#arma3_model

1 messages · Page 165 of 1

stuck oyster
#

what is a 3D helipad?

silver zenith
#

something that isn't projected on the ground but an actual 3D model

stuck oyster
#

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

silver zenith
#

could put a proxy of an invisible helipad

#

but would the AI understand it or just try to land on the ground below it

stuck oyster
#

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

silver zenith
#

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?

idle grail
#

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

stuck oyster
#

you have some value somewhere it uses that is larger than 250

silver zenith
#

mhmm
oh

stuck oyster
#

just make sure the model you provide is not ripped from some other game

idle grail
#

ahh thanks was looklin for that

silver zenith
#

apparently I had a third unwanted uvset

idle grail
#

no no I have a few modelers off fiver that are ready

stuck oyster
#

Id still be careful if you didnt really pay much for models, they might not be self made.

#

best to be careful thats all

idle grail
#

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

wary dome
#

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 #
stuck oyster
#

You have some other error there somewhere in there

#

Define Arma in rvmat does nothing

frosty rain
#

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

stuck oyster
#

make real geometry, not proxies

frosty rain
#

Can you proxy memory points?

rough idol
rough idol
frosty rain
idle grail
#

Anyone know any good guides to getting started with getting models into arma. Found a few but nothing that covers the full process.

idle grail
#

buildings to start

frosty rain
#

Search gattington and means240 on yt

#

And mathew longtime i think

#

They have some tutorials about building importing I believe

idle grail
#

ok thanks

small olive
#

also you can take a look at the arma 3 samples

late root
#

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?

frosty rain
#

Is the proxy on the same mod?

late root
rough idol
#

are you putting proxy in a proxy?

late root
#

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

rough idol
#

is your object a proxy?

late root
#

No

rough idol
#

what is your object then

late root
#

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 {};
    };
stuck oyster
#

Proxies_1 being a ship part P3d that has proxies in it?

late root
#

Correct

frosty rain
#

a3\structures_f_exp\industrial\Port\ContainerLine_03_F path should be like this iirc

late root
frosty rain
#

Remove the first character

#

The \

late root
#

Done, attempting now

late root
frosty rain
#

Hmmm

#

No clue then

#

I’d just wait for goat or reyhard to respond then

late root
#

No problem, thanks for trying 🙂

stuck oyster
#

Proxy part should just come up when used like that I think.

#

Do you try out the object in editor by spawning it separately

late root
#

The object (Land_ContainerLine_03_F) spawns just fine
When spawning my object, with the proxy, it does not appear.

late root
stuck oyster
#

What simulation type is the ship part?

late root
#

Currently inheriting from Industry_base_F, one moment for me to find its simulation

stuck oyster
#

I wonder if containerline object is made out of proxies

late root
#

ContainerLine_03_F.p3d does not contain any proxies from what I can tell

stuck oyster
#

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

late root
#

Will do, one moment

rough idol
#

what is the bounding box of Proxies_1 ?

late root
late root
#

Ill try to grab a non structure object now

#

So used a proxy for the ghosthawk. Its something with the Crates itself

rough idol
#

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

late root
# rough idol ahh, or it could be something with Land_ prefix

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.
late root
rough idol
#

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

late root
#

I see. Well thwts a bit sad. Thank you for that clarification.

lavish jay
stuck oyster
#

What?

#

That's insane amount of polygons

#

INSANE

#

🙈 notlikemeow

#

I hope it has good lodding.. That much polies means its same as having 10 Arma3 cars on the the view..

full grove
#

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?

late root
full grove
#

Nothing bad happens when it goes into o2 it looks fine from the wire frame and solid view

bright silo
#

Does anyone know a good tutorial for making models for ArmA 3

#

I’m thinking about trying

full grove
#

When it loads in A3 it is missing faces though

stuck oyster
#

@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

frosty rain
bright silo
#

I’m just asking because I literally don’t know anything about it

frosty rain
#

It’ll give you an error

bright silo
#

I don’t even know what app to use to create models

stuck oyster
#

Blender is a good free option

#

has lots of tutorials on how modeling works

bright silo
#

Thanks

full grove
bright silo
#

What folder do I put the models when I complete them

frosty rain
#

@bright silo my advice is learn how to model and texture, get decent at it and then learn how to import to arma

bright silo
#

How do I import them

#

That’s my last question

#

I think

frosty rain
#

Depends on what you’re making

stuck oyster
#

@bright silo you dont have to worry about that for some time now

stuck oyster
#

first you need to learn just how to make models

#

and textures

bright silo
#

Okay thanks

#

Now I know something about modeling

stuck oyster
#

its a start

late root
# bright silo I don’t even know what app to use to create models

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.

frosty rain
#

Fuck it, start with a chair made out of primitives

bright silo
#

Wow you read my mind

frosty rain
#

Hahaha

stuck oyster
#

your firts model wont go into game

bright silo
#

I wanted to make a hummvee I saw in my dream last night

late root
#

(which isnt a actual waste since you learned something, but most dont see it like that)

stuck oyster
#

its just practice

#

your 10th model might be in ok to go into game

#

modeling needs you to spend the time practicing

late root
#

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 😄

late root
rough idol
#

keep in mind that such proxy is more expensive to render than regular proxy

#

not by that much but still

late root
#

I understand, this is mainly for a asset that only one is expected to be in the scene ever.

small olive
#

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

stuck oyster
#

as long as texture is in power of 2 dimensions it should work

#

could very well be uv mapping issue

summer elm
#

Quick question for object builder is the standard to set the shadowvolume lod to 10.000 or 1000

stuck oyster
#

set it where?

#

for what kind of object?

summer elm
stuck oyster
#

basic shadow volume resolution is 0

#

when in doubt check refer to Arma 3 Samples

#

those often can give answers to things like this

summer elm
#

Ok thanks for the quick response Ill, give it a go and see what happens

pliant oracle
#

someone has created french tanks for ww2?

stuck oyster
#

check the ww2 mods in workshop

hardy yoke
white jay
devout igloo
#

hi is there a way to import .stl files into arma 3 and if so how

stuck oyster
#

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

polar fiber
warped jasper
#

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

stuck oyster
#

well your helmets scale is wrong and you are possibly not exporting the whole thing correctly

devout igloo
#

im talking about stuff i made myself, i only know sketchup and tinkercad.

warped jasper
#

how is the scaling not correct? Im pretty sure I imported the face and it should be the correct size

stuck oyster
#

@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

devout igloo
#

how

stuck oyster
#

so you may need to learn another program like BLender

#

so that you can texture them and make them game ready

devout igloo
#

what file type does arma 3 use for models

stuck oyster
#

p3d is their own format

warped jasper
stuck oyster
#

so no program is compatible with that natively

devout igloo
#

is there a web conerter

stuck oyster
#

@warped jasper you need to apply your small scale instead of just changing it

#

@devout igloo no

devout igloo
#

will unity work

stuck oyster
#

there is no easy solutiions for what you try to do

#

no

devout igloo
#

well crap

wispy sage
#

Open your stl in blender and then use the arma tool box to export it as a p3d

devout igloo
#

well nevermind

stuck oyster
#

@wispy sage while those are the simple steps, there is quite a bit more to it

wispy sage
#

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

stuck oyster
#

yes well sure.

stuck oyster
#

you could compare to vanilla 3D scopes

#

or their textures at least

#

since the models are not available

full grove
#

anyone free?

stuck oyster
#

no

#

but if you have questions, best way to get answers is just ask the question

full grove
#

well now I'm scared to ask the question

stuck oyster
#

its how the channel works thats all blobdoggoshruggoogly

full grove
#

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?

stuck oyster
#

breaks how?

full grove
#

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

stuck oyster
#

you can paste a link to your pictures

full grove
#

ok

#

I know UVs are borked on base model I'm gonna get to that

stuck oyster
#

quite possible you have broken texture on them that is partially transparent

full grove
#

huh I never considered that

stuck oyster
#

and the broken uv on base model you cant really fix without fresh copy of the model

full grove
#

Yeah thats the intent

#

I have a fresh copy and a back up

zealous ruin
#

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.

late root
#

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?

stuck oyster
#

is it a decal object?

stuck oyster
#

is it high enough from the geometry?

late root
stuck oyster
#

yes

late root
#

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?

stuck oyster
#

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

thin wigeon
#

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 🙂

late root
#

Can you take a pic of what you mean by translucent

thin wigeon
#

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

late root
#

have any named properties going on?

thin wigeon
#

in the visual LOD?

late root
#

in any LOD

thin wigeon
#

yes, it's got hitpoints, glass hide/unhides and damage

#

but not assigned to the blue frame

late root
#

if you remove the textures does it still have the issue?

thin wigeon
#

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

late root
#

Your still using a texture. If there is NO texture does the issue occur

thin wigeon
#

give me 10 mins and I will get back to you...

polar fiber
#

Do you have a lot of surface area that is using a _ca texture?

late root
#

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.

thin wigeon
#

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

polar fiber
#

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

thin wigeon
#

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 😄

late root
#

It prevents that awesome blue crazy from happening when looking through a window

thin wigeon
#

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 😄

late root
#

Every day is a new experience. However in armas case, its a dump truck of random info running into you

thin wigeon
#

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.

grizzled snow
#

how can i apply a texture to my model in ObjectBuilder?

#

or... i dont?

small olive
#

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

grizzled snow
#

gotcha

#

now i have another problem

#

in blender, my UV and texture are alligned correctly, but in objectBuilder they are not correct at all

frosty rain
#

Maybe you’re seeing one in blender and a different one in object builder

grizzled snow
#

blender's UX is sooooo butt

small olive
grizzled snow
#

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?

frosty rain
#

Vertex groups -> uvmaps

#

Or something like that

grizzled snow
#

where?

#

again, the UX is butt

#

object mode?

#

edit mode?

frosty rain
#

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

grizzled snow
#

im using 2.92

frosty rain
#

Then go to uvmaps

#

Im using 2.90

#

Did they change it?

#

Lol

grizzled snow
#

there is no UV maps options

frosty rain
grizzled snow
#

edit mode

#

switched to object mode

#

nothing still

frosty rain
small olive
#

i'm using 2.92 too and yes there is object data properties

grizzled snow
#

wait

#

object properties != object data properties

#

WHO DESIGNED THIS

#

ok, it still says i only have 1

small olive
#

check material properties

frosty rain
grizzled snow
#

but in ObjectBuilder there are multiple overlayed

grizzled snow
#

where in material properties

frosty rain
grizzled snow
#

i only have one material

frosty rain
#

Huh

grizzled snow
#

how to separate by material?

frosty rain
grizzled snow
grizzled snow
#

the UX sucks, you need to hold my hand a little

#

context menu?

frosty rain
grizzled snow
#

which one of them?

frosty rain
#

Then should be on the bottom

grizzled snow
#

got it!

#

ok, nothing happened

#

i still only have one material

frosty rain
#

Send a pic how it looks in blender and how it looks in OB

grizzled snow
#

im trying to get simple model into arma 3

#

cant send images here

frosty rain
#

Imgur

grizzled snow
#

cant upload to imgur

frosty rain
#

Gyazo

thin wigeon
#

imgbb

frosty rain
#

Etc

grizzled snow
#

I dont want to make any accounts to send a single image

#

😓

frosty rain
#

You dont have to

grizzled snow
frosty rain
#

Hmm

#

Convert the tga to paa

grizzled snow
#

but i know the issue

#

hold on

#

cant import paa, btw

frosty rain
grizzled snow
#

cant import paa to OB

frosty rain
#

Wdym

grizzled snow
frosty rain
#

It’s BI’s image extension

grizzled snow
#

there are 2 UV's overlayed

#

but i dont know where it's getting the other UV

#

there is literally just 1

frosty rain
#

Are you using arma toolbox?

grizzled snow
#

yes

#

but that doesnt fix the double UV issue

#

there are 2 UV's where there should only be 1

frosty rain
#

Yeah, I meant it more as a fbx/obj fucked up export or something

grizzled snow
#

question is, how do i get rid of the extra

small olive
#

in blender go to edit mode and select every faces and check the uvmap

frosty rain
#

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

grizzled snow
#

i deleted all UVmaps

#

no change

#

ObjectBuilder pulls the UVmap out of the darkness or something

grizzled snow
#

and now the UV's are correct

#

but the texture is just pure black

#

nothing is showing at all

frosty rain
#

Test in bulldozer

#

Whats the path to the texture?

small olive
grizzled snow
#

same path worked before

#

now it doesnt

#

i know it isnt correct

#

but im trying to get something semi-working

frosty rain
grizzled snow
#

THE PATH WORKS

#

it worked last time

#

there is nothing stopping it from working

grizzled snow
small olive
grizzled snow
#

yes

small olive
#

so it's about faces and you need to recalculate faces by pressing f5

grizzled snow
#

cool, now it's entirely white

small olive
#

now toggle it again

frosty rain
#

Now you don’t have flipped normals

grizzled snow
#

uv is correc t

#

how do i flip normals

#

😅

frosty rain
#

You just did

#

The faces were facing inwards

#

Now they’re correct

grizzled snow
#

oh, ok

#

ok, well, the faces are still just white

#

i sort of need them to have textures

#

😅

small olive
grizzled snow
#

the magic button still does nothing

#

does nothing

#

theyre still just white

small olive
#

is your texture is tga?

grizzled snow
#

yes

frosty rain
#

Convert to paa

grizzled snow
#

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

small olive
#

you can't see paa textures in 3d viewport

#

you can use bulldozer

#

to preview

grizzled snow
#

how do i get my model from objectBuilder to bulldozer?

small olive
grizzled snow
#

"unable to create viewer"

small olive
#

looks like you didn't make proper bulldozer setup

grizzled snow
#

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

frosty rain
#

Not really

grizzled snow
#

yes really

frosty rain
#

You didn’t set the p drive correctly and are blaming the pipeline

grizzled snow
#

the pipeline doesnt even work

small olive
#

you setup your tools once

grizzled snow
#

i have my model in objectBuilder

#

why cant i see the texture?

#

i saw it before

#

how come i cant see it now?

frosty rain
#

Because it’s an old ass program and it has a lot of limitations

grizzled snow
#

look

small olive
#

because only tga files supported to see in object builder 3d viewport

grizzled snow
#

but i have it as a tga texture

#

so how come i cant view it?

frosty rain
#

Idk OB being dumb

median bough
#

easy on the caps lock

frosty rain
median bough
#

i didn't

#

😛

frosty rain
#

😂

grizzled snow
#

i dont get this

frosty rain
#

Follow that and set up your p drive correctly

grizzled snow
#

i dont need p drive for objectbuilder

frosty rain
#

You do for bulldozer

grizzled snow
#

but not for objectBuilder

#

my issue is with objectBuilder

#

it's not showing my texture

#

which is TGA

small olive
#

is it looks white?

grizzled snow
#

it's showing my texture correctly in the UV editor

#

yes, it's entirely white

small olive
#

be sure you apply texture on it and turn on the "magic button", i can't think any other possibility

grizzled snow
#

texture is applied to it because it's showing in the UV editor

grizzled snow
small olive
#

yes

grizzled snow
#

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

grizzled snow
#

what about the error?

frosty rain
#

idk

grizzled snow
#

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

#

😓

old atlas
#

how can i remove these?

#

like the lines all over

stuck oyster
#

what model is it?

#

those are all the different LODs in the p3d.

old atlas
stuck oyster
#

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?

old atlas
#

im trying to learn how to make animations in blender but I need an arma 3 model

white jay
#

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

stuck oyster
#

sounds like a loooot of bad paths

woeful viper
#

sounds like a looot of models of "mystery origin"...

white jay
#

sure bud

white jay
#

I think this is a valid reaction

#

multiple reactions from multiple people

#

maybe people shouldn't cry "stolen model" so much

median bough
#

nobody did

#

"mystery origin" is not "stolen model"

#

anyway

hybrid frigate
#

Oh stop, we all know what he meant

white jay
#

there's literally a channel dedicated to that

frigid ocean
#

Yeeeeeah it's pretty common occurrence in this server. Especially when you word it with "quotations like this". What else could they of meant?

median bough
#

like, buying it from a not so trustworthy website

#

also, not stolen

#

guys... think for a moment before jumping to conclusions

#

please

grizzled snow
#

in OB, how do i remove points from a selection?

small olive
#

and delete which point you want

grizzled snow
#

i want to exclude them from a selection

small olive
#

so, select which you want to exclude from a selection and press ctrl+i (this inverts the selection) @grizzled snow

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

small olive
#

okey i got it

#

press your selection and select it

#

then

#

while pressing shift, select your vertices

#

then press ctrl+i

#

finaly, redefine selection

grizzled snow
#

gotcha

#

thank you!

small olive
#

you'r welcome

grizzled snow
#

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?

stuck oyster
#

Where in the wiki are you?

grizzled snow
#

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

stuck oyster
#

There is wiki page called "how to animate a model"

grizzled snow
#

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

polar fiber
#

How's that different to the RMB transform tool? That's also 2D

stuck oyster
#

I would strongly recommend using other programs for actual modeling

shrewd locust
#

Can anyone point me towards how to assign textures to the FPP lod?

small olive
stuck oyster
#

@shrewd locust its the same way you assign textures to the other lods

#

is the model something you made?

shrewd locust
#

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)

grizzled snow
#

OB is much more bearable than Blender

stuck oyster
#

U very crazy person

grizzled snow
#

maybe

stuck oyster
#

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

grizzled snow
#

but you need to use OB to get models into arma, no?

stuck oyster
#

Not much

grizzled snow
#

i tried the few p3d scripts for blender and all of them failed

stuck oyster
#

Well that is just user error

grizzled snow
#

OB works

stuck oyster
#

Sure.

grizzled snow
#

so if i have software that is too hard to use

#

and software that is hard to use

#

then my pick should be obvious

stuck oyster
#

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

strong plaza
#

there is OB tutorials , but they're OFP era

grizzled snow
#

despite that, i got my stuff working by doing it in OB much faster than in Blender

stuck oyster
#

👍

grizzled snow
#

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

strong plaza
#

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

grizzled snow
#

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

strong plaza
#

yeah

grizzled snow
#

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?

stuck oyster
#

well you can customize it

#

ctrl+i is invert selection btw

#

just "a" toggels select all and select none

grizzled snow
#

if you check the character

#

l is a bit taller than I

stuck oyster
#

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

frosty rain
grizzled snow
stuck oyster
lost sedge
#

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

stuck oyster
#

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

strong plaza
#

note: these are extremely outdated

stuck oyster
#

well they may lack some advanced features but the basics are pretty much the same

hybrid frigate
#

@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.

lost sedge
#

Okay thanks y'all

outer condor
#

what determines if AI opens gates/doors vs just walks through them?

stuck oyster
#

there are the AI action points defined for them

#

I forgot what they are called in config

#

@outer condor

frosty rain
frosty rain
#

Is there a limit on how big geometry can be vertically?

stuck oyster
#

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

frosty rain
#

Alrighty thanks

stuck oyster
#

how tall thing were you thinking of making @frosty rain

frosty rain
#

Not sure yet tbh, we’re only starting planning

#

But skyscraper size

#

With interior

#

100-150 meters maybe?

stuck oyster
#

that can work

#

but it can have performance impact

frosty rain
#

How much performance impact are we talking about? meowsweats

stuck oyster
#

in worst case dips of 20-30 frames

frosty rain
#

Jesus

stuck oyster
#

Id perhaps make it from 2 pieces at least

frosty rain
#

Hmmm I assume if I divide the geometry its the same right?

stuck oyster
#

its the overall size that casuses the issues

frosty rain
#

Oh

#

But if I make it like 10 vertical geometry pieces instead of 1 will that help performance or not at all

stuck oyster
#

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

frosty rain
#

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

stuck oyster
#

that can happen too but the issues I've seen can be felt locally

frosty rain
#

Oh alright

#

Well thanks a lot goat!

frosty rain
#

@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

stuck oyster
#

proxying them is the same as making it big

#

so no that wont work

frosty rain
#

Damn, alright

stone hemlock
#

Can anyone recommend me some good modelling software? I’m wanting to put my sketches into a model

stuck oyster
#

Blender is good and free

stone hemlock
#

Cheers

warm leaf
#

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

orchid spruce
#

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?

stuck oyster
#

Roadway lod is for characters

orchid spruce
#

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?

small olive
frosty rain
small olive
frosty rain
#

I've never triangulated my roadway and it works just fine, probs doesn't matter

stuck oyster
#

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

orchid spruce
#

so the roadway geometry just has to be a simple flat polygon? no extra caveats or anything?

stuck oyster
#

well you can assign a surface texture on it to connect step sounds to it

rose grotto
#

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?

sweet pier
#

can someone help me with my p3d

stuck oyster
#

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

sweet pier
#

okay

#

it doesnt show up when it has geo

stuck oyster
#

in game?

sweet pier
#

yeah

stuck oyster
#

what kind of object is it?

sweet pier
#

i ship then you can walk on

#

it not a vic

stuck oyster
#

so please explain in detail what is it that you do and what happens

#

what works and what does not

sweet pier
#

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

stuck oyster
#

what are you packing the pbo with?

sweet pier
#

the object i export as p3d old

#

then pack it

stuck oyster
#

why do you do that?

#

that breaks stuff

sweet pier
#

cause thats how i was told to do it

stuck oyster
#

you just "save as"

#

well you were told wrong

sweet pier
#

ok

#

could that be causing it not to show up?

stuck oyster
#

well yes

#

quite likely

sweet pier
#

what about it going away when i add a lod

stuck oyster
#

what do you pack the pbo with?

sweet pier
#

?

#

i just pack it

stuck oyster
#

how

sweet pier
#

with Addon Builder

stuck oyster
#

do you have P drive set up?

sweet pier
#

yes

stuck oyster
#

I would suggest you use Mikeros tools and pboProject

sweet pier
#

where would i get those

#

i just followed a old video and people

stuck oyster
#

sounds bad

#

😅

sweet pier
#

everyone i asked just says watch videos

stuck oyster
#

well they dont know anything. 😛

sweet pier
#

alright

stuck oyster
#

mikeros tools are hosted on bytex website

#

you can get the free version from there

#

the AIO installer should be enough

sweet pier
#

ok

#

what does it do?

frosty rain
#

if your stuff has errors it will tell you

#

addon builder will just pack everything

#

same with pbo manager

sweet pier
#

okay

stuck oyster
#

AIO installer installs the necessary parts

sweet pier
#

its saying to buy key

stuck oyster
#

there is free one in there too

sweet pier
#

i only see one AIO

stuck oyster
#

you are here yes?

sweet pier
#

tes

#

yes

#

i just opened the wrong thing

stuck oyster
sweet pier
#

do i open PboProject

stuck oyster
#

well

#

yes

sweet pier
#

so what do i open to check for erros

stuck oyster
#

does it pack your stuff?

sweet pier
#

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

frosty rain
#

click view output

sweet pier
#

then what

frosty rain
#

read

#

and

#

go to the bottom where the problem will likely be

#

and see if you get any errors

sweet pier
#

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)*****

stuck oyster
#

well thats a start, your got some missing files

sweet pier
#

is their a way to tell what files are missing

stuck oyster
#

it says it right there in what you pasted

frosty rain
#

the a3 is because you didn't unpack your game files

sweet pier
#

can you run me through on how to do that

stuck oyster
#

there are steps on how to do that with mikeros tools on PMCwiki

sweet pier
#

who said it

white jay
#

What do I need to create an actual model in game?

#

Like a helmet or vest

frosty rain
#

a way to model what you want to create

#

a way to texture what you want to create

#

and arma tools

sweet pier
white jay
sweet pier
#

have you ever made a model before

frosty rain
sweet pier
#

okay

frosty rain
#

have you unpacked your a3 folder yet?

sweet pier
#

how

#

i couldnt find it

frosty rain
#

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

sweet pier
#

i only see install buldozer
mount the work drive
extract game data
show debug

frosty rain
#

extract game data

sweet pier
#

alright

#

in progress

#

damn

#

this takes awhile

sweet pier
#

ok its done

sweet pier
frosty rain
sweet pier
#

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

frosty rain
#

yes

#

you have to fix that

sweet pier
#

how?

frosty rain
#

is this your object?

sweet pier
#

yeah

#

i think

#

thats the folder with my object in it

frosty rain
#

did you texture it?

#

and did you create the rvmat?

stuck oyster
#

Arma 3p would have been the better way to set up P drive.. Like it says in the PMCwiki guide

stuck oyster
rose grotto
#

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

steel vector
#

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)

rose grotto
#

Thanks for clearing that up. Would the samples pack be in the arma addons folder?

stuck oyster
#

it wont be in the samples pack

rose grotto
#

OH its actually a tool

stuck oyster
#

there are only simple samples not full models

#

so at this time, not possible

rose grotto
#

Ah ok ok. Thanks again for clearing that up then

white jay
#

It doesn't have any drag handles

stuck oyster
#

you double click it to unanchor it

fast field
#

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

frosty rain
#

it won't accept ngons tho

fast field
frosty rain
#

yep you have ngons

#

did you model it in blender?

fast field
#

Ye

frosty rain
#

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

fast field
#

Ah alright, thx

stuck oyster
#

triangulating it does not hurt though

#

you gain nothing from quads

#

its all triangles in the end

frosty rain
#

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

fast field
#

Its literally a square house with a small door in it for me to get used to Object Builder

frosty rain
#

Do you have arma toolbox?

fast field
#

So I was kinda surprised at how tf I managed to squeeze an ngon in there lol

#

Arma 3 Tools?

fast field
#

oh ye this one

#

I got it

frosty rain
#

You can export as p3d from blender and do most stuff you need OB for

#

I only use OB to validate my geo

fast field
#

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

frosty rain
#

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

stuck oyster
#

@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

frosty rain
#

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

stuck oyster
#

and model should always be checekd up in OB/buldozer

stuck oyster
#

tris to quads works quite well to reverse triangualtion

frosty rain
#

yeah alt j does work quite well

deft heron
#

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.

stuck oyster
#

what is your include line like for that file?

#

and does your pboProject settings have these lines set up?

deft heron
#

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.. 🌞

rose grotto
#

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!

stuck oyster
#

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

hybrid frigate
#

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.

stuck oyster
#

#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

hybrid frigate
#

Okay I will investigate. I capitalized L in Land so that may have been the issue.

#

#2 I will also investigate. That surprises me.

stuck oyster
#

if model does not show up, path is not right

hybrid frigate
#

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.

#

blobdoggoshruggooglyI am going to start using this thanks

stuck oyster
#

if doors dont work its missing land_ or wrong class named property (aka terrain object simulation type)

frosty rain
#

When an object is hidden with the hide animation is it being rendered still?

stuck oyster
#

I suppose the verticles are there but there is not anything to draw since all faces are 0 sized

frosty rain
#

Alrighty

stuck oyster
#

why does it matter?

#

I suppose that can work.

frosty rain
#

Just to confirm, the light falloff texture while hidden won't add to section count correct?

stuck oyster
#

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

frosty rain
#

hmm yeah probably less stutters

#

thanks!

mighty rune
#

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

stuck oyster
#

no

#

p3d is a 3D file

#

texture can be applied to a 3D mesh

mighty rune
#

okay

#

how do I create a 3D mesh

frosty rain
#

you learn modelling

mighty rune
#

aight thanks

frosty rain
stuck oyster
#

😅

hybrid frigate
stuck oyster
#

land_ class

vague crater
#

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 🙂

stuck oyster
#

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

vague crater
#

okay, thanks for feedback

rose grotto
#

Anyone know of a mod that adds vehicle camo nets like the tank DLC does?

stuck oyster
#

Cant add such things on vehicles the camo net is noit modeled on

#

not properly at least

inland pawn
#

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

outer condor
#

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?

rough idol
#

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

outer condor
#

ty

charred bolt
#

@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.

ember ingot
#

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?

paper stream
#

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).

bold flare
#

why can they not be cut through the model (which I think is exactly what they are doing) ?

paper stream
#

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?

frosty rain
#

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

stuck oyster
#

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.

frosty rain
#

alrighty ill try looking at the vanilla configs, thanks!

valid gorge
#

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;
                }; ```
charred bolt
#

Your model.cfg looks ok - make sure that the selections are not used in other animations.

valid gorge
#

These are there only animations

charred bolt
#

So they don't spin?

valid gorge
#

The broken ones don’t

#

Should I make a new selection of my working tail rotor?

charred bolt
#

yes probably

#
  "tail_rotor", "",
  "tail_rotor_hide", "tail_rotor"```
valid gorge
#

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

charred bolt
valid gorge
#

@charred bolt still doesn't work

#

same problem works in buldozer but not ingame

charred bolt
#

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.

silver zenith
#

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?

stuck oyster
#

depends on the animation

silver zenith
stuck oyster
#

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

rain solar
#

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

slate crane
#

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

slate crane
#

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

slate crane
#

NVM had figured it out

#

Forgot to autocenter geometry

grizzled snow
#

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

river kite
#

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.

stuck oyster
#

not in config I believe

pastel oyster
#

Other muzzle flashes when e.g. suppressed are proper

stuck oyster
#

no alpha in the texture

pastel oyster
#

How'd I fix that?

stuck oyster
#

you probably cant