#arma3_model
1 messages Β· Page 164 of 1
game runs missions yes
missions run on terrains
terrains have preplaced objects on them
so is there going to be a custom terrain?
Well technically yes? It's going to be in a Exile server which is going to be placed with the building script they have
So it wouldn't be preplaced
Like i've created building assets before with the same method and when implemented in the server they worked fine
yes mission placed objects will work fine when done like that
and its all fine if they are intended for that
what your server is doing is not custom terrain
its custom mission
Ah got ya
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
Anyways I really appreciate taking your time to help me out it's really hard to find much information out there lol
π
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 ?
No you need to change the rigs weapon bones name to match the model. Cfg
It need to be either Weapon or weapon, and the rig has it wrong way around
Indeed the weapon name is Weapon
*The "weapon bone name"
And in model.cfg :
skeletonBones[] =
{...
"weapon","Spine1",
...
}
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
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:
Any ideas what could cause this?
I am using the vanilla tracer textures + materials
Vanilla textures and materials are unpacked on your P:\ drive?
No, I guess that would solve it?
@reef granite new addon builder? there hasnt been new addon builder
the old one however has problem with rtm binarization yes
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
use pboProject and a properly set up p drive
it won't magically fix your issue, but at least give you more insight with the log files
You guys are great. I tried MakePbo but I got an error when launching it. I'm digging.
Thanks
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.
@fresh shadow
Can happen if you pack a already binarized anim iirc
Still got the original animation?
How do I know if an animation has been binarized before?
But in the past I build the mod from this same folder
I had the animation issue in the past and solved it, but I cannot remember how
Load a character model or skeleton sample up in object builder and r-click on the keyframes window, "from matrices"
pick the .rtm there. If it loads, it's not binarised
Hmm, handanim loads fine in object builder
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
Tried that, it does not solve the error
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
But my gamefiles were from 2016
I am unpacking the current ones right now, maybe that will fix it
Mhmm, same issues with the new gamefiles
what does convex hull do in Object builder?
makes selection you have a convex blob
a blob?
undefined shape
I guess its not a beautiful tool that lets you make easy geometry lods
no such thing exists
a man can dream
sometimes i do 2 things in OB to make proper low poly geometries if im to lazy (Geometries have to be anyway lowpoly)
-
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
-
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
and dont forget to check with nonclosed or check convexity
convexity is the bane of my existence
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.
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?
Do you have model.cfg in the same folder with your p3d?
Also you must define your belt in the model.cfg
I do yeah.
so do you have a geometry LOD with autocenter=0?
Seeing as I have no clue what autocenter=0 is I am gonna go ahead and say no lol
autocenter is a named property
you must create a geo LOD and on the named property tab create new and give it name autocenter and value 0
Much appreciated, I'll give it a try
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?
yeah via object builder, by showing the proxy
or using the world xyz coordinates from any handgun
and then using a point helper attched to that that would eventually be used as a mem point
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.
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
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
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
rifles are also affected by this, its just that the offset doesnt cause such a huge issue.
iron sights = pain... as much as i love them, i have kinda given up on animating them.
btw, for vehicles this problem doesnt exist
Anyone wanna help me on a project DM for more details
all thats needed is to add the vest into game just struggling with OBJ builder
where did you get the vest from
Got perms from lads at TSF
is there any reason why it has to be put in game again if tTSF already made it and has it in their mod?
well i reworked some of the stuff on the model
added a few things yeeted a few things
is the maximum amount of components for geometry still 99 or has that changed with later games?
also does binarize just skip the entire geometry LOD if only one component isn't convex?
2048 is the max named selection count that lod can hold
its just not recommended to have overly complex geometry lods as that can cause spikes in collision calculation
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?
dunno, I dont make non convex geometry components
thats a big flexπ

havent really intentionally observed what happens if you have them but Id wager the non convex parts just dont work and the rest do
from what I've seen its not the case
tested a cube next to a non convex and it didn't work neither
well time to fix non convexities!
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?
all other geometries fall back to the main geometry lod if separate lods are not defined
geometry also affects grenades and other physics things
so make it properly
π
isn't that a job for geometry phyx?
well for vehicles yes
grenades still use geometry lod if I recall right
just dont try to shortcut on things
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?
no
I see
unless you want it to be able to deflect grenades
I'm 80% sure grenades are physx objects
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?
got a link to that page?
I guess you just got to test it
yup
confirmed
indeed! π My bad, I rarely make separate physX lod as it would quite often be the same as the reqular geometry lod
so all openings you want to have need to be in it
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
did you test the find non convex and find non closed in OB?
could try process of elimination
remove half and see if it works
if not then other way around
mhm alright
do you have comples curvy shapes?
not in the geometry
its all cubes and triangles
5 faced meshes
soo they make up something quite complex?
why the triangle thingies?
it has some weird non convex parts that I can't cover with cubes
actually that binlog line isn't even from this p3d so its not relevant
then I'm not sure why it doesn't work
https://i.imgur.com/Eu9EG17.png
what is this supposed to be?
first time I see it
screenshotted from my fresh 12x7 pixels screen
From where is this pic? OB?
yes
How are your Components named?
component01 to component137
component or Component
used armatools from blender so it was all automatic
Component
If you pack in pboproject, BinLog is also clean? Nothing about anything in Geometry LOD?
never had a cleaner binlog
How much Mass did you?
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?
I'll raise it anyway
If you select all components and you got 38 then its to low
Then it is 38 / 137 = 0.27
Try to make it as test complete 100'000
that would make sense
I've made a ship as dense as a bush
why?
never seen it anywhere else on my previous models
maybe I just didn't see it
oh probably thats why
either way I set 427350Kg of group mass and can still walk through
this is geometry lod right? not physX geometry?
no
then its option C
I've built this model on top of an ancient native american burial ground
backup first but delete all geometry and add just 1 simple cube to see if that works
Im wondering if your chages are getting through in game
then more elimination
is there any limit like number of faces/edges per component?
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
lists all separate parts with component name
and convex component tool tries to make all separate parts into convex shapes with component name
@silver zenith any luck?
had to take a break but nothing yet
seems to load forever
@charred plaza dont spam questions on multiple channels
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
they are not animated parts?
nope
its quite possible you have reached the size limit
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
sounds about right then
so far this is the only explanation I can find
the detection range is also dependant of the terrain you use it on
I'm on stratis
all lods have autocenter 1
shouldn't matter right?
I hate this bug, this one tricked me a lot in the past π
the 50x50 meter diameter is the mostly safe size
anything beyond that is 50/50 if it works
might have to cut it again if this is doesn't work
nope
welp, here I go again
βοΈ βοΈ βοΈ
cutting did absolutely nothing
I'm getting tired of this
send it over?
65 x 65 works fine
Tried Construction Yard at every vanilla terrain and also at my terrain and turned it in several directions and added like 20 construction yards, walked and shot everyone π just to be sure there will no glitch around π
should work yeah
i have a question im trying to make it so a ammo belt will follow what direction im pointing but i need it to be static on one end
https://imgur.com/gallery/RLWGvfw
is there a way to do this? so that when i turn it it turns the proper way
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.
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.
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.
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
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?
or edit the uniform model and manually βmeltβ the insignia on the model...
And this?
like I said, editing is not possible
yes
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?
need fixing, quality is less than in A3 and the uniform gear is not split
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.
@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.
And its not like GTA where you can swap existing vanilla vehicles just with other modified vehicles. Its a bit more work to do.
I have the model set up with all of the tools, I just have no clue how to put it in
i mean, you can, if you set it up right in your custom model
@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.
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.
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.
I was thinking I could just inherit from the class I want to swap the model from?
No, animations are baked into the model file. If you don't make them, the model is simply static
So lets say I make a vest model, and it has like 10-15 hidden selections. Would that drastically effect performance?
Would it be worse then AttachTo?
?
I want to make a vest that dynamically equips various pouches, grenades, medkits, ect as players add them to their inventory.
The two options I see is just building them onto the model and hidden selection them, or attach-to proxy points.
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.
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.
who doesnt have mags? Nobody who ran out of mags throws his pouches away
Logical no, still cool looking? Yes
i would even argue that hardly anyone will notice it
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?
You can always adjust it down the line, but iβd suggest scaling it correctly from the start
accurate and in correct dimensions modeled source saves a lot of headache later
ok thanks. what does one use for reference - the soldier size or real size in meters?
Depends what you are creating, for buildings I personally use the sample character and scale everything off that
we had a set of dimensions that are found to work put up in wiki quite recently
study by @woeful viper and I believe they are quite good reference on what works in the engine and character movement
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
some limits do apply if close range character interaction is required
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.
and adjusting size later is a huuuuge PITA
indeed. Buildings are exception. Other things like props and vehicles work quite well in real life dimensions
vehicles need to be made for 180cm character though
thanks everyone π
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.
what programs do you use?
sorry for the delay, object builder
you modeled the whole thing in OB?
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
i dont need a model i need only a invisible sight
is for a star wars weapon
well you can select mesh you want to apply texture to and hit E
and fill in the texture and material slots
yea i do it but when use the p3d on arma i got a blank rectangle and not the texture
assumine the parts are UV unwrapped
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
https://imgur.com/a/M44dMjp here is the p3d views
I'll be fast asleep by them
I know what you are trying to do, just not sure if you know enough to achieve it
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
its quite possible the face is not unwrapped
can you explain that ? how can test it ?
there is the UV editor in OB. Bit too late a clock to go through the how to.
that probably should work then
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
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.
Check that your plugin didn't get corrupted during your update. Still works fine for me
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.
Just to check the basics, the object your trying to export as a p3d is tagged as an arma object right?
Is there any easier way to make hitpoint clouds?
What version of toolbox and what version of blender
@hybrid frigate
@old gulch easier than what?
Easier than having to manually place them? I never got the "generate hitpoint cloud" button to work in Arma Toolbox for Blender.
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.
@faint briar
-Select Face
-Press A and load your Texture
-Move it over your selected Face
-If its ok, press B
Hi, I'm just going to the hospital to make an appointment when I come back I check that sentry, but yesterday I tested the texture in tga and it works so I think I am putting the path wrong when I declare the paa so that it works inside weapon
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
anims are binned irc
You mean binarized ?
and you are not supposed to be able to open those models
Ow sorry, I understand. I just wanted to undersand how it works in order to build mine.
I will try to find a tuto
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
Good starting point thank you very much
Hi sentry, I already came back, yesterday I did the tests with the tga on the models and the tga if I visualize them inside the object builder, I estimate that I am putting the texture path wrong when I change it to paa and then create the pbo with pbo manager
Hey guys! Does keeping rvmats unbinarized gives a ht to ingame performances ? (doing vests here)
I use addonbuilder, does A3 tools provide something to do so ? Or should I "merge" the rvmats and the models upon binarization ?
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
Alright, thanks a lot!
@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?
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?
@faint briar ah pbo manager
thats where your problem lies
you are not using correct tools
@errant bay why do you have binarized p3ds?
yesterday i try, the addon builder but i got a error code for the pbo
yes i have the P drive, my addon is out ot P drive maybe is that ?
Binarized them with their respective model.cfg with addonbuilder, but had .rvmats in the list of files to copy directly so they did not get binarized
well you should still have the unbinarized files on your P drive
in the original folder
yes... π
on the root of arma 3 projects ?
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
Deleted them, a week later I realized having unbin rvmats might be not cool π€‘
Looks like cfgconvert file change is what i need
ok, so the path for addon builder would be something like "P: \ holosight"?
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
wont cfgconvert filechange work with that man ? yeah rookie mistake here i guess
ok i make the pbo with addon builder but i still have the same issue with the texture, give a second i will take a screenshot with the paths for texture and show you
path to texture must not have P:\ in it
since the engines file system does not know P drive
i have "P:\holosight\data\mira.tga"
so P:\Path\to\something.thingy becomes Path\to\something.thingy
see where the problem is?
I still have the problem with the texture inside arma
yes but binarize give me a error
what error?
i change the texture to .paa
do you have a .paa file?
what resolution is your texture?
1024 x 1024
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
when try to pack with binarize y got this error Build failed. Result code = -1073741819
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
i tried pbo project but i got
holosight\config.cpp circa Line 66: SP_WEAPONS\data\mira.paa
holosight\config.cpp circa Line 67: SP_WEAPONS\data\test.p3d
when the files are in the folder
well why are your textures somewhere else?
si sp_weapons\data on your P drive?
and the p3d
SP_WEAPONS is a $PREFIX$ inside folder
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.
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
Β―_(γ)_/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.
what is making my model become pitch black when under a shadow?
probably an rvmat problem
what texture map takes care of that stuff?
I don't see it being broken
Can you send a pic? Itβs probably wayy too pink
That happened to me when I baked the AO in Substance and didnβt modify it
Huh
The pink parts do look way too pink, but the white parts should look fine
the pinkness is probably because I often exaggerate with AO
but it never gave me these issues
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 youβre using SP modify the baked AO
Which would be better really
Sure the .rvmat path to the _as is correct?
This too
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
green rectangle?
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
when you look at in in Object Builder Resource Library under Current Model>>External dependencies
where is Current Model?
After Current LOD
just found out about the resource library
This thing
Ah right. Well it's very useful for checking and merging your sections
for some reason it can't find it
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
rvmats have the paa and unless I'm insane the path is correct, checked 5 times
if you remove the AS map from the equation and just put texture = "#(argb,8,8,3)color(1,1,1,1,AS)"; does it look fine?
any way I can check that in bulldozer?
Not really sure tbh @polar fiber prob knows
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
actually I have a yellow question mark on all my textures
and they work somehow
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
all standard english
I appreciate the help
I'll probably try again tomorrow maybe I'm just missing something and need a fresh mind
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.
try to save the blender project
close blender
and try again to save in OB
wtf, why its working now? π€ Thank you!
I have no idea
i could see sun flare from inside of my vehicle. does that mean i need a geometry lod for my view-pilot?
no crossposting!
I just uninstalled Blender and deleted user settings and reinstalled. Fixed my problem. I can now access the ArmA Toolbox addon.
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.
means some paths are not correct
you should never have P: in the paths for starters
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
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
Okay it is red so there must be a problem
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:\
\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.
is that the real absolute path to the texture?
I think I just need to delete everything and start over.
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

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.
so your folder is on at P:\WBG.. rest of the folders
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.
yes you should never ever have P:\ in any of your paths
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.
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
You are my new living deity
It works great now.
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
this for a custom object?
its partial smooth weighiting
you will want to look up how character skeletal animation and rigging works
thanks
the way to aply weight for this points its similar when you apply mass in geometry?
No
its weighting per moving bone
like I said look up how character rigging and weighting is done to understand what it means
Hmm so just skinning of the model then
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)
Aren't there such example models in the arma tools from steam?
open in OB, export as FBX I suppose @outer condor
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
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
thanks HG and da12thMonkey π
i checked the samples as i thought to recall BI provided FBX, but seems that was prior to A3
@wispy orchid for the latter part the series from El Tyranos should help at least
https://www.youtube.com/playlist?list=PLbyLM76MffqwN3IpgZ63WOhuyNBFZIhd9
Hello.βIβm trying to import a torch model, and Iβve 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 doeΕΏnβt ΕΏeem to work, deΕΏpite being convex, cloΕΏed, very ΕΏimple, and with mas applied.βCould it be that by applying an effect to the model, the colliΕΏion is diΕΏabledβ?
Hereβs the relevant ΕΏection of the config.cppβ:
https://pastebin.com/Ue810DdQ
This one is a perΕΏonal project Iβd been working on.
well ripping is not allowed either way.
I underΕΏtand.
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?
Sounds for me like you havent binarized it.
What kind of packing tool you are using to make your pbo files?
oh i dont know how to do it so i probably didnt do it
i am using arma 3 tools
Get pboProject by Mikero / Mikero Tools. Its also better to find any errors and glitches you probably did.
hi, i'm editing a vehicle, from the d3s mod pack. My question is where can I change the colors of the lightbar?
d3s are all rips, not gonna get help here
Also sounds like you're ripping a ripped model
https://www.youtube.com/watch?v=uw_LQFaoo-4
Thanks everyone for the continued support. In case anyone cares to see what I managed to put together over the past few weeks.
@hybrid frigate π Its quite nice feeling to get things working isnt it! π
keep it up
Hello there π
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 ?
@stuck oyster agreed. My next hurdle will be to get objects to have vehicle collision. Still have yet to get that working.
Looking for Some Experience Mod makers for Mil-sim Unit .
#creators_recruiting @white jay
Has anyone seen a mod for US Military MP vehicles?
@jade kettle #arma3_questions is the channel for mod questions, this channel is for model making
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 π¦
@strong plaza is the author of OPX stuff I believe.
I think that the author of rso had taken over the work of @strong plaza to finish work.
dunno. You will have to ask from the man himself
in case, there would be people motivated to rework the geometry of the buildings of this mods?
there are not many building makers around
Do you know of any that would be able to help?
nope. People I know are occupied with their own projects
Okay no problem π
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
any of you guys encountered the issue that u can't launch buldozer from OB? just get 'unable to create viewer'?
might be your animation cache not updating, I've had that issue in the past
going into your appdata > local > arma 3 folder and deleting the AnimCacheData should force rebuild it
@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.
Yes its true I tell him about it and he has put his sources online so that the community can continue the work
Thank you very much !!
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
hand anim is the pose the gun is held
reload action is the movescfg action that is played when you reload
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
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
You are my heros thank you
Anybody got any ideas for this?
somehow broken uvmapping, bad rvmat, bad texture resolution, broken model
could be many things
wrong uvsets maybe
Yes, ofc, more curious on why the preview in object builder works fine, but breaks in bulldozer/in-game
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)
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
then anything goes really
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
I dont really have knowledge of the 3DS workflow to comment on that side
Thanks for the help regardless!)
I would really advise to use fbx
Obj can be really funky with vertex normals and sometimes UVs
whats the max bone count for an object?
256
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?
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
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)" ?
That would be a solid black texture
dont think thatβs how it works
If you remove the texture from something itβll be a white-greyish plain material
Oh Okey...
that is, it cannot be removed so that it is not invisible?
for example, text on a building
Uhhh i mean
You could theoretically use photoshop to remove a text on a texture map or something
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
https://i.imgur.com/5vvVtB4.png I mean, for example, the inscription in front of the windscreen
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
You can hide a selection using the model config. Then have the source as user and trigger the animation source via script.
Weight paint shortly?
example, weight painting in 15min
Sure you can make one. No problem there.
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.
thank u
It's not any different to painting quad/polygonal mesh?
It's harder to see deformation
I find so. The mesh looks too dense with the extra edges and harder to follow edge flow along the limb
Oh. For me the tris help. So I don't have to quess which way it bends in game.
It's a bit less predictable when testing deformation
https://prnt.sc/10iv195 keep calm, i backed up the quad version xd
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
can you suggest me add a few edge
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
okey i will make now
:DD
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
which direction that you want them to look?
and as i understand you want to rotate them when weapon has optics right? @tender hemlock
Δ°n Modelcfg I did memory = 1, I solved Angle1 = (rad 90)
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 π
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
Do you know how to fix this problem?
make better weighting I suppose
with "paint selection color"?
I dont know what program you use, but most popular 3D modeling programs have extensive tutorials on how to use the tools
https://i.imgur.com/Om8gRpC.png - ingame
https://i.imgur.com/8YmdmE1.png - bulldozer & OB
The front of the weapon has the same little "thing" with the same Memory points and model.cfg animations, but works fine
I've quintuple checked for typos and found nothing, any ideas on what it could be caused by otherwise?
bone hierarchy could cause some other animation to affect it
or wrong isDiscreet value is used
or its added to multiple animated selections
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
ah, isDiscrete, didn't click in my head thats what you meant
ah typo
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
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
it was a longshot
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.
make sure no typos or hidden spaces in named properties
It even happened in 6 different bridge models, which all worked prior to.. well something https://i.imgur.com/n6l67Pl.png (in geo)
what are you packing the pbo with?
The Bridges Module was unchanged and had no rebuilds during the dissapearance
sounds complicated. but problem likely lies somewhere in the build pipeline
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?
can the same model have parts projected on the terrain ground (like helipads) and physical parts?
no
I see thanks
what if I proxy it?
dont know but I doubt it
I am dumb, the texture was upside down (((
did you also add in the Memory LOD the LB , LE, PB and PE points?
Yes, the road is even connected to others and has start/end and all that
Its just the wrong map-type, everything else works
if you try map: road will also not work / shown?
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
they probably are not made with 4K in mind
True was just asking incase someone found any workarounds
workaround:
set resolution to 1920x1080 π
I have land contacts, geometry, and geometry physics. Why does it fall through the ground? https://gfycat.com/plastictemptingglassfrog
Is your geometry closed, convex and did you find all components?
I've done Structure > Topology > Find non-closed and Convexity > Find non-convexities, no results. It's just 3 boxes named Component01 to 03
have you added mass in the geometry?
6.5. that's kg right?
should be kg yes.
but dont use 6.5, use 6 or 7 instead
ok
Can you recommend mods here for any developers to make?
Not for me, but for general use of Arma?
At what context? Is this even a scope of #arma3_model ?
Disregard
@livid canyon did you use the automatic component naming tool or did you name them manually?
Are the components very thin?
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)
Nope. The models are mine.
sorry π
i just know Evro and kllrt working on it.
i just saw your name on the gitlab credits.
Ah π Yeah, I just work for their mod π
Manually named and ~0.1m thick. I'll try the auto and just making it thicker
Having odd issue with a texture on a structure.
Here is the example texture and UV.
https://gyazo.com/83f1454c55b0b30ccb92052c393bd7f6
Here is the Bulldozer/ingame view
https://gyazo.com/88d4429806f58ed84d6626e0e09f8a64
The p3d itself.
https://gyazo.com/789daac54a0a9d4317152e32513c10af
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.
Figured it out, something is wrong with one of the doors. UV is corrupting on export and apparently causing havoc everywhere else
For the memes
https://gyazo.com/267cbd7973ba31efe0cbb941accb6980
Oof XD that looks fun
When i import p3d file from Object Builder all the faces are flipped and the LOD isn't working. http://prntscr.com/10mj4hu
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
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.
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
I tried flipping both ways in blender and its still flipped.
this is without flipped faces
perhaps the objects scale is negative
or you have some other modifier on it
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
depends what kind of object it is
it it has no animations or lights then it does not need config.cpp classes
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.
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?
pboProject
and since you dont have config.cpp for it, how do you test it in game?
i just place the model in Terrain Builder and pack the map and load it in arma.
do you also repack the model?
no i just run pboProject on the folder
what folder?
my map folder
is the p3d in it?
i believe so, the model is going into the game just the faces/mesh is messed up
Im not convinced it is..
and you should not pack p3ds with your terrain
thats very bad practice
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
Ok i packed them separately and the model is showing up but the faces are still flipped.
Exporting the file from blender as a obj. Then importing to OB then exporting as p3d.
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
pls just use the ArmaToolbox to export to p3d...
I will thanks
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
@barren atlas no. That is also forbidden. You don't modify anyone else's work.
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
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.
I wonder if RHS would give them to me if I asked
π
Doubt it
Unlikely, but who knows if you get lucky
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.
you can always buy the mesh https://www.turbosquid.com/3d-models/games-pbr-model-1342933 π
my budget is 0$, 499$ less then that 499$ model lol
my total net worth atm, I believe is actually negative
Then git gud at modeling and put your own stuff for sale.
Get stuff for Arma and get monneyz
let me rephrase my original question
how can I open a P3D file that was never binarized in the first place (MLOD)
specifically the MTVR off this page https://forums.bohemia.net/forums/topic/177880-i-am-releasing-my-3-major-mods-open-source/
use arma toolbox to import it into blender
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.
what lod does not work?
the collisions
Im sorry if i dont know what im talking about.
my friend tells me that LOD affects collisions
but idk
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
Ok i have Geo, Geo Phys, Geo Phys Old, Roadway, and Hit-points
i can walk on it
but i cannot drive on it
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
so by componentXX you mean like Bridge01?
No, they have to be called component
ok
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
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?
that should work
ok now i just to make sure its convex right?
if its just square blocks it should be convex yes
http://prntscr.com/10mnmb9 Would this be considered convex?
i dont think it is but can you confirm
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
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.
it does not quite work like that. you would have to select the whole object those non convex verticles are part of
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.
there is not really anything special in modeling convex or non convex things.
just the end result
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?
ok i figured out how to split it. should it become a new component or does it stay as one?
all separate parts need to be their own components
ok i cant find a button to make a component of the new part
structure - topology -find components
ah i see where that comes into play
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
It got destroyed and has the default damage/destruction type
where do i change the damage model?
if it does not work, you likely are not doing it correctly
If my model is in a different coordinate than my lod will it break?
im doing center all, but it still looks like their not in the same places.
its not by much, but still noticable.
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
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
some mod you have must have done some serious messing up
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
what is it?
Nice
looks like some fancy "the fifth element" dress π
oh is this part of Lost Dragons?
Yes.
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.
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
Thanks for that - I'm on the right track then I think.
Where can I find naming convention of my LOD models in Maya for definition those when import FBX to OB?
if its written down somewhere it might be on the BI forums
For resolutions lods (LOD 1, 2, ...., X )
every lods need to respect name like NAME_LODX (X a number and same name everytime), Object builder will recognise them
i didn't find the other lods yet
others have a numbered name too IIRC
oh and ofc you need to export all lods at the same time
can try 1000=Gunnerview; 1100=Pilotview; 1200=Cargoview. I think the Geo, PhysX etc. had some large number like 10eX type numbers
4e13 for physX https://forums.bohemia.net/forums/topic/143559-how-to-fake-a-new-lod-physx-step-by-step/
hi everybody , i try to fake the new LOD Physx to my car but something is wrong in my model.cfg . i explain you what i had doing : 1/ take a Arma 2 model.p3d 2/take config.bin from the Hunter in Arma 3 3/Open the P3d in Oxygen2 and create the Fake LOD Physx : 4e14 in resolution 4/in this fake LOD...
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'),
thanks, lot of time will be saved 
Thanks π
Sorry for noob question. '1.100e+3 = View Pilot' of name in maya model_LOD1100 works fine, but how I can import '1.100e+4 = Shadow Volume'?
model_LOD11e4
model_LOD1100e4
model_LOD1_100_e_4
etc dont work π©
I got it, it works, thanks!
Just Math 
Have added it to the Biki LODs page for posterity https://community.bistudio.com/wiki/LOD#Exporting_.fbx_with_LODs
should I close up building LODs at extreme distances? basically make it a cube with black squares for windows?
last lod is usually very simple yes
and often has textures baked/rendered out of the main model
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.
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
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
also the occlusion namedParameters can be useful
anyone ever gotten error for UV tag having badcount
sorry I'm not that experienced what do you mean by where
is it a model you made yourself?
but it worked up until now
then you have to retrace your steps and see what you have changed since last time it worked
yeah
I think I tried to add screws to the model and that messed it up???
do geometric occluders need to have a component_# named selection apart from occluder__#?
What do I need to name a selection in a vest p3d to get it to move with a unit's body?
it has to correspond with the bodyparts so that it moves with them
the sample vest has reference
I was using "spine" but for some odd reason that duplicated the model.
you must have done something odd then
Probably lol. I'll look at the Sample. Thank you.
spine wont be good on its own btw
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
Maybe SetObjectTexture? No idea if thatβd work
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
dont pack objects into your mission
Advice if a part of my model is not loading in-game?
are you using proxies?
Why not?
that wonβt work
because thatβs not how things are designed to work
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
@mint current tried https://community.bistudio.com/wiki/getMissionPath yet?
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
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
Yep
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
Need a new 3D model
'aight that's what I figured thanks saved me a test packing 
can AI land on 3D helipads?