon builder should be able to binarize them when it binarizes the rest of the stuff

#

you are not supposed to do anything with them beyond that

errant bay
#

Alright, thanks a lot!

faint briar
#

@stuck oyster, yesterday I tried the model with the tga textures, and in object builder I see it well but when I change the path of the textures to the paa and then do the pbo with pbo manager I get the look without texture, any idea or you can tell me How does the textures route have to go?

errant bay
#

Only issue is that my p3ds are already binarized now, and I would like to only binarize the rvmats, is there a way to do that ? cfgconvert maybe?

stuck oyster
#

@faint briar ah pbo manager

#

thats where your problem lies

#

you are not using correct tools

#

@errant bay why do you have binarized p3ds?

faint briar
#

yesterday i try, the addon builder but i got a error code for the pbo

stuck oyster
#

do you have P drive set up?

#

and pls delete pbo manager

faint briar
#

yes i have the P drive, my addon is out ot P drive maybe is that ?

errant bay
stuck oyster
#

well you should still have the unbinarized files on your P drive

#

in the original folder

faint briar
#

on the root of arma 3 projects ?

stuck oyster
#

whyy

#

your addon files you make need to go to P: drive and you need to pack them from there

#

P drive represents the games internal file system

errant bay
#

Looks like cfgconvert file change is what i need

faint briar
stuck oyster
#

yes, but use modtag_ prefix on your folder and file names

#

to separate them

#

if many people make P:\holosight that becomes a problem

#

@errant bay why did you delete them?

#

cant really help with that kind of situation

errant bay
faint briar
stuck oyster
#

path to texture must not have P:\ in it

#

since the engines file system does not know P drive

faint briar
#

i have "P:\holosight\data\mira.tga"

stuck oyster
#

so P:\Path\to\something.thingy becomes Path\to\something.thingy

#

see where the problem is?

faint briar
#

yes thx i will try it

#

i cant keep the tga ? or change to paa ?

faint briar
stuck oyster
#

.paa is the games format

#

binarize should convert it to paa though

faint briar
#

yes but binarize give me a error

stuck oyster
#

what error?

faint briar
#

i change the texture to .paa

stuck oyster
#

do you have a .paa file?

faint briar
#

yes

#

i have .paa and .tga

stuck oyster
#

what resolution is your texture?

faint briar
#

1024 x 1024

stuck oyster
#

so you feed the folder to addon builder? then what?

#

also if you want better debug you will need to get mikeros toolset and use pboProject to build your pbos

faint briar
#

when try to pack with binarize y got this error Build failed. Result code = -1073741819

stuck oyster
#

binarize?

#

why are you using binarize?

#

addon builder was what you were suppsoed to use?

#

and well if you can get addon builder to break there is some fundamental flaw in your workflow

#

Id recommend using mikeros tools as they have debug infromation that can tell you what you did wrong

#

any addon no matter how small needs to be done right

faint briar
stuck oyster
#

well why are your textures somewhere else?

#

si sp_weapons\data on your P drive?

#

and the p3d

faint briar
#

SP_WEAPONS is a $PREFIX$ inside folder

stuck oyster
#

dont use prefix

#

you are not ready for that

#

and you did not tag_ your holosight folder

#

Well you have pbo project now to tell you most errors

#

Ill give you couple of days to sort it out.

faint briar
# stuck oyster you are not ready for that

I have been using the prefix for a long time, if it is the first time that I have used them for this modeling, but for all the reskin and weapon configuration I have been using the prefix for a long time

stuck oyster
#

Β―_(ツ)_/Β―

#

if you been building your stuff with pbo manager and outside P drive then all bets are off

#

It is tedious to fight bad practices so Im gonna lay off from this for few days.

silver zenith
#

what is making my model become pitch black when under a shadow?

#

probably an rvmat problem
what texture map takes care of that stuff?

silver zenith
#

I don't see it being broken

frosty rain
#

That happened to me when I baked the AO in Substance and didn’t modify it

silver zenith
#

the entire thing becomes pitch dark under any shadow

frosty rain
#

The pink parts do look way too pink, but the white parts should look fine

silver zenith
#

the pinkness is probably because I often exaggerate with AO
but it never gave me these issues

frosty rain
#

For a quick test you could import the png into photoshop/gimp and just up the brightness until the darkest pink is pretty light

#

Or if you’re using SP modify the baked AO

#

Which would be better really

polar fiber
#

Sure the .rvmat path to the _as is correct?

frosty rain
silver zenith
#

I'll doublecheck

#

yup all correct

polar fiber
#

It's a green parallelogram, not a yellow ? when you look at in in Object Builder Resource Library under Current Model>>External dependencies? Should also open it in texView2 if you double click it there

silver zenith
#

green rectangle?

polar fiber
#

Next to the filename, on the left it will show a symbol of some kind

#

if it's a yellow ? Object Builder can't find the file or it's a procedural

#

If it's a green parallelogram (slanted rectangle) it can

silver zenith
#

when you look at in in Object Builder Resource Library under Current Model>>External dependencies
where is Current Model?

polar fiber
#

After Current LOD

silver zenith
#

just found out about the resource library

polar fiber
#

This thing

silver zenith
#

yeah never had it on the screen until now

#

yellow question mark

polar fiber
#

Ah right. Well it's very useful for checking and merging your sections

silver zenith
#

for some reason it can't find it

polar fiber
#

If it's a question mark it means there is somehow a mistake in the .rvmat path. Could be if you have .tga in the .rvmat (for buldozer auto conversion to .tga) but only the .paa remains in the project folder, but otherwise it's probably some typo somewhere

silver zenith
#

rvmats have the paa and unless I'm insane the path is correct, checked 5 times

frosty rain
silver zenith
#

any way I can check that in bulldozer?

frosty rain
polar fiber
#

Easy troubleshoot that doesn't rely on manually checking: Open the folder it's in, copy the location from windows explorer (deleting the P:\ bit at the start) and paste it into the.rvmat then copy the filename the same way

silver zenith
#

actually I have a yellow question mark on all my textures
and they work somehow

polar fiber
#

It's possible that it doesn't like some international keyboards though. I remember some people have problems with filepaths written with hebrew keyboard because one of the glyph unicodes is different. Maybe other languages too

silver zenith
#

all standard english

#

I appreciate the help
I'll probably try again tomorrow maybe I'm just missing something and need a fresh mind

white jay
#

Hello guys, i need some help. I try to save a p3d in Object Builder. I recently exported it from Blender but in Object Builder I can not save it and it gives me an error "an error occured during save operation". It just working fine on other objects.

silver zenith
#

try to save the blender project
close blender
and try again to save in OB

white jay
#

wtf, why its working now? πŸ€” Thank you!

silver zenith
#

I have no idea

stuck oyster
#

you sure all stages in rvmat are correct?

#

shwa shader is it using?

maiden heron
#

i could see sun flare from inside of my vehicle. does that mean i need a geometry lod for my view-pilot?

woeful viper
#

no crossposting!

hybrid frigate
stuck oyster
#

πŸ‘

#

excellent

hybrid frigate
#
wbg_cowpie_1.p3d : \wbg\wbg_objects\wbg_cowpie_1.paa
wbg_trailerc_1.p3d : \p:\wbg\wbg_objects\wbg_strawberry1\wbg_strawberry1.paa```
This is absolutely confusing.  I have no reference to the trailer item in my config or items in my folder.  Why the heck would it say the file is missing?  This error arises when I try to pack the mod.
stuck oyster
#

means some paths are not correct

#

you should never have P: in the paths for starters

hybrid frigate
#

I will recopy the paths and paste again to make sure. I did that before maybe I missed something but I have tried this for the past day and a half.

That is the thing. The line that mentions P does not exist in my config

stuck oyster
#

in OB if you look into the mass texture rename tool you can see if paths are valid

#

if they are red, its not right

#

if black then it can find the file

#

trailerc_1.p3d contains p: path in it

hybrid frigate
#

Okay it is red so there must be a problem

stuck oyster
#

well what is the path you have there?

#

also if your OB settings are not right, it will not work at all

#

check OB settings that path to textures is set as P:\

hybrid frigate
#

\WBG\wbg_objects\wbg_cowpie_1\wbg_cowpie_1.paa

#

Just changed OB settings path to P. That did not seem to be an issue before.

stuck oyster
#

is that the real absolute path to the texture?

hybrid frigate
#

I think I just need to delete everything and start over.

stuck oyster
#

πŸ˜…

#

bit harsh solutionn

#

just make sure you dont delete any source files

hybrid frigate
#

Like this problem cannot be an issue. It is looking for something that does not exist in file or config

#

wbg_trailerc_1.p3d
Does
Not
Exist

stuck oyster
hybrid frigate
#

I love how that worked.

#

Everything is fine now that I deleted all the P3D and re imported new ones from Blender.

#

Nope, that is a lie. I guess I need to reinstall OB because I wrote a new config and new P3D files but get the same error.

stuck oyster
#

so your folder is on at P:\WBG.. rest of the folders

hybrid frigate
#

P:\WBG\wbg_objects This is how the mod starts, there are sub folders per object.

I remove the P:\ in the config and texture assignment since it throws me all kinds of errors.

stuck oyster
#

yes you should never ever have P:\ in any of your paths

hybrid frigate
#

Correct, I have no P mentions. The error I am getting for anything P related is for a P3D file that does not exist on my computer or any references.

stuck oyster
#

can you pastebin that log

#

and yes it is somewhere in there

hybrid frigate
#

Okay standby

stuck oyster
#

I think you need to clear your temp folder

#

or run full build so pborpoject does it for you

#

I suspect you have some old stuff in the temp interfering with your new setup

hybrid frigate
#

You are my new living deity

hybrid frigate
#

It works great now.

inland pawn
#

Not sure if this is the correct channel but, anyone familiar with PiP? I think I have everything, but I get nothing

#

Not sure if my "screens" are placed incorrect or something

stuck oyster
#

this for a custom object?

inland pawn
#

Yes. Custom model

#

But, nothing shows up

#

Not even the faces I placed

bold valve
#

Hello

#

why selection for example in this pic the points seletect with blue colour?

stuck oyster
#

its partial smooth weighiting

#

you will want to look up how character skeletal animation and rigging works

bold valve
#

thanks

#

the way to aply weight for this points its similar when you apply mass in geometry?

stuck oyster
#

No

#

its weighting per moving bone

#

like I said look up how character rigging and weighting is done to understand what it means

blissful blaze
#

Hmm so just skinning of the model then

outer condor
#

how to create a FBX from a source p3d in the most simple way?
a new artist not into Arma is looking for some references of RV engine design objects (simple ones like wooden stash, ammo box, tent)

blissful blaze
#

Aren't there such example models in the arma tools from steam?

stuck oyster
#

open in OB, export as FBX I suppose @outer condor

polar fiber
#

Blender then .fbx usually gives better results for me when going to Maya. Usually lose smooth edges when I export direct from OB, after unlocking the normals

wispy orchid
#

is there a video (series) for learning to use the Alwarren's arma toolbox for blender? Especially how to get textures and materials done in blender and export to p3d

outer condor
#

thanks HG and da12thMonkey πŸ‘

#

i checked the samples as i thought to recall BI provided FBX, but seems that was prior to A3

severe plover
#

Hello. I’m trying to import a torch model, and I’ve gotten the fire to work for the moΕΏt part by looking at how the campfire was done, but for reaΕΏon unknown to me, the geometry model doeΕΏn’t ΕΏeem to work, deΕΏpite being convex, cloΕΏed, very ΕΏimple, and with mas applied. Could it be that by applying an effect to the model, the colliΕΏion is diΕΏabled ?
Here’s the relevant ΕΏection of the config.cpp :
https://pastebin.com/Ue810DdQ

stuck oyster
#

pls this is not a ripped model right?

#

model ripping is not tolerated here.

severe plover
#

This one is a perΕΏonal project I’d been working on.

stuck oyster
#

well ripping is not allowed either way.

severe plover
#

I underΕΏtand.

rose hare
#

Hi i have some questions
everytime i try to wear the vest or even opening the inventory of it
the game freezes a bit
Does anyone know anything about this?

runic plover
rose hare
#

i am using arma 3 tools

runic plover
#

Get pboProject by Mikero / Mikero Tools. Its also better to find any errors and glitches you probably did.

iron lantern
#

hi, i'm editing a vehicle, from the d3s mod pack. My question is where can I change the colors of the lightbar?

quick terrace
#

d3s are all rips, not gonna get help here

marsh canyon
#

Also sounds like you're ripping a ripped model

hybrid frigate
stuck oyster
#

@hybrid frigate πŸ‘ Its quite nice feeling to get things working isnt it! πŸ˜„

#

keep it up

reef granite
#

Hello there πŸ™‚
I'm trying to create my own parachute and thanks to HorribleGoat I could find the good way to start building it.

However I have a very strange issue with the parachute deployment animation (animationOpen in my parachute class).
Indeed when I set animationOpen = myOwnAnimation.rtm :
=> The parachute does'nt do any animation in game. (However the animation is working inside Object Builder)

But when I set animationOpen = opening_para.rtm (the original animation) :
=> The parachute read myOwnAnimation.rtm instead.

I checked my config.cpp many times and everything seems ok. It's like a cache issue or something (I checked the clear temp folder inside addon builder).
I also checked the binarize option.

Did you saw this kind of weird behaviour before ?

hybrid frigate
#

@stuck oyster agreed. My next hurdle will be to get objects to have vehicle collision. Still have yet to get that working.

white jay
#

Looking for Some Experience Mod makers for Mil-sim Unit .

stuck oyster
jade kettle
#

Has anyone seen a mod for US Military MP vehicles?

stuck oyster
#

@jade kettle #arma3_questions is the channel for mod questions, this channel is for model making

tiny mica
#

Hi guy, do you have new about the OPX building mod? or RSO building mod? The OPX building mod is not finished (impossible to enter buildings and unfinished stairs). The RSO building mod is not finished (it used the template of the OPX building models).
I tried to work on these models but I do not master object builder at all 😦

stuck oyster
#

@strong plaza is the author of OPX stuff I believe.

tiny mica
#

I think that the author of rso had taken over the work of @strong plaza to finish work.

stuck oyster
#

dunno. You will have to ask from the man himself

tiny mica
#

in case, there would be people motivated to rework the geometry of the buildings of this mods?

stuck oyster
#

there are not many building makers around

tiny mica
#

Do you know of any that would be able to help?

stuck oyster
#

nope. People I know are occupied with their own projects

tiny mica
#

Okay no problem πŸ™‚

pastel oyster
#

Texture is fine before putting into OB, but is all over the place when I run it through the Bulldozer. I tried to switch it from .paa to .tga to see how it looked in OB's viewport - and it's completely fine there, but with .tga too - as soon as I start it in bulldozer it becomes a mess

cedar warren
#

any of you guys encountered the issue that u can't launch buldozer from OB? just get 'unable to create viewer'?

orchid spruce
#

going into your appdata > local > arma 3 folder and deleting the AnimCacheData should force rebuild it

runic plover
#

@tiny mica first priority is to ask the author for permission to edit or finish the stuff. If the author wrote people are allowed to finish / change / edit it and source files are included it wouldnt be a problem.

And it has to be form the original first author, not from the second one.

tiny mica
reef granite
#

Guys in a config.cpp file of a weapon what is the difference between :

  • handAnim
  • reloadAction

When I put my custom reload animation into handAnim
=> I have a weird offset maybe due to a binarization issue.

When I put my custom reload animation into reloadAction
=> The character is skipping the reload animation

stuck oyster
#

hand anim is the pose the gun is held

#

reload action is the movescfg action that is played when you reload

reef granite
#

Oooh ok.
So the idea is to set a static anim for posing the gun in "hand anim".
And then animate from this point with a reload animation inside "reload action"
If I understand well

stuck oyster
#

hand anim only takes into account the left and right hand positions in relation to the weapon bone

#

the rest of the pose will not be used

#

but the reload part works like that yes

reef granite
#

You are my heros thank you

pastel oyster
stuck oyster
#

somehow broken uvmapping, bad rvmat, bad texture resolution, broken model

#

could be many things

#

wrong uvsets maybe

pastel oyster
#

Yes, ofc, more curious on why the preview in object builder works fine, but breaks in bulldozer/in-game

stuck oyster
#

how are you packing the model?

#

and how did you make it and get it to OB?

#

and what is the texture resolution?

#

and does it have rvmat(s)

pastel oyster
#

Model is free model I found online, un-textured. Was 3Ds file which friend converted into .obj and I imported it into Oxygen.
Texture is 2048x1024, one rvmat with a nohq & smdi

stuck oyster
#

then anything goes really

pastel oyster
#

Mm, figured

#

He did the UVmapping for me cuz I can't use my 3Ds right now

#

Will have to ask him to see if that stuff was done right

stuck oyster
#

I dont really have knowledge of the 3DS workflow to comment on that side

pastel oyster
#

Thanks for the help regardless!)

blissful blaze
#

I would really advise to use fbx
Obj can be really funky with vertex normals and sometimes UVs

vital geyser
#

whats the max bone count for an object?

polar fiber
#

256

thin forum
#

Hello, is it possible to delete a part of the model by deleting it in the config and not in the model when, for example, the model is named with selection?

polar fiber
#

If it's listed in the sections[] of the model.cfg it can be hidden by assigning an empty texture in hiddenSelectionsTextures, or if it has a hide animation for that bone you can animate it via config. But no you can't just remove arbitrary parts of a model via config

thin forum
#

What if this model has no texture but the color of the object builder?

#

Can I enter color instead of texture?

#

for example #(argb,8,8,3)color(0,0,0,1.0,co)

#

hiddenSelectionsTextures[] = {"#(argb,8,8,3)color(0,0,0,1.0,co)" ?

polar fiber
#

That would be a solid black texture

thin forum
#

But then I will remove this color from the model and it will be transparent

#

?

frosty rain
#

If you remove the texture from something it’ll be a white-greyish plain material

thin forum
#

Oh Okey...

#

that is, it cannot be removed so that it is not invisible?

#

for example, text on a building

frosty rain
#

Uhhh i mean

#

You could theoretically use photoshop to remove a text on a texture map or something

polar fiber
#

I think if it's untextured in object builder and then assigned "" empty hiddenSelectionsTexture or setobjecttexture it will still go hidden

#

But buildings do not really support hiddenselectionstexture fully

#

they'll work on editor-placed buildings, but not on those placed into the terrain via visitor etc

thin forum
#

I don't want to delete it in object builder, but in config, make it invisible, and now it has a color

#

This is preventing the theft

#

which I am creating

#

I made a string in front of the mask and I would like to hide it somehow in the config without removing it from the model

#

in selection I named it hl_name

fluid grove
#

You can hide a selection using the model config. Then have the source as user and trigger the animation source via script.

uneven vigil
#

Hi, can we make weight paint shortly for uniform models?

blissful blaze
#

Weight paint shortly?

uneven vigil
#

example, weight painting in 15min

stuck oyster
#

Sure you can make one. No problem there.

uneven vigil
#

but how will i do πŸ˜†

#

I just tried the blender transfer weights

stuck oyster
#

Blender transfer weight is often a good starting point. Assuming you have made your uniform model correctly.
But for Blender itself there are plenty of weight painting tutorials available already.

uneven vigil
#

salute thank u

blissful blaze
#

Weight painting a triangulated mesh

#

That's going to be fun heh

stuck oyster
#

It's not any different to painting quad/polygonal mesh?

polar fiber
#

It's harder to see deformation

stuck oyster
#

Except you can be certain of how the edges deform

#

With triangles?

polar fiber
#

I find so. The mesh looks too dense with the extra edges and harder to follow edge flow along the limb

stuck oyster
#

Oh. For me the tris help. So I don't have to quess which way it bends in game.

blissful blaze
#

It's a bit less predictable when testing deformation

uneven vigil
blissful blaze
#

And eh if you have to adjust topology its impossible

#

The low amount of loops around the knee area will make it rough for deformation

uneven vigil
#

can you suggest me add a few edge

blissful blaze
#

Where the knee would bend just add 2 extra loops

#

One top one bottom

#

It's going to give you more space for smooth deformation

uneven vigil
#

okey i will make now

blissful blaze
#

Eh

#

Heh sorry can't help with that lol

uneven vigil
#

:DD

tender hemlock
#

Hello there is something wrong with my gun. The axis of view just doesn't look the way I want it https://prnt.sc/10ix1l4

small olive
#

which direction that you want them to look?

#

and as i understand you want to rotate them when weapon has optics right? @tender hemlock

tender hemlock
#

Δ°n Modelcfg I did memory = 1, I solved Angle1 = (rad 90)

honest herald
#

Good morning all! I just imported an outfit into arma, I messed around making all the selections, everything works but I have a problem:
The right side is sunken, I don't know why ..
I know this is not a linear deform because I made the selections (rightshoulder and rightarm) without linear deform and the problem persists
Sorry for the translation which may be wrong, I am French πŸ™‚

stuck oyster
#

its just that the weighting is not correctly set up.

#

nothing more to it

#

Arma can handle 3 bones affectig a verticle. its possible you have more than 3 there and it disregards the rest

#

or just some weights are not correctly balanced

honest herald
#

Do you know how to fix this problem?

stuck oyster
#

make better weighting I suppose

honest herald
#

with "paint selection color"?

stuck oyster
#

I dont know what program you use, but most popular 3D modeling programs have extensive tutorials on how to use the tools

pastel oyster
#

I've quintuple checked for typos and found nothing, any ideas on what it could be caused by otherwise?

stuck oyster
#

bone hierarchy could cause some other animation to affect it

#

or wrong isDiscreet value is used

#

or its added to multiple animated selections

pastel oyster
#

bones "all" ,"", "gun" ,"all", "lock_f_cover" ,"gun", "lock_f_lever" ,"gun", "lock_f_holder" ,"lock_f_lever", "lock_r_cover" ,"gun", "lock_r_lever" ,"gun", "lock_r_holder" ,"lock_r_lever",..

#

and it's only used in one animated selection

#

What is isDiscreet? Can't find any info about that

stuck oyster
#

toggles soft weight animating

#

like in characters

pastel oyster
#

ah, isDiscrete, didn't click in my head thats what you meant

stuck oyster
#

ah typo

pastel oyster
#

Trying it now, how would I affect the specific part of the model through?

#

And how come is different in bulldozer and ingame, I always thought bulldozer was a "fake" Arma 3 simulation

stuck oyster
#

it is, but it runs a little different

#

usually it matches

pastel oyster
#

Nope, didn't fix it - and broke the rest of the animations

#

Will delete & copy the other side that works, since they're identical, that has to work

stuck oyster
#

it was a longshot

keen prism
#

My bridges somehow don't draw as roads on the map anymore, and the ingame type is "HIDE", however named properties are main road and road. Any ideas ? They are connected to adjacent roads tho.

stuck oyster
#

make sure no typos or hidden spaces in named properties

keen prism
stuck oyster
#

what are you packing the pbo with?

keen prism
#

Makepbo/pboproject Mikero

#

We're using ACE/CBA "old" build system before hemmt

keen prism
#

The Bridges Module was unchanged and had no rebuilds during the dissapearance

stuck oyster
#

sounds complicated. but problem likely lies somewhere in the build pipeline

keen prism
#

I'll try around with some even older versions, could the issue be related to terrain builder/wrp building as well ? Or some settings on the terrain?

silver zenith
#

can the same model have parts projected on the terrain ground (like helipads) and physical parts?

stuck oyster
#

no

silver zenith
#

I see thanks
what if I proxy it?

stuck oyster
#

dont know but I doubt it

pastel oyster
runic plover
keen prism
#

Yes, the road is even connected to others and has start/end and all that

#

Its just the wrong map-type, everything else works

runic plover
#

if you try map: road will also not work / shown?

round bloom
#

This is more a A3 tools question but can't see a channel for that, and it's also in relation to Object Builder. Has anyone here got a higer res monitor like a 4k that can advise on resolving sizing issues within the tools?

Currently the main A3 tools section is a bit messed up like the below image:

https://i.gyazo.com/bde72d6dbfb9a78d400d07a72e2c98ed.png

But then within Object Builder itself, 99% of the buttons etc don't seem to be scaling for the UI size so seem far too small

stuck oyster
#

they probably are not made with 4K in mind

round bloom
#

True was just asking incase someone found any workarounds

median bough
#

workaround:
set resolution to 1920x1080 πŸ˜›

livid canyon
frosty rain
livid canyon
#

I've done Structure > Topology > Find non-closed and Convexity > Find non-convexities, no results. It's just 3 boxes named Component01 to 03

frosty rain
#

hmm that's odd

#

try deleting geometry physics

#

and testing with only geometry

runic plover
livid canyon
#

6.5. that's kg right?

runic plover
#

should be kg yes.
but dont use 6.5, use 6 or 7 instead

livid canyon
#

ok

runic plover
#

and only in geometry, not geophys

#

geophys set to 0

maiden folio
#

Can you recommend mods here for any developers to make?

#

Not for me, but for general use of Arma?

marsh canyon
maiden folio
#

Disregard

stuck oyster
#

@livid canyon did you use the automatic component naming tool or did you name them manually?

#

Are the components very thin?

red charm
#

Hi guys, I've got this warning in rpt file. Does anyone know, what does it mean?

Warnings in acr_a3\addons\acr_a3_vehicles\t815\acr_a3_t815_base.p3d:shadow(10)
Warnings in acr_a3\addons\acr_a3_vehicles\t815\acr_a3_t815_base.p3d:shadow(1000)
Warnings in acr_a3\addons\acr_a3_vehicles\t815\acr_a3_t815_base.p3d:shadow(1000)

median bough
#

are you working on models that are not your own?

#

@red charm

red charm
#

Nope. The models are mine.

median bough
#

sorry πŸ˜„
i just know Evro and kllrt working on it.
i just saw your name on the gitlab credits.

red charm
#

Ah πŸ˜„ Yeah, I just work for their mod πŸ™‚

livid canyon
late root
#

Everything has a _CO suffix, nothing has an rvmat currently.
If I delete the rest of the structure minus a wall, it works just fine.
Moment rest is present then the texture gets borked.

stuck oyster
#

Oof XD that looks fun

maiden sequoia
stuck oyster
#

how did you make the p3d?

#

what does import from Object Builder mean?

#

where do you import it to?

#

usually flipped faces mean you have them flipped on your model and should fix that

maiden sequoia
#

Made the model in Blender and imported it to OB. From there i exported it from OB to a p3d file and put into my map files and loaded into the game.

stuck oyster
#

ok so just for the future to avoid confusion, you EXPORT from Blender to p3d and In OB you should only need to SAVE it as p3d.

#

and flipped faces mean you have them flipped in your model in Blender

#

so back to blender and fix you face directions

maiden sequoia
#

I tried flipping both ways in blender and its still flipped.

#

this is without flipped faces

stuck oyster
#

perhaps the objects scale is negative

stuck oyster
#

or you have some other modifier on it

maiden sequoia
#

with flipped faces^

#

I did a 0.6 obj scale

stuck oyster
#

make sure you have backface culling on so it does not draw the backside of faces

#

and you must always apply all scale and rotations before exporting

#

as the export does not do that for you

maiden sequoia
#

also do i need a config.cpp?

#

i currently dont have one for the model

stuck oyster
#

depends what kind of object it is

maiden sequoia
#

just a bridge

#

no doors, windows, etc

stuck oyster
#

it it has no animations or lights then it does not need config.cpp classes

maiden sequoia
#

ok

#

I applied the backface culling and applies all scale and roations before exporting and still have the same problem.

#

would you like to look at the file yourself?

#

im at a complete loss.

stuck oyster
#

no I dont have the time for such.

#

make sure you export it to correct file

#

and also what do you use to pack the pbo with?

maiden sequoia
#

pboProject

stuck oyster
#

and since you dont have config.cpp for it, how do you test it in game?

maiden sequoia
#

i just place the model in Terrain Builder and pack the map and load it in arma.

stuck oyster
#

do you also repack the model?

maiden sequoia
#

no i just run pboProject on the folder

stuck oyster
#

what folder?

maiden sequoia
#

my map folder

stuck oyster
#

is the p3d in it?

maiden sequoia
#

i believe so, the model is going into the game just the faces/mesh is messed up

stuck oyster
#

Im not convinced it is..

#

and you should not pack p3ds with your terrain

#

thats very bad practice

maiden sequoia
#

ok ill pack it separately from now on

#

ill try that and see what happens

stuck oyster
#

for the models you will need a simple config.cpp with cfgPatches class in it so that the folder gets packed as pbo

#

and you will need to fix your templates on your terrain to use the new folder

maiden sequoia
#

Ok i packed them separately and the model is showing up but the faces are still flipped.

stuck oyster
#

are you really sure you are actually exporting it

#

from Blender

maiden sequoia
#

Exporting the file from blender as a obj. Then importing to OB then exporting as p3d.

polar fiber
#

There's where you problem lies. .obj imports with inverted x-axis

#

There's a blender plugin that will export directly to .p3d

#

but if you insist on using .obj, there's a checkbox in OB .obj importer to invert the X axis, which you should have checked

stuck oyster
#

pls just use the ArmaToolbox to export to p3d...

maiden sequoia
#

I will thanks

barren atlas
#

Can anyone tell me if it's possible to reverse the process of converting to p3d?

#

I have a model from a mod that I want to modify a bit

stuck oyster
#

@barren atlas no. That is also forbidden. You don't modify anyone else's work.

barren atlas
#

That's not a rule I've heard before, though I guess I'm more familiar with the software community

#

I wanted to reference a model of an M1127 Stryker as I'm trying to make a half decent LAV III

stuck oyster
#

Well it's the rule with p3ds.

#

They are not open source

#

You would have to ask for the source models from the creator.

#

Or make one from scratch.

barren atlas
#

I wonder if RHS would give them to me if I asked

frosty rain
barren atlas
#

Doubt it

stuck oyster
#

Unlikely, but who knows if you get lucky

bold flare
#

But you can be sure that RHS will rip your head off and that you will be banned from here and other places of you rip their stuff without permission.

rough idol
barren atlas
#

my budget is 0$, 499$ less then that 499$ model lol

#

my total net worth atm, I believe is actually negative

stuck oyster
#

Then git gud at modeling and put your own stuff for sale.

#

Get stuff for Arma and get monneyz

barren atlas
#

let me rephrase my original question

#

how can I open a P3D file that was never binarized in the first place (MLOD)

frosty rain
#

use arma toolbox to import it into blender

barren atlas
#

ah, thanks!

#

Ignore me I was a dummy and did it wrong

maiden sequoia
#

Ive got the model working with all the faces correct, but still cant get the lod to work. http://prntscr.com/10mmsrg
I have the model and map separately packed
I used Geometry for the LOD.

stuck oyster
#

what lod does not work?

maiden sequoia
#

the collisions

#

Im sorry if i dont know what im talking about.

#

my friend tells me that LOD affects collisions

#

but idk

stuck oyster
#

yes geometry lod is required for collision, but also roadway lod is required for character to walk on it

#

and geometry lod has some requirements that have to be met in order for it to work.

#

there is a wiki page explaining the lods

maiden sequoia
#

Ok i have Geo, Geo Phys, Geo Phys Old, Roadway, and Hit-points

#

i can walk on it

#

but i cannot drive on it

stuck oyster
#

you dont need geo phys old

#

and not geo phys either if your geo is not too complex

#

hacing the lods is not enough though

#

like I said they have requirements

#

all geometry lods need to be build from convex parts

#

and each part needs to have a componentXXX name

#

there is automatic tool for the naming in OB

#

and the "geometry" lod has extra requirement of all collidable parts must have mass set on them

maiden sequoia
#

so by componentXX you mean like Bridge01?

polar fiber
#

No, they have to be called component

maiden sequoia
#

ok

polar fiber
#

There's a function in object builder that automatically finds and names them as such

#

I don't know if the blender tool does the same

#

But if you open it in Object Builder anyway and go Structure>>Topology>>Find Components it will do it for you

maiden sequoia
#

ok i gives me a selection tool, but im unsure what to select

#

also selecting all points and doing triangulate convex would that make all parts convex?

stuck oyster
#

no

#

you have to make the lod properly

#

it cant be just copypaste

maiden sequoia
#

this is my LOD is it proper?

#

actual model^

stuck oyster
#

that should work

maiden sequoia
#

ok now i just to make sure its convex right?

stuck oyster
#

if its just square blocks it should be convex yes

maiden sequoia
#

i dont think it is but can you confirm

stuck oyster
#

yes

#

there is also component convex tool in OB that turns all separate parts into convex components

#

but if they are not proper or close to proper it will likely mess them up

maiden sequoia
#

Ok so i selected all points and clicked find non-convex points and it selected about 15-20 points, but it would allow me to click make convex.

stuck oyster
#

it does not quite work like that. you would have to select the whole object those non convex verticles are part of

maiden sequoia
#

Is there a page on how to make an object convex? Im looking for one and all they seem to do is explain what and not how.

stuck oyster
#

there is not really anything special in modeling convex or non convex things.

#

just the end result

maiden sequoia
#

http://prntscr.com/10mo10o By your drawing to make it convex im assuming i need to separate the angled bit from the rest of the model?

stuck oyster
#

yes

#

I assumed it was separate

maiden sequoia
#

ok i figured out how to split it. should it become a new component or does it stay as one?

stuck oyster
#

all separate parts need to be their own components

maiden sequoia
#

ok i cant find a button to make a component of the new part

stuck oyster
#

structure - topology -find components

maiden sequoia
#

ah i see where that comes into play

maiden sequoia
#

Ok ive gotten rid of all non-convex parts, but i have extra components that have no vertices. Should i leave them or is there a problem?

#

Ok so ive got the collision working with cars but

#

i dont even know what to ask

stuck oyster
#

It got destroyed and has the default damage/destruction type

maiden sequoia
#

where do i change the damage model?

stuck oyster
#

geometry lod named properties (not selections)

#

there is a wiki page about them

stuck oyster
#

if it does not work, you likely are not doing it correctly

maiden sequoia
#

If my model is in a different coordinate than my lod will it break?

stuck oyster
#

yes?

#

things need to be aligned

maiden sequoia
#

im doing center all, but it still looks like their not in the same places.

#

its not by much, but still noticable.

stuck oyster
#

center all centers each part on their own

#

Preferably you make the in same dimensions from the start

#

instead of trying to align them after

white jay
#

idk why but all my models started doing the default dirt splash impact, they should all be properly linked to the P drive... they worked before and I haven't changed anything. Also all the vanilla arma objects now have broken penetration effects.

#

I have this in the fire geometry material and the P drive is mounted yet it still does the dirt effects
a3\data_f\penetration\metal_plate.rvmat

stuck oyster
#

some mod you have must have done some serious messing up

white jay
#

huh

#

when adding a penetration material or referencing anything from the a3 file you back out the P:\ extention right?

#

so
a3\data_f\penetration\metal_plate.rvmat
instead of
P:\a3\data_f\penetration\metal_plate.rvmat

stuck oyster
#

yes

#

my progress for the night

vital geyser
#

what is it?

stuck oyster
#

new suit for my project

#

since we like sneak peeks here

vital geyser
#

Nice

stuck oyster
median bough
#

looks like some fancy "the fifth element" dress πŸ˜„

stuck oyster
#

just needs the rest of the plating to shape it up

wraith socket
#

thats very nice

#

love seeing your WIP's for (I presume) lost dragons

white jay
#

oh is this part of Lost Dragons?

stuck oyster
#

Yes.

sinful python
#

I'm having issues with Ramps, they are walk-able, but not drive-able, also invisible collision near the same area. They have road-way LODs, but both are still being buggy af.

stuck oyster
#

likely you dont have proper component naming and/or convext parts in your geometry lod.

#

roadway lod sufface also needs to be slightly above the geometry surface

sinful python
#

Thanks for that - I'm on the right track then I think.

urban anchor
#

Where can I find naming convention of my LOD models in Maya for definition those when import FBX to OB?

stuck oyster
#

if its written down somewhere it might be on the BI forums

tender radish
polar fiber
#

others have a numbered name too IIRC

tender radish
#

oh and ofc you need to export all lods at the same time

polar fiber
#

can try 1000=Gunnerview; 1100=Pilotview; 1200=Cargoview. I think the Geo, PhysX etc. had some large number like 10eX type numbers

#

Ah, from Alwarren's blender toolbox: ('1.000e+3', 'View Gunner', 'View Gunner'), ('1.100e+3', 'View Pilot', 'View Pilot'), ('1.200e+3', 'View Cargo', 'View Cargo'), ('1.000e+4', 'Stencil Shadow', 'Stencil Shadow'), ('1.001e+4', 'Stencil Shadow 2', 'Stencil Shadow 2'), ('1.100e+4', 'Shadow Volume', 'Shadow Volume'), ('1.101e+4', 'Shadow Volume 2', 'Shadow Volume 2'), ('1.000e+13', 'Geometry', 'Geometry'), ('1.000e+15', 'Memory', 'Memory'), ('2.000e+15', 'Land Contact', 'Land Contact'), ('3.000e+15', 'Roadway', 'Roadway'), ('4.000e+15', 'Paths', 'Paths'), ('5.000e+15', 'HitPoints', 'Hit Points'), ('6.000e+15', 'View Geometry', 'View Geometry'), ('7.000e+15', 'Fire Geometry', 'Fire Geometry'), ('8.000e+15', 'View Cargo Geometry', 'View Cargo Geometry'), ('9.000e+15', 'View Cargo Fire Geometry', 'View Cargo Fire Geometry'), ('1.000e+16', 'View Commander', 'View Commander'), ('1.100e+16', 'View Commander Geometry', 'View Commander Geometry'), ('1.200e+16', 'View Commander Fire Geometry', 'View Commander Fire Geometry'), ('1.300e+16', 'View Pilot Geometry', 'View Pilot Geometry'), ('1.400e+16', 'View Pilot Fire Geometry', 'View Pilot Fire Geometry'), ('1.500e+16', 'View Gunner Geometry', 'View Gunner Geometry'), ('1.600e+16', 'View Gunner Fire Geometry', 'View Gunner Fire Geometry'), ('1.700e+16', 'Sub Parts', 'Sub Parts'), ('1.800e+16', 'Shadow Volume - View Cargo', 'Cargo View shadow volume'), ('1.900e+16', 'Shadow Volume - View Pilot', 'Pilot View shadow volume'), ('2.000e+16', 'Shadow Volume - View Gunner', 'Gunner View shadow volume'), ('2.100e+16', 'Wreck', 'Wreckage'), ('2.000e+13', 'Geometry Buoyancy', 'Geometry Buoyancy'), ('4.000e+13', 'Geometry PhysX', 'Geometry PhysX'), ('2.000e+4', 'Edit', 'Edit'),

tender radish
#

thanks, lot of time will be saved peepoCaramba

urban anchor
#

Thanks 😊

urban anchor
polar fiber
#

1.100e4 can be written as 11000, or 11e3

#

1.100e3 as 1100 or 11e2 etc. etc.

urban anchor
#

I got it, it works, thanks!
Just Math notlikemeow

polar fiber
white jay
#

should I close up building LODs at extreme distances? basically make it a cube with black squares for windows?

stuck oyster
#

last lod is usually very simple yes

#

and often has textures baked/rendered out of the main model

hybrid frigate
#

So I notice you can make as many LOD numbers as you want in Object builder. Is it theoretically possible to have a dozen LODs and they scale accordingly?

#

IDK if it is something to do with LODs but after like 4km my buildings disappear.

stuck oyster
#

what is your object view distance?

#

and is it very small object or does it get occluded

#

and no more lods would not help in that

strong plaza
#

you can make your geo lod bigger to get objects to render further out by adding a vert in your geo lod and place it far above your collision mesh

#

max render distance for regular objects is 12 km

stuck oyster
#

also the occlusion namedParameters can be useful

full grove
#

anyone ever gotten error for UV tag having badcount

stuck oyster
#

where?

#

@full grove

full grove
#

sorry I'm not that experienced what do you mean by where

stuck oyster
#

where does the error happen

#

what program

full grove
#

pboproject

#

it follows up with invalid.p3d

stuck oyster
#

is it a model you made yourself?

full grove
#

but it worked up until now

stuck oyster
full grove
#

I think I tried to add screws to the model and that messed it up???

shell bluff
frosty rain
#

do geometric occluders need to have a component_# named selection apart from occluder__#?

frank schooner
#

What do I need to name a selection in a vest p3d to get it to move with a unit's body?

stuck oyster
#

it has to correspond with the bodyparts so that it moves with them

#

the sample vest has reference

frank schooner
#

I was using "spine" but for some odd reason that duplicated the model.

stuck oyster
#

you must have done something odd then

frank schooner
#

Probably lol. I'll look at the Sample. Thank you.

stuck oyster
#

spine wont be good on its own btw

mint current
#

I know I can include models in my mission and spawn them as super simple objects, but can I set the texture on the object so it finds it in the mission folder?

#

I know the texture path in missions would be just "texture.paa" and it'd point to a file called texture.paa in the root of the mission folder, but does it look it up right if I set the path like that in objectbuilder?

#

I would just test myself, but I can't use objectbuilder, it crashes on saving

#

I know I could do an absolute path, or point to a path in the game folder, but the idea is to include the model and texture in the mission folder

frosty rain
#

Maybe SetObjectTexture? No idea if that’d work

mint current
#

I've considered it, but I believe it only works for simple objects, so you'd need to define a class

#

I wouldn't be able to do that in a mission

stuck oyster
#

dont pack objects into your mission

full grove
#

Advice if a part of my model is not loading in-game?

radiant bridge
#

are you using proxies?

mint current
quick terrace
mint current
#

They literally added support for including models in your missions

#

But if it doesn't find the textures I need to figure out something else, thanks

stuck oyster
#

those wont work if the object has no config and hiddenselections defined

#

simple things can be added via mission sure

#

but want advanced features = make an addon

mint current
#

Yeah HorribleGoat is right

#

Although those pages are a bit misleading when they say super simple objects can't be textured, they can, but they just can't be retextured

#

And it seems that, as expected, .p3d texture paths can't point to the current mission

#

At least not in a general way, you can do it for a specific mission, but not for any mission

full grove
sturdy prism
#

I asked this in #arma3_config but just realized I probably should ask this here, whoops.

#

If I replace a weapon turret (the L7A2 on 3CB's Coyote for example) with a different weapon (swapping it to the M240b) will the engine automatically swap out the graphical models or do I need to do a new 3d model?

#

I don't think it actually works but before I reload everything thought I'd ask

polar fiber
#

Need a new 3D model

sturdy prism
#

'aight that's what I figured thanks saved me a test packing Elrisitas_rebotar

silver zenith
#

can AI land on 3D helipads?