#arma3_model
1 messages · Page 165 of 1
something that isn't projected on the ground but an actual 3D model
well I guess simple answer is no.
long answers is yes/maybe if you put a invisible helipad where you want the AI to land to
could put a proxy of an invisible helipad
but would the AI understand it or just try to land on the ground below it
it would not understand it
the helipad landing behavior is coded to look for objects derived from the helipad class
and likely they just land in the middle of it
I'm trying to export a model with armatools
I'm getting an error
ValueError: byte must be in range(0,250)
what does this mean?
Anyone here want to do a custom vehicle for me. I can either supply the model or you can make it, wont be anything extremely large just a truck. Can pay well. Let me know if someone is interested or you know someone
you have some value somewhere it uses that is larger than 250
@idle grail #creators_recruiting is the channel.
mhmm
oh
just make sure the model you provide is not ripped from some other game
ahh thanks was looklin for that
apparently I had a third unwanted uvset
no no I have a few modelers off fiver that are ready
Id still be careful if you didnt really pay much for models, they might not be self made.
best to be careful thats all
Yeah ive been going off turbo squid for a while but finding poly counts in the arma capability that fit my criteria is proving difficult
Im down to have whoever model it, just find it easier to get people to port it into arma 3 than model from scratch
Hi everyone.
I i doesn't add #define Arma_ on my rvmat, my arma 3 crash when i get object on 3den.
But if i add #define Arma_ on my rvmat , pbo project say error :/
In File exo_structures_2\data\mur\Brique.rvmat: circa Line 1 Unknown #
You have some other error there somewhere in there
Define Arma in rvmat does nothing
I proxied an object and it's geometry, it shows up fine but the geometry doesn't get proxied, how can I fix this? The original object has functional geometry
make real geometry, not proxies
It was a ladder that needs geometry to function, i just ended up putting it into the model lol
Can you proxy memory points?
put proxy in geometry lod - make sure that whole proxy is within original model bounding box
nope
yeah the problem was I was making the proxy in blender with arma toolbox and when exported as geometry it basically fucked the proxy up, exported as a resolution lod and changed the property to geometry and it worked.
Anyone know any good guides to getting started with getting models into arma. Found a few but nothing that covers the full process.
Buildings, vehicles, guns?
buildings to start
Search gattington and means240 on yt
And mathew longtime i think
They have some tutorials about building importing I believe
ok thanks
also you can take a look at the arma 3 samples
Im making a structure that requires a proxy to be placed. However it doesnt appear ingame, but appears in bulldozer.
Anyone have any idea what could be up?
Is the proxy on the same mod?
No, its a vanilla object
are you putting proxy in a proxy?
I have a p3d, with a proxy in the LOD 0
The proxy itself is \a3\structures_f_exp\industrial\Port\ContainerLine_03_F.p3d
is your object a proxy?
No
what is your object then
config is as follows.
class EBA_Cargo_Ship_Proxy_1: Industry_base_F
{
editorSubcategory="EdSubcat_Boats";
scope = 2; // 2 = public = shown in editor
scopeCurator = 2;
displayName = "proxytest"; // Name in editor
model = "EBA\CargoShip_1\Proxies_1.p3d"; // Path to model
armor = 50000;
vehicleClass = Structures; // category in editor; "Structures" value is a class defined in CfgVehicleClasses
mapSize = 1; // Scale of icon in editor
cost = 40000; // Score penalty for destroying the house
class Hitpoints {};
class AnimationSources {};
};
Proxies_1 being a ship part P3d that has proxies in it?
Correct
Make sure the path doesnt have .p3d in it
a3\structures_f_exp\industrial\Port\ContainerLine_03_F path should be like this iirc
Confirmed it does not https://gyazo.com/ce1d8e86bb82b523f3f8f34f656ac01e
Done, attempting now
No luck sadly
No problem, thanks for trying 🙂
Proxy part should just come up when used like that I think.
Do you try out the object in editor by spawning it separately
The object (Land_ContainerLine_03_F) spawns just fine
When spawning my object, with the proxy, it does not appear.
The test box i have in the custom p3d, spawns, but the proxies objects arent in the scene
What simulation type is the ship part?
Currently inheriting from Industry_base_F, one moment for me to find its simulation
I wonder if containerline object is made out of proxies
simulation="house";
ContainerLine_03_F.p3d does not contain any proxies from what I can tell
Can you make a test object box that you also place as a proxy in the ship p3d to see if that shows up? I'm thinking maybe something to do with binarized models
Will do, one moment
what is the bounding box of Proxies_1 ?
Ill take a ingame picture for you.
@rough idol
@stuck oyster
https://gyazo.com/8f43b509f1ecf0fd3282ef0b6f0f09ec
Appears my test object (square inside the p3d) works. The Test Proxy (proxy calling a test box p3d) appears. The Wanted A3 model does not appear.
Ill try to grab a non structure object now
So used a proxy for the ghosthawk. Its something with the Crates itself
ahh, or it could be something with Land_ prefix
yeah, objects which have class with Land prefix cannot be proxied
I guess they are treated as nonAIVehicles
Looking around, the last thing I can find is from Deano with this advice.
yeah ive done it myself i had to give the proxy a class in nonaivehicles for it to show and a showproxy property```
However I am not fully sure how CfgNonAIVehicles actually works.
Looking into the AIO doesnt really clear anything up either.
So here's a question. If my config doesn't have a land_ prefix.
How does the proxy p3d know it has one in its original config?
If I made in theory a new class without the land prefix would that work and why?
no, it's not going to work
land_nameOfP3d - you would have to rename p3d to get rid of that behavior
or delete original class
I see. Well thwts a bit sad. Thank you for that clarification.
Hi all, I made a geometry model as .fbx, and imported into OB. After applied Component Convex Hull, named selection seems include no face like this screen shot → https://cdn.discordapp.com/attachments/320896410876772352/823545809202708530/unknown.png . Is there a way to solve this problem or I have to delete all named selection and set them again?
What?
That's insane amount of polygons
INSANE
🙈 

I hope it has good lodding.. That much polies means its same as having 10 Arma3 cars on the the view..
In Blender and O2 my model has closed faces but when I toss it in A3. Is it possible I have some ngons that are causing issues?
I dont think you completed your sentence. What happens when it goes into o2?
Nothing bad happens when it goes into o2 it looks fine from the wire frame and solid view
Does anyone know a good tutorial for making models for ArmA 3
I’m thinking about trying
When it loads in A3 it is missing faces though
@bright silo you dont need tutorial for making models for Arma 3 you just need to learn how to make models. once you know that, making models is for Arma is just that same stuff with few extra specifics you can pick up then
think of learning general modeling as the high ground
You can’t export ngons from blender as p3d / can’t import ngons in OB
I’m just asking because I literally don’t know anything about it
It’ll give you an error
I don’t even know what app to use to create models
Check for flipped normals
Thanks
Will do
What folder do I put the models when I complete them
@bright silo my advice is learn how to model and texture, get decent at it and then learn how to import to arma
Depends on what you’re making
@bright silo you dont have to worry about that for some time now

its a start
If this is your very first model I recommend something reasonable. Like an ammo can, or a lunchbox. Many first timers go in making something crazy like a tank, or a m16, or a uniform or a Cruise ship. They make fundamental mistakes and waste 2 weeks of their time and quit.
Start with something basic and small, make your 101 mistakes and not have the horrible feeling of wasting 2 weeks of your life only to have to go and restart.
Fuck it, start with a chair made out of primitives
Wow you read my mind
Hahaha
your firts model wont go into game
I wanted to make a hummvee I saw in my dream last night
(which isnt a actual waste since you learned something, but most dont see it like that)
its just practice
your 10th model might be in ok to go into game
modeling needs you to spend the time practicing
And you always improve with each one.
aaaaaaand then you get sucked down the rabbit hole of arma modding never to see the daylight again 😄
Hey, just an update.
I got it working by creating a class ProxyContainerLine_03_F in CfgNonAIVehicles.
https://gyazo.com/c416f5a3ecca13dedc29da8a609d0d90
keep in mind that such proxy is more expensive to render than regular proxy
not by that much but still
I understand, this is mainly for a asset that only one is expected to be in the scene ever.
i think it's about your scope shadow texture
or your reticle texture resolution is not suitable
as far as i know it should be 1024x1024
as long as texture is in power of 2 dimensions it should work
could very well be uv mapping issue
Quick question for object builder is the standard to set the shadowvolume lod to 10.000 or 1000
Helmet, I'm still grappeling with the basics of importing a model into arma. https://gyazo.com/79e327c877ed71a9eec2ffb0bf21fef9
basic shadow volume resolution is 0
when in doubt check refer to Arma 3 Samples
those often can give answers to things like this
Ok thanks for the quick response Ill, give it a go and see what happens
someone has created french tanks for ww2?
check the ww2 mods in workshop
https://steamcommunity.com/sharedfiles/filedetails/?id=1508144524
see if you can find one here.
try blender tutorials, follow blender guru's donut tutorial on youtube and get good at that before you jump into arma
hi is there a way to import .stl files into arma 3 and if so how
through a 3d modeling software
.stl files if downloaded from interwebs may be
A) not suitable for game graphics use == more work to fix than make new one properly
B) not licensed for use outside of its printing purpose
C) actually stolen model from somewhere == will get one into trouble if used
so I would be very careful with such ideas
0 for the main one and 10 for the second one is commonplace but I don't think there's really a standard other than most assets having two shadow LODs
So im having problems getting my helmet into object builder, keeps loading in only the head, its my first model and ive got no idea whats wrong
well your helmets scale is wrong and you are possibly not exporting the whole thing correctly
im talking about stuff i made myself, i only know sketchup and tinkercad.
how is the scaling not correct? Im pretty sure I imported the face and it should be the correct size
@warped jasper yes but your object scale is not 1,1,1
@devout igloo those models will likely need quite a bit of work to be game usable
how
so you may need to learn another program like BLender
so that you can texture them and make them game ready
what file type does arma 3 use for models
p3d is their own format
this happens if I put the scale to 1,1,1 should it be like this? the face is the little dot in the middle https://cdn.discordapp.com/attachments/810217052639854673/823987948596232232/unknown.png
so no program is compatible with that natively
is there a web conerter
@warped jasper you need to apply your small scale instead of just changing it
@devout igloo no
will unity work
well crap
Open your stl in blender and then use the arma tool box to export it as a p3d
well nevermind
@wispy sage while those are the simple steps, there is quite a bit more to it
Not really, he could go in-depth in setting it up to actually be a decent model to import into a game, but if he just wants a model to try to get in-game then that's really the length of it
yes well sure.
you could compare to vanilla 3D scopes
or their textures at least
since the models are not available
anyone free?
well now I'm scared to ask the question
its how the channel works thats all 
I've been with the help of a member of CUP trying to update the T-55 but the SLAT armor I've added keeps breaking I've reversed the SLAT in O2 still nothing still breaks I checked for open faces ngons and still nothing is working I triangulated the mesh nada
any ideas where I'm screwing up?
breaks how?
I wanted to show a screenshot but the visual model legitimately looks like it just breaks and its fairly low poly so I'm at a loss here
I'm missing faces on the top and sides of parts of the model ingame
but when I look at it faces filled in O2 looks fine
you can paste a link to your pictures
quite possible you have broken texture on them that is partially transparent
huh I never considered that
and the broken uv on base model you cant really fix without fresh copy of the model
Is there anyone here that is able to show me the ropes on how to re texture clothing and items, I have been messing around with it using ArmA 3 Tools but get stuck at the end. Any help is appreciated.
When making the roadway LOD as far as I understand, this controls the sound that is played when walking along it.
I have my "sound" texture set to a3\data_f\surfaces\kameny.paa and the material set to a3\data_f\surfaces\clutter.rvmat
While walking along my roadway the sound doesnt play reliably. I sometimes get a footstep here and there and never in the same spot. https://gyazo.com/af36e1d4fdb6d6916c55fb2ec50b526e
Any ideas what may cause this?
is it a decal object?
is it high enough from the geometry?
Fairly certain it is. If the roadway clipped into geo then the character would start handling oddly and floating correct?
yes
So raised it to a ridiculous height and it fixed it. I may have my Geo and Roads too close, will investigate that more
As a side note, do you know why a BIS rock may have a3\data_f\surfaces\clutter.rvmat in the roadway?
no idea. It does not seem to do anything
@rough idol do you happen to know what a3\data_f\surfaces\clutter.rvmat is used for
A model I just made makes everything translucent textures, at first I thought it was alpha on the CO but nope, remade it anyway, then thought it was the RVMAT but nope, finally went to procedural colour and no material and still in game it's translucent, in object viewer its fine. What am I missing, I am going slowly mad here. Can post a pic somewhere if it helps 🙂
Can you take a pic of what you mean by translucent
Look at the blue textures, it's got like a stencilmap of the vegetation visible through it, but it is literally #(argb,8,8,3)color(0.243137,0.286275,0.607843,1.0,co) and no material now
have any named properties going on?
in the visual LOD?
in any LOD
yes, it's got hitpoints, glass hide/unhides and damage
but not assigned to the blue frame
if you remove the textures does it still have the issue?
yes!! that is literally a procedural texture now, not even the fancy rusted metal I was trying to use
No material, no texture file assigned to the blue
Your still using a texture. If there is NO texture does the issue occur
give me 10 mins and I will get back to you...
Do you have a lot of surface area that is using a _ca texture?
Something else worth trying is to select the faces with the glass texture applied in your view LOD and press [Ctrl+Shift+Home] or \Faces\Move Top from the toolbar to bump the glass Alpha texture to the top of the sorting list.
Thanks Zephyr, good idea, it's as though glass is there but it's not. Having said that there is a lot of glass in this model, it's a bus stop shelter
yes monkey, as above there is a lot of ca but not on this shape
If there's a lot of glass, binarize might be flagging all faces as alpha (for efficiency in rendering the model ingame). Try adding named property forceNotAlpha with a value 1 in the geometry LOD
oooh, Monkey, that sounds like exactly the voodoo I'm after. Will slap in that to start with.
Thanks to all of you for the great suggestions - forceNotAlpha was the missing link! Was tearing my hair out here (and I don't have much left lol)
I will add in Zephyr's suggestion too now just because it sounds like the right thing to do 😄
It prevents that awesome blue crazy from happening when looking through a window
OMG, thats how you get rid of it? You guys are rockstars!
I've only been trying to make models since OFP in 2002 lol
And I'm learning more every day 😄
Every day is a new experience. However in armas case, its a dump truck of random info running into you
And voodoo. And goat sacrifice. Damn, this is looking great now!
You forgot to mention the dump truck, having run into you, recoils into the sky to a height of 300ft because physics.
select the parts that you want to apply textures, press "E" (it will open face properties) and enter your texture and material paths
then press apply
gotcha
now i have another problem
in blender, my UV and texture are alligned correctly, but in objectBuilder they are not correct at all
Check if you have multiple uvmaps
Maybe you’re seeing one in blender and a different one in object builder
blender's UX is sooooo butt
maybe you made changes on model and you forgot to replace your p3d with new exported one
there are multiple UV's, but i can see only one in blender
how do i see all of my UVs?
and how do i delete the extra ones?
On the right, i’m not really sure i dont use blender that much lol
Object data properties on the right
green icon with the 3 vertices
im using 2.92
there is no UV maps options
You on object mode?
i'm using 2.92 too and yes there is object data properties
wait
object properties != object data properties
WHO DESIGNED THIS
ok, it still says i only have 1
check material properties
Hmmm
but in ObjectBuilder there are multiple overlayed
Go on edit mode, select all and separate by material
i only have one material
Huh
how to separate by material?
Go on edit mode, select all and separate -> by material
i have a material, yes
where is "separate"
the UX sucks, you need to hold my hand a little
context menu?
Im dumb, after select all right click
which one of them?
Then should be on the bottom
Send a pic how it looks in blender and how it looks in OB
Imgur
cant upload to imgur
imgbb
Etc
You dont have to
what?
cant import paa to OB
Wdym
http://prnt.sc/10uirzb this is the issue
It’s BI’s image extension
there are 2 UV's overlayed
but i dont know where it's getting the other UV
there is literally just 1
Are you using arma toolbox?
yes
but that doesnt fix the double UV issue
there are 2 UV's where there should only be 1
Yeah, I meant it more as a fbx/obj fucked up export or something
question is, how do i get rid of the extra
in blender go to edit mode and select every faces and check the uvmap
He sent the pic, there only seems to be 1 uvmap
What you could do since it’s such a simple object is delete that uvmap and just create another one and unwrap it
See if that fixes it
i deleted all UVmaps
no change
ObjectBuilder pulls the UVmap out of the darkness or something
i re-did it from the start
and now the UV's are correct
but the texture is just pure black
nothing is showing at all
can you send a pic?
just a path into my documents
same path worked before
now it doesnt
i know it isnt correct
but im trying to get something semi-working
Send the path
https://prnt.sc/10uj4kx when you toggle this, is it still same?
yes
so it's about faces and you need to recalculate faces by pressing f5
cool, now it's entirely white
now toggle it again
oh, ok
ok, well, the faces are still just white
i sort of need them to have textures
😅
https://prnt.sc/10uj4kx turn it on
is your texture is tga?
yes
Convert to paa
cant use .paa
it's not an accepted format by objectBuilder
like it physically doesnt accept it
you cant select a path with .paa at the end
needs to be .tga
but just for you, i did
i forced it to .paa
now it's a pink mess
how do i get my model from objectBuilder to bulldozer?
"unable to create viewer"
looks like you didn't make proper bulldozer setup
retgikhwerasaölihgbredolkigrehuiolyegrt
how do i make a proper bulldozer setup?
scratch that, i give up
the number of hoops i need to jump through to get one simple model working, it's not worth it
this pipeline is royally scuffed
Not really
yes really
You didn’t set the p drive correctly and are blaming the pipeline
the pipeline doesnt even work
you setup your tools once
i have my model in objectBuilder
why cant i see the texture?
i saw it before
how come i cant see it now?
Because it’s an old ass program and it has a lot of limitations
look
because only tga files supported to see in object builder 3d viewport
Idk OB being dumb
easy on the caps lock
meant it as a joke 
😂
i dont need p drive for objectbuilder
You do for bulldozer
but not for objectBuilder
my issue is with objectBuilder
it's not showing my texture
which is TGA
is it looks white?
be sure you apply texture on it and turn on the "magic button", i can't think any other possibility
texture is applied to it because it's showing in the UV editor
ok, i left Mikero to unheck Arma 3 for me. now we wait 3 years before it's done
yes
Done
how do i setup bulldozer once p drive is setup?
the installer gives me an unhandled exception
bulldozer is not working
unhandled exception
unexpected end tag. Line64, position 3.
************** Exception Text **************
System.Xml.XmlException: Unexpected end tag. Line 64, position 3.
at Microsoft.VisualBasic.CompilerServices.Symbols.Container.InvokeMethod(Method TargetProcedure, Object[] Arguments, Boolean[] CopyBack, BindingFlags Flags)
at Microsoft.VisualBasic.CompilerServices.NewLateBinding.CallMethod(Container BaseReference, String MethodName, Object[] Arguments, String[] ArgumentNames, Type[] TypeArguments, Boolean[] CopyBack, BindingFlags InvocationFlags, Boolean ReportErrors, ResolutionFailure& Failure)
at Microsoft.VisualBasic.CompilerServices.NewLateBinding.ObjectLateCall(Object Instance, Type Type, String MemberName, Object[] Arguments, String[] ArgumentNames, Type[] TypeArguments, Boolean[] CopyBack, Boolean IgnoreReturn)
at Microsoft.VisualBasic.CompilerServices.NewLateBinding.LateCall(Object Instance, Type Type, String MemberName, Object[] Arguments, String[] ArgumentNames, Type[] TypeArguments, Boolean[] CopyBack, Boolean IgnoreReturn)
at BuldozerConfigurator.Main.SetTb()
at BuldozerConfigurator.Main.btn_save_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)```
im getting a load of "not found" when starting the bulldozer
how do i actually USE bulldozer?
it's now installed and setup
but im still getting the external error in OB
how do i configure it so that OB can use it?
seems like a pipeline issue again
what about the error?
idk
i followed that guide
and i get the error at the install
i know why it errored out now
i set my p-folder
but it didnt belive me setting it
and it still has my p-folder set to the documents one
despite the path being correct when i set it in the tools preferences
pipeline issue again
now i need to move 50gb worth of uncompressed data to my other drive
😓
these are the sample models from https://store.steampowered.com/app/390500/Arma_3_Samples/
well those are different lods, though I think that model has quite a bit of extra that is of no use for you
what is it that you are trying to do?
im trying to learn how to make animations in blender but I need an arma 3 model
I've solved my bullet penetration issue, I've found you can open p3ds in notepad++ or any text editor, so I hunted for mentions of P:\ in my files and started deleting them, I also had some textures that were using the wrong paths and paths from when I restructured my folders, the find & replace all tool is a life saver
so I don't have to open every single p3d and hunt each mesh and hit E to do the thing
also the output log in pboproject tells you every bad path
sounds like a loooot of bad paths
sounds like a looot of models of "mystery origin"...
sure bud
elaborate
I think this is a valid reaction
multiple reactions from multiple people
maybe people shouldn't cry "stolen model" so much
Oh stop, we all know what he meant
there's literally a channel dedicated to that
Yeeeeeah it's pretty common occurrence in this server. Especially when you word it with "quotations like this". What else could they of meant?
like, buying it from a not so trustworthy website
also, not stolen
guys... think for a moment before jumping to conclusions
please
in OB, how do i remove points from a selection?
turn on select vertices mode: https://prnt.sc/10w0fdi
and delete which point you want
i dont want to DELETE the vertices
i want to exclude them from a selection
so, select which you want to exclude from a selection and press ctrl+i (this inverts the selection) @grizzled snow
Selection as a NAMED selection
i have a named selection that includes vertices i dont want in it
how do i remove those vertices from the named selection
but dont delete the vertices
okey i got it
press your selection and select it
then
while pressing shift, select your vertices
then press ctrl+i
finaly, redefine selection
you'r welcome
is there a gudie somewhere on how to create User animations in object builder?
i just want to hide a selection on animation
i have my selection
i have my model config
but im missing the axis and handles
how do i do those?
mentioned in biki:
Part of model that will move must be in named selection also axis points and handles must be in selections
so what does the aprt after "also" mean?
Where in the wiki are you?
oxygen 2
so i have my selection, and model config all setup, but the animations dont work. So i must be missing something
in the visual LOD i have named the selection i want to hide
that's all i've done in the OB
then i've set my model config up correct
and my vehicle config (with sources)
but it wont hide
so something is missing in model builder
do i need to define the selection as a bone?
in skeletonBones
yep
that was it
There is wiki page called "how to animate a model"
in object builder, there is the freehand transform tool by holding right click. is there a way to rotate and scale with the freehand transform tool?
ctrl+rmb doesnt work
well, it does
but it onlky rotates in 2d
How's that different to the RMB transform tool? That's also 2D
I would strongly recommend using other programs for actual modeling
Can anyone point me towards how to assign textures to the FPP lod?
what do you mean by FPP lod?
@shrewd locust its the same way you assign textures to the other lods
is the model something you made?
Nevermind..I think I got it.
It's not my model, but i purchased it from someone because I really wanted to put it into the game.
(No thiefery going on here)
i would, but 3dmax is pricey and Blender is horrible
OB is much more bearable than Blender
U very crazy person
maybe
But it's everyones own choice. Just don't expect much OB usage help. There's only handful of ppl who know more than basics in it
but you need to use OB to get models into arma, no?
Not much
i tried the few p3d scripts for blender and all of them failed
Well that is just user error
Sure.
so if i have software that is too hard to use
and software that is hard to use
then my pick should be obvious
Well. For Blender interwebs is full of tutorials
For OB there's not really any
But if you stick with it, you can likely figure out how it works
there is OB tutorials , but they're OFP era
despite that, i got my stuff working by doing it in OB much faster than in Blender
👍
Blender is a puddle as wide as the ocean
it covers everything... somewhat
so it becomes extremely hard to navigate
OB is just a puddle
good enough
yeah that was my main gripe with trying blender, the GUI confused the hell out of me, especially when nothing matched the tutorials I was reading
tho I've heard it's improved a lot lately
especially since they keep changing it every version
i learned to use blender some years back due to High school projects
but now the GUI is completely changed
my main problem is finding up-to-date guides
and when you do, they only say "press this button"
and im like
"WHERE IS THIS BUTTON?!"
because the GUI is so confusing to navigate
yeah
and it doesnt even go so far as to stay consistent with common keybinds...
like ctrl+a for select all
no
it has to be ctrl+l
Linux?
well you can customize it
ctrl+i is invert selection btw
just "a" toggels select all and select none
ctrl+l as in L
if you check the character
l is a bit taller than I
ctrl L selects linked verticles
assuming we talking about blender
but if OB work for you that is totally fine
just if you run into issues, it is likely you need to figure them out yourself
Built different
"Not as clumsy or random as a blaster; an elegant weapon for a more civilized age.”

Is there a guide for creating a building similar to the pmc terrain tutorial? Like where it walks you through all the steps, etc
So far I only have the wiki pages
well first step is just learning how modeling works
pick a program and start learning its own tutorials
when you are comfortable with modeling you start learning how texturing works
when you comfortable with that you can start looking into how Arma models work
with the skills of generic modeling and texturing backing you up, you should be able to figure out the Arma requirements quite easily
well they may lack some advanced features but the basics are pretty much the same
@lost sedge How I learned to do objects was to start with the Blender Doughnut tutorial, master that, then do the ArmA 3 Object Builder tutorial with a pie. From that point forward you will know enough to put together things based on the BI Wiki.
I am not trying be a debbie downer but most anything advanced in ArmA is so complex that it requires a near month of learning before you can make anything of substance. It took me easily that to get my first object into the game with working collisions and all.
Okay thanks y'all
what determines if AI opens gates/doors vs just walks through them?
there are the AI action points defined for them
I forgot what they are called in config
@outer condor
View geometry too I believe
Is there a limit on how big geometry can be vertically?
well the larger it is, the larger its calculation bounds are
so it will start to affect performance
too big object and it will trigger every other object in the terrain with it
also Arma characters have problems with heights
which may be problematic
hard limit, dunno
Alrighty thanks
how tall thing were you thinking of making @frosty rain
Not sure yet tbh, we’re only starting planning
But skyscraper size
With interior
100-150 meters maybe?
How much performance impact are we talking about? 
in worst case dips of 20-30 frames
Jesus
Id perhaps make it from 2 pieces at least
Hmmm I assume if I divide the geometry its the same right?
its the overall size that casuses the issues
Oh
But if I make it like 10 vertical geometry pieces instead of 1 will that help performance or not at all
well 10 is again bad to other direction
but you just got to test it
some sort of simple representation first to find what works
Yeah I’ll probably just test it, the thing is I’m worried about it being fine on my machine but being shit on multiplayer
that can happen too but the issues I've seen can be felt locally
@stuck oyster If I divide the building in like a couple of p3ds and just proxy them at the end would that affect performance positively at all or no?
Since it would be individual pieces of geometry on individual p3ds
Just stacked on top of each other
Damn, alright
Can anyone recommend me some good modelling software? I’m wanting to put my sketches into a model
Blender is good and free
Cheers
How do the eye/aimpoint optic memory points relate to bullet impact point with the zeroing system? I have a weapon where the memory points for the ironsights are vertically offset (i.e. the front sight is lower than rear sight), do I need to ensure konec/usti hlavne are at the same offset/angle? I've got a quite hefty misalignment (about 2m deflection at 200m), trying to figure out what's wrong
what dictates if an AI unit can stand on a model or not? I mean, whether they will be able to just stand on it normally or will they just get stuck in that falling animation
I noticed that AI can stand on top of the tanks in GM and I wonder how they did that
is it the roadway lod?
Roadway lod is for characters
so having roadway lod geometry on the horizontal surfaces on a vehicle would make it possible to stand on it?
how does the roadway lod geometry have to be made? looking at the house sample, it seems like it just has to be simple flat one-sided polygons, is that all?
as far as i know it must be triangleted, also look for other requirements for make roadway lod working: https://community.bistudio.com/wiki/LOD#Roadway @orchid spruce
Yes
where did you read that roadway needs to be triangulated?
actually i didn't read it from somewhere but arma 3 house sample model has a triangulated roadway
that's odd
I've never triangulated my roadway and it works just fine, probs doesn't matter
well everything is triangulated in engine anyway
it can matter if the splitting edge gets wrong way on a surface that is not flat
on flat surfaces, does not really matter
true
so the roadway geometry just has to be a simple flat polygon? no extra caveats or anything?
well you can assign a surface texture on it to connect step sounds to it
anyone know of any camo net scripts i can put on a qilin?
like an extra texture? Able to drive around with it hanging off?
can someone help me with my p3d
depends what the problem is
just for the future, it saves time to just state the issue and not just ask if someone can help
in game?
yeah
what kind of object is it?
so please explain in detail what is it that you do and what happens
what works and what does not
i gave it geo in blender then put into Object builder then check if its good then export pack and put it into game but it doesnt show up
like i can spawn it
when i add a LOD it just disappears
what are you packing the pbo with?
cause thats how i was told to do it
what about it going away when i add a lod
what do you pack the pbo with?
how
with Addon Builder
do you have P drive set up?
yes
I would suggest you use Mikeros tools and pboProject
everyone i asked just says watch videos
well they dont know anything. 😛
alright
mikeros tools are hosted on bytex website
you can get the free version from there
the AIO installer should be enough
if your stuff has errors it will tell you
addon builder will just pack everything
same with pbo manager
okay
AIO installer installs the necessary parts
its saying to buy key
there is free one in there too
i only see one AIO
do i open PboProject
so what do i open to check for erros
does it pack your stuff?
no
it said Failed. View->output logs for ttt_cubesample
ttt_cubesample.pbo not produced due to error(s)
Job(s) completed in 0secs on Mon Mar 29 19:18:51 2021
click view output
then what
read
and
go to the bottom where the problem will likely be
and see if you get any errors
rapWarning: missing file(s)*****
ttt_cubesample\data\ttt_cube.rvmat circa Line 11: ttt_cubesample\data\radio1Norm_nohq.paa
ttt_cubesample\data\ttt_cube.rvmat circa Line 59: ttt_cubesample\data\radio1Spec_SMDI.paa
ttt_cubesample\data\ttt_cube.rvmat circa Line 83: a3\data_f\env_land_ca.paa
rapWarning: missing file(s)*****
rapWarning: missing file(s)*****
well thats a start, your got some missing files
is their a way to tell what files are missing
it says it right there in what you pasted
radio1Norm_nohq.paa, radio1Spec_SMDI.paa
the a3 is because you didn't unpack your game files
can you run me through on how to do that
there are steps on how to do that with mikeros tools on PMCwiki
you can find link to that on #arma3_terrain pinned messages
who said it
knowledge
a way to model what you want to create
a way to texture what you want to create
and arma tools
can you help me like in a vc
How do I get this knowledge
have you ever made a model before
kinda busy rn
okay
have you unpacked your a3 folder yet?
the way i know how to do it i'm not really sure it's the 100% correct one
but
you open arma 3 tools
go to project drive management
and click where it says unpack game data or something like that
i only see install buldozer
mount the work drive
extract game data
show debug
extract game data
ok its done
its done what next
did you fix the missing radio1Norm_nohq.paa, radio1Spec_SMDI.paa
was that suppose to do it
no it still say's missing
ttt_cubesample\data\ttt_cube.rvmat circa Line 11: ttt_cubesample\data\radio1Norm_nohq.paa
ttt_cubesample\data\ttt_cube.rvmat circa Line 59: ttt_cubesample\data\radio1Spec_SMDI.paa
rapWarning: missing file(s)*****
rapWarning: missing file(s)*****
this is was its saying now
how?
is this your object?
Arma 3p would have been the better way to set up P drive.. Like it says in the PMCwiki guide
Pick a 3d modeling program like Blender and start practicing.
Does anyone have an on hand guide on how to remodel a vanilla asset? Or is that not even legal?
I just want to remove the bed of the qilin and add an extra row of seats
Unless BI released the model in the Arma 3 Samples pack (can be found on Steam) it's not allowed to modify Arma 3 assets. If it is in the samples pack it should contain files which can be opened in 3D editor software, and then you can modify it (just make sure you read the license(s) before publishing it)
Thanks for clearing that up. Would the samples pack be in the arma addons folder?
it wont be in the samples pack
OH its actually a tool
Ah ok ok. Thanks again for clearing that up then
anyone know how to make this tiny menu in object builder bigger?
https://cdn.discordapp.com/attachments/566060230824165383/826613286610010152/tiny_menu.PNG
It doesn't have any drag handles
you double click it to unanchor it
For object builder to accept a model, does it have to have triangular faces?
I am just wondering cause this video I am watching with object builder has quads, but OB won't accept my .obj with quad faces
nope
it won't accept ngons tho
Ye
go to select - select faces by sides - 5 sides and put greater than
when it selects the ngons press ctrl+t to triangulate
then alt+j to convert what it can to quads
Ah alright, thx
triangulating it does not hurt though
you gain nothing from quads
its all triangles in the end
If you want to subdivide it for some reason it wont be pretty with triangles
Catmull-clark def prefers quads
And it’s much easier to modify a quad based mesh imo
Its literally a square house with a small door in it for me to get used to Object Builder
Do you have arma toolbox?
So I was kinda surprised at how tf I managed to squeeze an ngon in there lol
Arma 3 Tools?
You can export as p3d from blender and do most stuff you need OB for
I only use OB to validate my geo
I mean really all I tried to use OB for was viewing the building in Bulldozer
Can you completely circumvent OB tho?
Or would that be unwise
That’d be unwise
OB is good for some stuff
Like quickly checking how many sections does your model have
And sometimes i check for convexity in blender and it doesn’t find non-convex and then in OB it does
But I’d try to avoid it as much as you can
@frosty rain you can work with quads
but at export its not bad thing to triangulate it
you dont do subdivision in OB
@fast field cant complelety
Yeah I just have a bad habit of editing the p3d sometimes instead of the .blend so it's just easier to not triangulate everything lol
and model should always be checekd up in OB/buldozer
there are tools in Blender to quadify mesh too
tris to quads works quite well to reverse triangualtion
yeah alt j does work quite well
Hey guys its been a while. Been having some problems getting this mod to pack could anyone help me please as to how to fix this problem?
<rebuilding units[]= and friends>...
P:\temp\steveshouse_01\config.cpp: #includes P:\temp\steveshouse_01\basicdefines_A3.hpp, but is excluded from pbo
Rapify error
"steveshouse_01.pbo not produced due to error(s)"
This is what its saying in output.
what is your include line like for that file?
and does your pboProject settings have these lines set up?
Ah I see its because I had -B Dont binarise turned on, in a desperate attempt to fix an earlier problem .😊
Thanks as always spot on. Keep on goating.. 🌞
could anyone point me in the right direction to make vehicle scrim? I have blender, but it's so overwhelming. Don't know where to start!
you start by just general practicing and general tutorials to learn how the tools work
and then you invest time to practice
after some time (few weeks couple of months) you could be ready to start something specific
I have a Terrains Core mod I am putting together for my map. Two issue.
#1. Objects loose their door opening functionality when placed in terrain builder. Doors work fine when placed in the editor.
#2. How do you make certain objects show up on the map when they are placed in terrain builder? None of my objects show up in the map in game while vanilla ones do.
#1 not properly configured with class land_terrainobjectp3d name (wikipage is available)
#2 your P drive pathing is likely not set up right so template path does not match the actual P3D location
Okay I will investigate. I capitalized L in Land so that may have been the issue.
#2 I will also investigate. That surprises me.
What is strange is that the model DOES show up no problem just the doors wont work if imported using Terrain Builder.
I will get back with my findings.
I am going to start using this thanks
if doors dont work its missing land_ or wrong class named property (aka terrain object simulation type)
When an object is hidden with the hide animation is it being rendered still?
I suppose the verticles are there but there is not anything to draw since all faces are 0 sized
Alrighty
Just to confirm, the light falloff texture while hidden won't add to section count correct?
probably will
but why does it matter, it will add to it at least when its not hidden
its better if its loaded all the time instead of cycled all the time
Dumb question but is it possible to create a .p3d from a texture file? How do I do it?
Just want to make a custom NVG overlay for modelOptics
you learn modelling
aight thanks
😅
Item #1 what are the keywords to find this page? I was looking at ArmA 3 samples and it appears my config and naming convention was similar
Hey, i know this question might be a little off-topic, but i didn't see any other channel where i could post this. I'm looking for some mods with custom models of soviet troops in ww2, i'm already aware of IFA3, but i don't think their models/textures are the best, so if anyone could help i'd be happy 🙂
@vague crater #arma3_questions is the general questioning channel
best to ask there. Also if you want to find good answers you should provide more info on what you are looking for. Like pictures
okay, thanks for feedback
Anyone know of a mod that adds vehicle camo nets like the tank DLC does?
Cant add such things on vehicles the camo net is noit modeled on
not properly at least
Think this is the proper channel for this. But, here is my rendertarget0. Where I'd like the PiP to display. But, even with all the code in the proper place, nothing shows up in game. Not even the box
It's in front of the screen in my view gunner LOD. But, doesnt appear in game
how do you make the game make use of rvmat changes during runtime - is FP+diag_resetShapes enough, or do you need to load the p3d unbinned in the unpacked data?
rvmat is baked into p3d but if you are using file patching and have unbined p3d then this is enough - rvmats will be updated as soon as you get back from text editor to a3 without resetShapes
ty
@inland pawn check that you haven't got any named selections attached to the rendertarget mesh in your p3d. A common one would be a "camo" selection.
How would I be able to correctly set up ranging for an underbarrel grenade launcher in Buldozer? I have basically copied it from an example, and only a select few ranges are accurate when firing. Any way to calculate or test this?
Hello everyone, would anyone be able to shed some light on how RHS did their driver and Commander periscopes on their stryker? They are definitely not pips nor cut though the model (the way Vanilla does it).
why can they not be cut through the model (which I think is exactly what they are doing) ?
it dosnt feel like they are when you look around inside unless its down with a clever trick in the view gunner and cargo lods?
I have a model of a face I'd like to import into the game, how would I be able to do that?
I've searched on google and all the links point to face.jpg but I want a custom model
faces are p3ds like any other models
with thextures and materials and modelc.cfg and weighting to connect them verticles to the character animations
then there are configs that define a identity that uses said head
Internet wont be very useful on this if memory serves me right, not much is written about it
requires you to understand configs well enough to read the vanilla ones and derive you own.
alrighty ill try looking at the vanilla configs, thanks!
anybody know how to do the tailrotorhfullydestroyed where the main rotor hides and the broken one is shown, if i'm correct the ghost hawk does it, mine works when i preview it in buldozer but when the rotor is destroyed ingame it doesn't hide the normal one and unhide the broken one
this is my model.cfg for it
{
type="hide";
source="tailrotorhfullydestroyed";
selection="tail rotor";
minValue = 0.0;
maxValue = 1.0;
hideValue = 1.0;
animPeriod = 0.0;
initPhase = 0.0;
};
class tailRotor_unhide
{
type="hide";
source="tailrotorhfullydestroyed";
selection="tail rotor broken";
minValue = 0.0;//rad 0.0
maxValue = 1.0;//rad 57.29578
hideValue = 0.0;
unHideValue = 1.0;
animPeriod = 0.0;
initPhase = 0.0;
}; ```
Your model.cfg looks ok - make sure that the selections are not used in other animations.
These are there only animations
So they don't spin?
Call it’s tail rotor static or something
Does it need anything in class animationSources in the config
I was told with the model.cfg part the game engine will know what to do
Nothing needed in class animationSources as tailrotorhfullydestroyed is a game engine supplied source
https://community.bistudio.com/wiki/Model_Config
How are you making / determining that the tailrotorhfullydestroyed source has reached 1?
Maybe try changing the class tailRotor_hide source to damage, and the hideValue to 0.5 as an experiment to eliminate the animationSource as the issue.
question
what do you guys use as reference for making chairs?
I usually use an armaman for measurements
but for sitting its a little harder
is there a set height?
depends on the animation
something simple
like 90° knee bent
What I meant that id build the chair with the character animated to the sitting pose if there is a pose I have to use. Or I'd build both the chair and the animation simultaneously so that they match
I'm getting an error for "cannot open object", my models are in mlod format since I don't know how to binerize them, and I have no idea why it can't open the object
My model appears higher than what I expected is it possible to lower it manually in Object builder and yes I transformed it in blender before export
how are you exporting it?
Arma 3 tools for blender
I modeled it on top of a uniform and applied all transformations so I have 0 clue why it is higher
Is there a way I can just manually lower it
hey, the muzzle direction (firing direction) of a turret is not moving as the turret is moving, what gives?
i have defined gunBed and gunEnd correctly in the vehicle config, but the memory points dont seem to follow the animations
even if i attach them to bones in the model config
or does the weapon firing elevation move independent from the model?
seems to be the case
that's fixed then
now my gun no longer has recoil
as in the recoil animation
Im currently having a problem that boggles my mind for the last few days. Is it somehow possible to rotate the 2d view of the loader in a tank 90 degrees to the left? If so how ? i tried changing the Viewoptic settings and moving the viewpoint to the side with no success.
not in config I believe
https://cdn.discordapp.com/attachments/705630725113905162/829435772545400893/unknown.png
Muzzle of a custom NIArms RK 62, any idea what could be causing this?
Other muzzle flashes when e.g. suppressed are proper
no alpha in the texture
How'd I fix that?
you probably cant
