#arma3_model

1 messages Β· Page 166 of 1

pastel oyster
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Textures for the muzzle flash are all the NIArms open source textures, with no changes made by me

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same for rvmats (and they seem.. empty?)

polar fiber
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the _ca.paa and all .paa assigned to the muzzle flash model by .rvmat need to be accessible from P:\ drive. Including any Arma 3 game files

rain solar
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Is someone able to assist with my cannot open object error? I exported them from blender to p3d using arma toolbox.. so idk what is causing it

stuck oyster
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is the exported p3d 0 bytes in size?

rain solar
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7 kb

stuck oyster
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sounds like it probalby did not export anything

rain solar
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It has it's vertex group set, texture is set to the correct .paa, rvmat is set to the actual rvmat.

rain solar
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It exported it, loading it up in object builder shows my model

stuck oyster
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oh I though the error came up in object builder

pastel oyster
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and the Arma 3 game files are in my bulldozer too.. I think

stuck oyster
rain solar
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No, it came up in came giving the error "Cannot Open Object"

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Hm

stuck oyster
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@pastel oyster something in your setup is not right if OB shows the paths as red

rain solar
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model = "<Addon Source>\_ammo\data\ibl_laser_small_green.p3d";

Do I call the model correctly?

pastel oyster
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Hmm, makes sense - somehow "red = bad" didn't cross my mind))

rain solar
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Ignore the "<Addon Source>" part

stuck oyster
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:L

pastel oyster
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What could it be then? Screenshots provided seem to show that all is setup "correct"

stuck oyster
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what do you pack it with?

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@rain solar addon source part could be faulty

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Im not too keen on going further with secret projects

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dont especially want to help with anything that isnt kosher

rain solar
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    class IBL_generic_aircraft_laser_cannon_green_ammo: IBL_generic_aircraft_laser_gun_red_ammo
    {
        hit = 400;
        indirectHit = 200;
        indirectHitRange = 0;
        caliber = 1;
        explosive = 0.6;
        model = "IBL_Vehicle_Weapons\_ammo\data\ibl_laser_small_green.p3d";
    };

All I know is that when I go in game and place the actual vehicle. It pops up an error message "Cannot Open Object ibl_vehicle_weapons_ammo\data\ibl_laser_small_green.p3d"

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Wouldn't worry about it being an illegal project. I made the models myself, and all it really is, is just a laser bolt

stuck oyster
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I worry each time someone hides stuff

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what are you packing the addon with?

rain solar
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Sorry, force of habit of working with other people, they weren't really trust worthy πŸ˜…

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PBO Manager

stuck oyster
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ah

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well thats your problem

pastel oyster
rain solar
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Oh?

stuck oyster
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it is not proper addon making tool

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despite the name

rain solar
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What should I use then? PBOProject or Addon Builder?

stuck oyster
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pboProject is the only one that will tell you where you make mistakes

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Id recommend it

rain solar
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I had issues with pboProject because it calls errors where the addon is calling to other classes of dependent mods

stuck oyster
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but AB can work too if you feed it 100% correct stuff

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well then you have problems you need to solve

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isntead of using tools that "dont tell you where you make errors"

rain solar
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Hm, okie. I'll use PBOProject and see what the output log tells me

stuck oyster
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for pboProject to make sure your file paths are correct, you also need to have those file in correct paths on your P drive

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inheriting from other classes is not an issue though

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although you will need to have the original mod referred in the requriedAddons array so that your mod is loaded after it and can actually access the files

rain solar
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I feel utterly stupid now, thanks for the help πŸ˜„

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Really useful info πŸ™‚

stuck oyster
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there is unfortunately lot of misinformation about this going around

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and bad practices used

pastel oyster
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Would using Arma tools' addon builder be consider as such?)

stuck oyster
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Personally I would yes.

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I dont know very many people that make error free files that it would process correctly

pastel oyster
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I guess I am special then, I've been using it this whole time

stuck oyster
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well it does not tell you if you have errors

pastel oyster
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I just never managed to get PBOProject to work

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Aye, I find all the errors through RPT's

stuck oyster
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who knows what you have packed in then

pastel oyster
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(Atleast I think I find all the errors)

stuck oyster
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some

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I mean sure pboProject probably does not find everything

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but it does find most things

molten fractal
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Learning how to properly pack with pboProject really saved me hours in my workflow.

pastel oyster
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So rather than being cursed black - it's blank white

stuck oyster
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blank == its bad path

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try using the vanilla muzzleflash rvmat on it

pastel oyster
pastel oyster
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as in it's own? If so - yes, Muzzle_flash_3prong.p3d from NIArms

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I am attempting to make it separate from NIArms so it doesn't have any dependencies

runic plover
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Ending of the texture name with _ca.paa at least? (Prefix)

pastel oyster
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'contents' shows that all used textures end as such

runic plover
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Ok in bulldozer it works

Have you checked your rvmat file if a texture could be missed which you dont have ingame but in P drive?

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If all paths to textures are avaiable also ingame and not what you got in P drive.

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Im not sure but for me it looks like in your rvmat file is a texture ingame probably missed, which you have in P drive.

So in Bulldozer it works but ingame it doesnt. Normaly it should work ingame when it works in the viewer

pastel oyster
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The RVMATs are rather "empty" as said before:```sqf
class StageTI
{
texture="a3\data_f\default_hot_ti_ca.paa";
};
ambient[]={0.99,0.27,0.02,0.8};
diffuse[]={0.99,0.27,0.02,1};
forcedDiffuse[]={0.99,0.27,0.02,1};
emmisive[]={25000,20000,15000,1};
specular[]={0,0,0,0};
specularPower=0;
renderFlags[]=
{
"NoZWrite",
"NoAlphaWrite",
"AddBlend"
};
PixelShaderID="Normal";
VertexShaderID="Basic";

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Since they are straight from the NIArms source files - with no changes made, I'd assume they would work

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But I still am not very good w understanding RVMATs, so I'm unsure what I would need to change if that above is incorrect

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(that one is how all 3 RVMATs look, just w few numbers switched around)

pastel oyster
runic plover
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Also tried Recalculate Normals? (Select whole Modelparts and F5)

pastel oyster
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No, will try that tmrw too then

white jay
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anyone know which LOD does grass cutting around an object?

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I need to make mine bigger so I don't have grass clipping through my small objects

strong plaza
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pretty sure that's the geo lod

white jay
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kk I'll try that

white jay
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yup that worked

gaunt cobalt
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trench test

stuck oyster
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Works alright! Thats about the only way to make it if its not sunken into with a dug in hole in the terrain

full grove
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anyone know which proxy is the standing driver for the assault boat?

median bough
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proxy is "driver" and the standing is defined by animation

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if i'm not mistaken

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lemme check something real quick

full grove
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Oh sorry I've never had to do proxies and its my first time touching them

median bough
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we have it set up a little differently with the CUP RHIB, but that's basically how it's done

full grove
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Okay thats so weird idk why the sample boat proxies are pathed then

median bough
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what's the path?

full grove
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proxy:\A3\Data_f\proxies\driver_mid01\Driver.001

median bough
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use this then \a3\data_f\proxies\Assault_boat\Driver.p3d

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do you have a3 extracted to your p: drive?

full grove
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yep

median bough
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good. it's easier to find proxy paths then if you want to / need to switch them

full grove
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thanks for the help man I was getting confused for a sec

median bough
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no problem

carmine ether
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Hello everyone, where can I get the tutorial of particle making?

stuck oyster
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you cant. there are none

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at least not for Arma

carmine ether
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yeah very thank you

pastel oyster
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What exactly does 'recalculating normals' do?

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So I can figure out when to use it in the future (or just press F5 every time I save)

runic plover
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glad it worked πŸ‘

clever ibex
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hi ALL so in object builder the materials list is listing all red textures even though every texture exists in the pdrive.. is there some setting or something to make it black again when it finds the actual textures? or is my obj just corrupted somehow?

runic plover
clever ibex
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yea but mine used to be black when it found the paths so u can tell what its found and what it hasn't but now it isn't... was a very useful thing to have honestly..

rain solar
stuck oyster
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then it reads paths correctly

inland pawn
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PiP is working fine. A tiny issue has popped up that the PiP camera is looking down instead of straight ahead https://imgur.com/wQz8q2i

stuck oyster
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perhaps you have a typo

inland pawn
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Hmmmm, messed with the memory point and it seems that it was "too low" so it was looking down

rain solar
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22:30:44 Warning Message: Cannot open object ibl_vehicle_weapons\_ammo\data\laser_small_green.p3d

And back to square one πŸ˜„

stuck oyster
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P:\ibl_vehicle_weapons_ammo\data\laser_small_green.p3d?

rain solar
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So instead of

    class IBL_generic_aircraft_laser_cannon_green_ammo: IBL_generic_aircraft_laser_gun_red_ammo
    {
        hit = 400;
        indirectHit = 200;
        indirectHitRange = 0;
        caliber = 1;
        explosive = 0.6;
        model = "IBL_Vehicle_Weapons\_ammo\data\laser_small_green.p3d";
    };

You want me to try?

    class IBL_generic_aircraft_laser_cannon_green_ammo: IBL_generic_aircraft_laser_gun_red_ammo
    {
        hit = 400;
        indirectHit = 200;
        indirectHitRange = 0;
        caliber = 1;
        explosive = 0.6;
        model = "P:\IBL_Vehicle_Weapons\_ammo\data\laser_small_green.p3d";
    };
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Because it can find the model, just refuses to open it

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I would use dep3d to fix it, but have no idea how to use dep3d

stuck oyster
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no

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but Im trying to ask if that is the actual path

rain solar
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Yes

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well no

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The path is "P:\IBL_Vehicle_Weapons_ammo\data\laser_small_green.p3d"

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fuck

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tried to copy and past xD

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There is a \ between the ibl vehicle weapons and _ammo

stuck oyster
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typo = wrong path = error

rain solar
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IBL_Vehicle_Weapons\_ammo\data\laser_small_green.p3d
stuck oyster
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right typo in the question

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but the point was that you dont have it deep in some other folder structure

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so next up the p3d is your own made?

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but you cant open it?

rain solar
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πŸ€·β€β™‚οΈ I can open it in Blender and Object Builder, and see the model in those two

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But it just refuses in arma

stuck oyster
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do you use pboPrefix file?

rain solar
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Considering I am confused on what that is

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Just googled it, would that be useful for me?

stuck oyster
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no

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is your config.cpp in the ibl_vehicle_weapons\ folder

rain solar
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I have a config.cpp for that folder, and another in the _ammo folder that is a root

stuck oyster
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which folder are you packing

rain solar
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The master folder "IBL_Vehicle_Weapons"

stuck oyster
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that should work then

rain solar
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I am being left more questions than answers in my mind πŸ˜– | Should I check out the #arma3_config and ask for help there?

stuck oyster
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at this point I dunno. blobdoggoshruggoogly

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you packed it with pboProject yes?

rain solar
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Ye

stuck oyster
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if you unpack the pbo, is the file there and is the folder structure correct?

rain solar
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Uhhh, lemme check

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Yes

stuck oyster
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and if you move the p3d to the vehicle_weapons folder and change the path and try that does it work then?

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and are you sure you are running the updated pbo?

rain solar
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I just bought Mikero's tools and ran the AIO installer and it updated all my stuff, so I would hope so

stuck oyster
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and try cleaning up the P:\temp\ibl_vehicles_weapons folder before packing to make sure there is no leftover files there

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no running the pbo in ARma

rain solar
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Oh yeah, I always update the PBO in the mod folder before I run the game

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Umm, so now I'm getting errors for missing files again from the dependent mods? Altho they are in the P: Drive?

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At this point, I should fix that and just restart

stuck oyster
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sounds odd

rain solar
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Because I'm getting a

rapWarning: **********missing file(s)***************
P:\IBL_Vehicle_Weapons\IBL_Vehicle_Weapons\_ammo\config.cpp circa Line 122: OPTRE_weapons\Aircraft\500lb_bomb_fly.p3d
P:\IBL_Vehicle_Weapons\IBL_Vehicle_Weapons\_ammo\config.cpp circa Line 146: IBL_Vehicle_Weapons\_ammo\data\laser_small_red.p3d
P:\IBL_Vehicle_Weapons\IBL_Vehicle_Weapons\_ammo\config.cpp circa Line 377: IBL_Vehicle_Weapons\_ammo\data\laser_small_blue.p3d
P:\IBL_Vehicle_Weapons\IBL_Vehicle_Weapons\_ammo\config.cpp circa Line 382: IBL_Vehicle_Weapons\_ammo\data\laser_small_purple.p3d
P:\IBL_Vehicle_Weapons\IBL_Vehicle_Weapons\_ammo\config.cpp circa Line 392: IBL_Vehicle_Weapons\_ammo\data\laser_big_blue.p3d
P:\IBL_Vehicle_Weapons\IBL_Vehicle_Weapons\_ammo\config.cpp circa Line 444: IBL_Vehicle_Weapons\_ammo\data\laser_small_blue.p3d
P:\IBL_Vehicle_Weapons\IBL_Vehicle_Weapons\_ammo\config.cpp circa Line 453: IBL_Vehicle_Weapons\_ammo\data\laser_small_red.p3d
P:\IBL_Vehicle_Weapons\IBL_Vehicle_Weapons\_ammo\config.cpp circa Line 462: IBL_Vehicle_Weapons\_ammo\data\laser_small_green.p3d
P:\IBL_Vehicle_Weapons\IBL_Vehicle_Weapons\_ammo\config.cpp circa Line 471: IBL_Vehicle_Weapons\_ammo\data\laser_medium_purple.p3d
P:\IBL_Vehicle_Weapons\IBL_Vehicle_Weapons\_ammo\config.cpp circa Line 490: IBL_Vehicle_Weapons\_ammo\data\laser_small_green.p3d
P:\IBL_Vehicle_Weapons\IBL_Vehicle_Weapons\_ammo\config.cpp circa Line 509: IBL_Vehicle_Weapons\_ammo\data\laser_small_blue.p3d
rapWarning: **********missing file(s)***************

Tho my p3ds are in the data folder, and the @Operation TREBUCHET is in the P Drive, so it should be able to find them from the folder?

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I have no idea how to set up references πŸ˜…

stuck oyster
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why does your ammo folder have _ in the front?

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it probably does nothing

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but its a bit odd choice

rain solar
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Oh? That was how I was told to set it up from the head dev .-.

stuck oyster
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right πŸ™ˆ

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oh wait

rain solar
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Lemme see if that affects anything xD

stuck oyster
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look at the paths

rain solar
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?

stuck oyster
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what is different?

rain solar
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Other than the P: drive being set, and the config.cpp being outside the data folder?

stuck oyster
rain solar
#

fffffffff

rain solar
#
rapWarning: **********missing file(s)***************
P:\IBL_Vehicle_Weapons\IBL_Vehicle_Weapons\_ammo\config.cpp circa Line 122: OPTRE_weapons\Aircraft\500lb_bomb_fly.p3d
P:\IBL_Vehicle_Weapons\IBL_Vehicle_Weapons\_ammo\config.cpp circa Line 146: IBL_Vehicle_Weapons\_ammo\data\laser_small_red.p3d
P:\IBL_Vehicle_Weapons\IBL_Vehicle_Weapons\_ammo\config.cpp circa Line 377: IBL_Vehicle_Weapons\_ammo\data\laser_small_blue.p3d
P:\IBL_Vehicle_Weapons\IBL_Vehicle_Weapons\_ammo\config.cpp circa Line 382: IBL_Vehicle_Weapons\_ammo\data\laser_small_purple.p3d
P:\IBL_Vehicle_Weapons\IBL_Vehicle_Weapons\_ammo\config.cpp circa Line 392: IBL_Vehicle_Weapons\_ammo\data\laser_big_blue.p3d
P:\IBL_Vehicle_Weapons\IBL_Vehicle_Weapons\_ammo\config.cpp circa Line 444: IBL_Vehicle_Weapons\_ammo\data\laser_small_blue.p3d
P:\IBL_Vehicle_Weapons\IBL_Vehicle_Weapons\_ammo\config.cpp circa Line 453: IBL_Vehicle_Weapons\_ammo\data\laser_small_red.p3d
P:\IBL_Vehicle_Weapons\IBL_Vehicle_Weapons\_ammo\config.cpp circa Line 462: IBL_Vehicle_Weapons\_ammo\data\laser_small_green.p3d
P:\IBL_Vehicle_Weapons\IBL_Vehicle_Weapons\_ammo\config.cpp circa Line 471: IBL_Vehicle_Weapons\_ammo\data\laser_medium_purple.p3d
P:\IBL_Vehicle_Weapons\IBL_Vehicle_Weapons\_ammo\config.cpp circa Line 490: IBL_Vehicle_Weapons\_ammo\data\laser_small_green.p3d
P:\IBL_Vehicle_Weapons\IBL_Vehicle_Weapons\_ammo\config.cpp circa Line 509: IBL_Vehicle_Weapons\_ammo\data\laser_small_blue.p3d
rapWarning: **********missing file(s)***************
``` nope
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Wait

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did I mess up again

rain solar
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I think I did

stuck oyster
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check your folders if you have a pboprefix file there somewhere

rain solar
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I think the issue is that I have the Master folder inside of a Master Master folder named the same thing 😭

stuck oyster
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eh?

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what is the actual folder structure...

rain solar
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P:\IBL_Vehicle_Weapons\IBL_Vehicle_Weapons
stuck oyster
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well there you go

rain solar
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I've been editing inside of the extracted PBO folder 😭

stuck oyster
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you then did not answer right when I asked

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πŸ˜›

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you can take a permament marker and write this stuff on your monitor so you remember

rain solar
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Lmao

#
rapWarning: **********missing file(s)***************
P:\IBL_Vehicle_Weapons\_ammo\config.cpp circa Line 122: OPTRE_weapons\Aircraft\500lb_bomb_fly.p3d
rapWarning: **********missing file(s)***************

Now I just gotta fix the dependency folder

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Wondering if I got it set up right or not, what I did was go into the Arma 3 launcher, find operation treb, viewed in local files to get sent to !Workshop, and just copied that folder and pasted it in the P: drive

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Wrong I assume?

inland pawn
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Do you have PBOManager?

rain solar
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Yes, but HorribleGoat said to not pack it that way

stuck oyster
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mikeros toolset comes with extractPbo

inland pawn
#

But, that error is happening because you dont have the p3d in your P: drive

stuck oyster
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best to not mention that even. people get funny ideas that it works for something else too.

rain solar
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So it isn't because the file is named "@Operation TREBUCHET"? I'm just using it as a dependency and don't really want to extract any of their pbos .-.

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Wanna keep those to stay nice and tight where they are xD

inland pawn
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You are using 500lb_bomb_fly.p3d

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Which you do not have

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in your P: drive

rain solar
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I have the @Operation TREBUCHET, which has a addon in it called "OPTRE_weapons" and in the Aircraft folder the .p3d is there

stuck oyster
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no

rain solar
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?

stuck oyster
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thats not how it works

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you have to extract the data

rain solar
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Oh, I am an idiot then

stuck oyster
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like A3 data is extracted

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or well you can make dummy placeholder files

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but then you are responsible that the paths are in fact correct

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and for example texture files need to be really present if used in p3d

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as certain properties from the texture get saved into it on binarization

rain solar
#

So instead of the file path being "P:@Operation TREBUCHET\addons\OPTRE_weapons\Aircraft\500lb_bomb_fly.p3d"
what would it be?

inland pawn
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And the lines around it

rain solar
#

kk

rich frost
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I can't remember how I did it, but on one of the models I've been working on, with solid fill faces on, some of the faces for my geo lod are a solid gray color while others are the pink and white checkerboard. Is there an actual difference between these two appearances in practice or are they just a visual change to designate a selected option?

quick terrace
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checkerboard shows uvw coordinates

carmine ether
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Hello, everyone. I would like to ask if I have made a building model with rotation animation. Can I upload it after making rotation in C4D?

quick terrace
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can you upload what?

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animations are done in model.cfg

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afaik there is no such exporting option from C4D directly to arma's model.cfg via any sort of 3rd party plug-ins

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so no

wild aurora
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I'm assuming this is the right channel, is it possible I can sit in a chat with someone later (2000EST) and be told where I did the stupid on an insignia mod I'm working on? Trying to make it for my unit so individual squads and roles can get their own Insignias while still rocking the Unit patch.

stuck oyster
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Are you sure you can do such a thing?

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because I dont think you can.

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or well depends what the uniform is configured with

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if uniform has a clan patch, that is where the unit patch goes on

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and then the insignia patch is what you can set up in config

vast juniper
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is it possible to have one p3d with several objects and config it so only certain objects are visible to create variations of the one p3d?

median bough
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kind of... with hide animations

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like adding benches to the little bird or removing them

vast juniper
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thanks, ill have to look into hide animations and see if i can figure something out. Appreciate the tip

lusty plover
#

[#Solved] Hello everyone, i am currently working on a big ball which is aroung 50m from the center on each side but for some reason only 180Β° degress of the Fire Geometry works, does anyone know why it couldn't work? (i placed several Boxes, so that you cant shoot through the inside or the Outside.)

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Imagine that every Face of the Ball is a box

polar fiber
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So it's 100m in total diameter? That's too big. Geometry limit is ~50m total length but depends on terrain cell size IIRC

lusty plover
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so not even when i place so many small boxes as i did, it won't work?
i dont understand why half of them are working, its like on the other half only those who are higher then 3m work

stuck oyster
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@vast juniper it can be quite buggy in times, I would not recommend it

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how many components do you have?

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@lusty plover

lusty plover
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@stuck oyster around 363. But i scaled it smaller and now its working. Sadly but it is working.

stuck oyster
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Right, then it was just the good old size limit.

runic plover
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The good 20years old bu..feature 🀣

stuck oyster
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You typoed featureπŸ˜‹

runic plover
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Yes 😜

burnt axle
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Hey, could someone help me with my model? The texture isn't loading on other people's machines.

stuck oyster
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@burnt axle you mean like it does not work in game? Please provide proper explanation of the issue.

burnt axle
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yeah

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On my pc, I can see the texture in game, on my friends with the mod loaded, they canty

stuck oyster
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Well that likely means the setup is messed up.
Do you have P drive and the dev tools properly set up?

burnt axle
#

yes

stuck oyster
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Did you pack with pboproject?

burnt axle
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No, it doesn't work on my pc

stuck oyster
#

Then what did you use?

burnt axle
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ARMA tools pbo builder

stuck oyster
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You should look into fixing that "not working" part with pboproject. It is the only tool that helps you with error checking.

burnt axle
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Yeah, the installer is kinda broken and mikero started insulting someone who brought it up on the forum, so i decided to leave it

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It was something to do with it setting the path incorrectly

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Just sent it to a friend with correct PBO setup, I get these errors:

Thomas A-10\ThomasTheTankDestroyer\config.cpp circa Line 25: ThomasTheTankDestroyer\data\thomas.p3d
Thomas A-10\ThomasTheTankDestroyer\config.cpp circa Line 32: ThomasTheTankDestroyer\data\common1.paa
stuck oyster
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You could try the new AIO installer

burnt axle
#

that is the one I used, I believe

#

not sure about new, it was a month ago

burnt axle
stuck oyster
#

Well looks like there are errors in there so they are likely what breaks it in game.

burnt axle
#

yeah

#

but the problem is that they do exist in that filepath

#

oh no

#

I am a moron

#

I used \ as opposed to / in the config, and \ is an escape character

stuck oyster
#

You usually don't have anything in the front of a path

#

Also your texture file does not seem to have proper name suffix.

burnt axle
#

.paa?

stuck oyster
#

_co/_ca/etc

burnt axle
#

I don't know what that means, sorry

#

I've never seen those used before, are they just convention or do I need them?

stuck oyster
#

All vanilla textures have them

#

They dictate what texture type the file is so the paa conversion is done by correct conversion rules

burnt axle
#

So which would I use for my custom texture for my model?

stuck oyster
#

I dunno. Depends what type it is. There is a wiki page for them

burnt axle
#

WHAT

#

WHY

#

WHY

#

Opened the model in object builder, did nothing and saved

#

and now all of the missing references are gone and my friend's pboproject compiled it

stuck oyster
burnt axle
#

Thanks for the help @stuck oyster , I don't think I would have got this done without you tbh

stuck oyster
#

You would have. It would have take just a bit more time. pepeGiggle

burnt axle
#

nah I was gonna give up

#

I've been trying for a month

stuck oyster
#

It gets easier after a year or two of modding. πŸ€ͺ

burnt axle
#

I spend a lot of time modding other games, arma's lack of documentation and good tools makes arma modding a lot harder though

#

mmm

#

even though it compiled, the model doesnt appear now

burnt axle
#

I think PBOproject is corrupting the p3d file

#

because i unpacked the pbo and the p3d couldnt be opened in ibject builder, and it gives me the error could not load data/thomas.p3d

white jay
#

do decals need the Land_xxxx designation?

#

I think I did everything else right, I got class land_decal in named properties and the surface type set to decal

#

and the class in the config is Static

stuck oyster
#

@burnt axle that is normal. Properly packed P3d gets binarized and is not openable anymore

white jay
#

I solved the problem in regards to the decal, I deleted the geometry lod and gave the named properties to resolution 1

stuck oyster
#

πŸ‘Œ

burnt axle
stuck oyster
#

that is a different matter

#

take a screenshot of the error in game

burnt axle
#

ok

#

Can't send images?

#

Image lin ^

stuck oyster
#

well as you can see its not looking for it in correct path

burnt axle
#

Yeah, not sure why it won't load

#

Because if I change the path I get an error for it not existing

stuck oyster
#

something about your setup is messed up. what it is, I cant say off the top of my head

#

Im no too fond of your folder structure. I prefer to set up mine like A3 does.

#

so perhaps you have something extra happening somewhere

#

a3 style = project folder(a3)\pboFolder\(pd3s & configs here)\data\(textures,materials etc here)

burnt axle
#

yeah I'm not sure man

carmine ether
#

Hello, can I make the DAYZ model in the same way that I made the ARMA model and use it?

steel vector
#

I believe the workflow is the same for DayZ, but you might get a better answer on the DayZ Discord

last fable
#

Hello, how can I open a p3d file with blender

quick terrace
#

what p3d?

stuck oyster
#

Depends on the p3d. binarized p3d can not be opened

#

as in p3ds from the game file or mods are not editable and it is also strictly against the rules

last fable
stuck oyster
#

pls use some proper image host

#

this one does not open

last fable
stuck oyster
#

no idea where you got that from

#

but if you did not make it

#

I dont think you should be opening it

last fable
#

but blender should be able to open pd3 for me?

stuck oyster
#

did you make it?

#

where did you get it?

last fable
#

No, But I got permission from the owner to edit it

stuck oyster
#

well if the owner does not send you the original one then you can edit it

#

my suggestion. learn from making new things.

last fable
#

that's what I want to do in the enrollment it puts by Colombian I want to put it by medel

#

so i learn

stuck oyster
#

now you lost me?

runic plover
#

And install arma 3 tools for blender to get p3d's imported and exported

median bough
#

As far as I know you can not open P3d files in blender, just export blender files to P3D

#

(with the arma toolbox)

rotund ocean
#

You can import p3d into blender, as long as they are not binarized. Using the Toolbox.

median bough
#

Gotcha

#

So, same as OB then

runic plover
median bough
#

i am the last to judge anyone... i created (create) models in sketchup 🀣

vagrant monolith
#

When modeling new vehicles, trucks particularily, do I need to model the drivetrain/shock absorbers aswell?

runic plover
runic plover
stuck oyster
#

@vagrant monolith you dont "have" to model them, depends what kind of details you want to add

#

but also some things are difficult to animate in the somewhat limited damper/suspension setup vehicles have

#

Arma3 vanilla vehicles are good reference on what works

median bough
median bough
#

schuddup πŸ˜„

vagrant monolith
stuck oyster
#

πŸ‘

terse scroll
#

Hey! I am having an issue with ProxyRetex & the hitpoints visual system. In my wreck LOD I have proxies that need to change texture based on the selexted skin, and also have sub-sections of that skin for hitpoints visuals.

For example, my selection name for my skin is "skin" and the subsection for the fuselage is "skin_fuse", as defined in the hitpoints:

class HitPoints
{
    class HitHull
    {
        armor = 999;
        material = 51;
        name = "fuselage";
        passthrough = 1;
        visual = "skin_fuse";
        explosionShielding = 3;
        convexComponent = "fuselage";
        radius = 0.01;
        depends = "Total";
    };
};

In my cfgNonAiVehicles I defined the following:

class CfgNonAIVehicles
{
    class ProxyRetex;
    class Proxyfza_ah64db2_wreck: ProxyRetex
    {
        hiddenSelections[] = { "skin", "skin_fuse" };
        model = "\fza_ah64_us\prx\fza_ah64db2_wreck.p3d";
    };
};

When I do this, the texture goes transparent, likely because "skin_fuse" is not a hidden selection, it is only a section used by the damage system. However, if I change that array to just { "skin" }; as it would be in the hiddenselections order in cfgvehicles, the damage material overlay does not occur (I have the material triplet defined.

//In cfgvehicles
class Damage
{
    tex[] = {
        "fza_ah64_us\tex\ex\rtrs_co.paa",
        "fza_ah64_us\tex\dam\mdam_Rtrs_co.paa",
        "fza_ah64_us\tex\dam\hdam_Rtrs_co.paa"
    };
    mat[] = {
        "fza_ah64_us\mat\body.rvmat",
        "fza_ah64_us\mat\body_damage.rvmat",
        "fza_ah64_us\mat\body_damage.rvmat"
    };
};

Does anyone know what I'm doing wrong?

hardy oar
#

Hey guys, noticing my optics (Made exactly the same as described in the collimator sight guide https://community.bistudio.com/wiki/Arma_3:_Weapon_Collimator_Sights) are having some funky issues with alphas from time to time, displaying the tube containing the reticule. In normal use it is not present, however it will occasionally be seen when occupying certain vehicles.

Not my screenshot, this is from a user of the mod. I'm aware the user is using some questionable mods, usually I would ignore bug reports from these sorts of users however I have noticed this myself running only my mod only sitting in the rear seats of the vanilla game van. https://media.discordapp.net/attachments/638928940123291648/830584611158884352/unknown.png?width=942&height=529

Any ideas? As I said, for all other intents and purposes it works fine just see it in some weird vehicles from time to time.

polar fiber
#

That method for making collimating sights on attachments is outdated

hardy oar
#

It's the same method I've seen in all example models

#

What's the new method?

polar fiber
#

There’s a shader you apply to a reticle plane in the sight. The BI sample models has a simple example of a 3D optic. There’s a red dot type optic on top

#

See the setup for the holosight part

#

Only need to use the old tube method for collimator sights that are physically built into a weapon or vehicle like the gl sights on the vanilla MX rifle. On proxied sights, the shader works

hardy oar
#

Sweet

carmine ether
#

Does Arma 3D now support Blender2.92?

stuck oyster
#

Do you mean the Arma Toolbox addon? @carmine ether

carmine ether
#

yes

stuck oyster
#

Did you check the github for it?

carmine ether
#

I'll try it again

stuck oyster
#

It may be the 2.92 version is not yet public

carmine ether
#

ok

stuck oyster
#

You can also ask @shrewd jay πŸ˜‹

shrewd jay
#

The current version on github should work with 2.92. If in doubt, download the repository and use that

stuck oyster
#

@shrewd jay ❀️

round bloom
#

How can you correctly set units up with 3ds max to not need to fiddle with scaling on import to 3ds Max? I've got 3ds max set up for meters, and I thought the average height for the characters is 1.8m. based on this I'd got a model object that should go up waist height, but seems far below?

stuck oyster
#

what format are you exporting from max?

#

if I recall right correct export and import settings need to be used.

#

a Max user would have to clarify what those are though

round bloom
#

Tried a few formats to see which may work, for OBJ I've set scale to 1.0 so it should be accurate, .3ds doesn't give any export options to change

#

Though just dug in with FBX and I've found an option, it was defaulting to inches not meters

frosty rain
round bloom
quick terrace
#

resetting transforms happens on its own with some exporter file options

#

but it is always better to manually reset xform

white jay
#

what is the model file in this game like what would say a helmet be classed as file wise i was told it was a .pbo is that true? or is that not how it works

rotund ocean
#

models are p3d

stuck oyster
#

pbo is the game file package all mod/addon files are packed into

olive rampart
#

are there any examples of weapons for arma 3? i've been modding and making weapons for a long time for dayz and would like to convert them to arma 3

stuck oyster
#

Arma 3 samples on Steam have example weapon

olive rampart
#

sweet. just need to see if the selections are the same, and what armas config is compared to dayz

stuck oyster
#

similar

#

but not fully the same

olive rampart
#

all of my guns work flawless in dayz

#

sweet, that would make it nice and easy haha

stuck oyster
#

dont jinx it

ocean patio
#

So I'm trying to make an LMG that inherits from and uses the same animations as the Mk200. But! I need a model.cfg that, well, works. The Arma 3 Samples has a test weapon whose model.cfg is, quite frankly, completely broken. It doesn't even compile unedited, and when I tried to fix it it just wouldn't work.

So I thought: well, why not just use the Mk200's config? After all, it's the same memory point names and same animations file. Nope! EULA wouldn't let me even if there was a tool capable of doing it.

Suffice it to say, I'm lost on what to do next. I've got a (I think) fully done P3D, I'm starting to work on the CfgWeapons for it in the mean time, but any help with this would be highly appreciated.

tl;dr: Making LMG that uses Mk200 anims and inherits from it. Need a model.cfg to go along with it, but have no functioning cfg to base mine on/edit from. What do?

stuck oyster
#

@ocean patio that is not quite possible

#

all model.cfg animations are very specific to the p3d they are animating

#

so the model cfg for th MK200 would not work for your weapon unless it by some miracle is exactly same size and has all of its parts in exactly same positions

ocean patio
#

Oh..

stuck oyster
#

so what you need, is to learn how model.cfg works

#

the wiki page called "how to animate a model" gets into the basics pretty well

#

you could for example start with animating the trigger with correct source

#

and then build more

#

but copypasting model.cfg is rarely anykind of success

#

so Id advice starting from 0

#

first define your skeleton and the trigger bone in it

#

then the modelcfg class and first animation in it

ocean patio
#

Is there any way to export it from some program? I'm using Blender 2.79 for making the model, then model viewer for stuff like muzzleflash proxies and LOD types

#

I'll have to give that wiki page a good look once I get home

stuck oyster
#

for this kind of thing the written model.cfg is the best way to go.

#

you can preview the modelcfg animations in OB buldozer

ocean patio
#

Alright, thanks! I'll give it a shot these next few days and come back if I hit a wall again. Hopefully it'll work tho)

stuck oyster
#

start simple, dont try to get it all done at once

ocean patio
#

Noted

wispy pendant
#

So Ive been trying to put together a uniform and for some reason when I put it on my entire body becomes transparent and it gives me some random arms that cover that come with the head I use

#

anybody know why that might happen

#

I think its giving me the arms that I are used as a place holder in the model maker

stuck oyster
#

no idea what its supposed to look like

#

so hard to say

#

Id strongly recommend using vanilla heads and gear when developing and turning off all other mods so that they dont bring in problems

wispy pendant
#

this only happened once I put in my model CFG like the uniform was there and everything but now its just not there at all

#

and the arm that i used as the place holder in the model maker is vanilla and is fine but ive seen that done with alot of uniforms but when they are equipped its overidden by the arms of that specific head

stuck oyster
#

why I said dont use mods when developing

#

because they do unexpected stuff

marsh canyon
#

You'll need some tools for Blender but that's okay

#

Search "ArmaToolBox Blender" by yourself

#

If you prefer the boring 1h video, that's the way to go

#

Yes

#

Don't ask me how to use. I'm not that dedicated modeller

frosty rain
#

have you made anything on blender before or is it like your first time

#

if you haven't i'd highly suggest learning the basics of modelling and texturing before attempting any arma stuff

stuck oyster
#

@white jay you will want the latest version for the toolbox from github.

Also what @frosty rain said is true, you will want to spend some time (weeks,months) on learning how modeling is done and how texturing works before you dive into making anything specific

frosty rain
#

weeks, months, years, decades πŸ˜‚

stuck oyster
#

new skills usually take some time

wispy pendant
stuck oyster
#

possibly bad pathing and textures are not found.

#

Do you have P drive set up properly and are you using Mikeros PboProject to pack your pbo?

wispy pendant
#

yessir and when I packed it I had no errors

#

what I did was leave it all and without pathing directly to the uniform and instead I used hidden selections

#

and it worked fine because when I didnt have my model cfg in because I forgot it the uniform looked exactly like in the model viewer just it was like stuck in the ground

stuck oyster
#

but the p3d does have some textures assigned yes?

wispy pendant
#

only the arms

stuck oyster
#

please add all textures to the p3d

#

where they should be

#

that is important

wispy pendant
#

ok gotcha

stuck oyster
#

as textures and materials used bake data into the p3d on binarization

wispy pendant
#

ill try that

wispy pendant
#

ok so the uniform is working now and I deleted the place holder arms in hopes of getting them to go away but now its this

#

but when I go into first person I have arms

stuck oyster
#

they are not placeholder arms

#

they are the arms of that uniform

#

and they take on the identity texture from the identity you use

#

and you have them in first person because you did not delete them from the first person lod

wispy pendant
#

so how would I make it so I see the arms that are linked with the head

stuck oyster
#

heads dont have arms linked to them?

wispy pendant
#

custom tats and things like that

stuck oyster
#

if the identity textures have them, those arms will change to those

#

assuming you set them up right

#

as in copied them with all the relevant selections from the sample character

wispy pendant
#

it is possible i messed it up because I do keep getting an error when I use them but it hasnt been an issue with any other uniforms

stuck oyster
#

depends on the error

#

but yes sure

wispy pendant
#

i can use the tats on any uniform but this one

stuck oyster
#

yeeeh your configs are breaking something for sure

#

you probably are overwriting some vanilla configs

#

this kind of things should always be taken care of the first time they happen

wispy pendant
#

I just never thought to much of it because it works perfectly fine

stuck oyster
#

it does not

#

there is an error

wispy pendant
#

i mean aside from that

#

like they work in game and dont disturb gameplay

stuck oyster
#

well

#

now it does

wispy pendant
#

very true

stuck oyster
#

also it might hide other error messages

#

which is why all errors must be solved

#

otherwise you are just building on burning sack of poop

#

and at some point you will have to step on it

wispy pendant
stuck oyster
#

I dunno really. something you have made breaks it.

wispy pendant
#

can I throw the config in here so you can take a look to see if its something I did wrong ther

stuck oyster
#

sorry I suspect you got a huge config file since you said you have multiple unforms

#

so no thanks. I'll pass blobcatsweats

wispy pendant
#

no its just one uni

#

i wanna make more uniforms and I have more ideas but as of rn i only got this one so sorry for the miscommunication there

#

its only like 50 something lines

stuck oyster
#

well at the moment I dont have time

#

you can still drop it here in case someone else pops around and can check it out

#

but config debugging is one of my least favorite things to do, I got enough of that with my own stuff.

wispy pendant
#

if I had the knowledge to give answers ab congifs it would probably be my least favorite aswell

#

imma just go ahead and drop it down in configs with a quick brief so hopefully that will be more benneficial since they wouldnt have to re read all this

stuck oyster
#

well I took a quick peek anyawy. and that config does not seem to have anything to do with faces or even fully the uniform you are working on.

#

thats just a config for the item

wispy pendant
#

its what I have to get the uniform in the game and from what ive seen from other configs it seems to be the layout others use

stuck oyster
#

oh yeh the cfgvehicle part was there above, managed just scroll past that

wispy pendant
#

or am i missing something that would make if a complete uniform

inland pawn
#

Would it be fine to have this be the wheel_1_1_damper selection? I'd like the hide selection to move with the damper but they move separately

runic plover
#

wheel_1_1 is anway bound with damper so you dont have to select the wheel mesh too with the wheel_1_1_damper. Or you will get errors in the binlog pboProject

#

And you can test what you do
While open Buldozer, press "Enter" and switch trough the animation sources, with mousewheel you can play the animation you have selected.

So you can work more precise

eager grove
#

A few images later, I'm noticing that the engine bay (or whatever it's called) is too wide and both sides have air intakes when there should only be one.

quick terrace
#

@eager grove ???

tacit onyx
#

Hello, what might make loaded ViV cargo invisible when sat inside a turret position of the transporting vehicle?

polar fiber
#

It's not invisible, it's just rendered outside the vehicle. Game limitation

tacit onyx
#

ah, ok, thanks

lusty plover
#

Hello,
I have a problemt with the RVMAT on my Fire Geometry, it alaways shows the Dirt Impact and didnt matter to changed the RVMAT to a3\data_f\penetration\metal.rvmat.
Does anyone know what i'm doing wrong?

stuck oyster
#

are you packing the model correctly and actually running the new version of it?

lusty plover
#

you mean create in blender and Save it in OB? Then yes

stuck oyster
#

no

#

have P drive and use pboProject to pack it

lusty plover
#

i have no clue what you mean

#

Mount the P drive?

stuck oyster
#

no sorry, I dont do private help.

#

but sounds like you need to set up your modding development environment properly

#

you probably are packing with pboManager too?

lusty plover
#

no i am using Addon Builder from A3 Tools

stuck oyster
#

well at least that is closer to good thing.

#

heres easy steps to do the basic setup

#

the rest of the tutorial is for terrains

#

but the tools and dev stuff is same for everything

lusty plover
#

oke thank you.
But about my problem: Could the Addon Builder be the reason why it doesnt work?

stuck oyster
#

your lack of proper setup is likely the problem

#

and addon builder just packs a pbo

#

it does not care about your errors

#

so you may have any number of things wrong in there

lusty plover
#

i thought i just go in OB >> Select all (Fire Geometry) >> E >> and then apply the rvmat i want, in my case a3\data_f\penetration\metal.rvmat.

stuck oyster
#

yeah that should be it

#

but your tools are not set up correctly

#

so anything can happen and go wrong

lusty plover
#

oh ok thank you i will try to get my setup working

lusty plover
#

@stuck oyster Is it normal that my anti virus software says its a virus?

stuck oyster
#

no, but some can flag it as false positive

lusty plover
#

i am getting errors as hell, cant even install a single of those programs

#

"Error Opening File for writing"

stuck oyster
#

unfortunate

#

maybe your antivirus blocked them or soemthing

round bloom
#

What's the width of a A3 character these days?

stuck oyster
#

same as before

#

you can find the sample model in A3 samples on Steam

ocean patio
#

What are common causes of Binarise crashing on a P3D file?

ocean patio
#

Okay, that got fixed by saving the P3D (which had been exported from Blender directly) with OB. Odd but fine by me

thin wigeon
#

I know there's a lower limit of approx 0.5m thickness for Geom LOD, but I'm trying to model a 5m long low brick wall that's about 0.3m high and 0.2m thick - in other words, a proper size for the bricks. Leaving the Geom LOD at this dimension, vehicles will happily go over the "bump" and recognise it but characters just go through it like it's invisible. I tried cheating by extending the LOD downwards to make it 1m but it didn't make any difference. If I make the LOD 0.5m thick and 0.5m high, then vehicles are hovering over it, but it does stop players. What's the right way to model this, so it can be hidden behind by a player and used as a bullet stop, or is this just a limitation of the engine and that's why there are no low brick walls in game?

thin wigeon
stuck oyster
#

30cm tall thing would not stop anyone on foot?

#

it probably needs to be taller to block character

#

also was it editor placed or terrain placed?

#

@thin wigeon

#

also there is no 0.5m thickness limit to block characters

thin wigeon
# stuck oyster 30cm tall thing would not stop anyone on foot?

I tried it Ed3n based, do you think it would behave different in TB? Yes, it is strange, I have another fence that's no more than 10cm thick and that works OK, but it is 1m high. My problem was I was trying to use this low wall as something to lie down and hide behind, but nothing seems to stop you crawling through it either. If I made the LOD taller, then vehicles going over it look really odd. I'm trying to find something that works for player or vehicle.

stuck oyster
#

crawling that height should prevent I think

thin wigeon
#

It's sharp edges, single closed box and has a Component01 - but the player just goes through it like butter. Vehicles OTOH work fine, you can see the tyre going up and over it.

thin wigeon
stuck oyster
#

yea

#

the prone geometry blob is pretty squished

#

works fine

#

cant crawl through

thin wigeon
#

ahh, only (big?) differences I can see here is LOD 0 is split up (might just be for textures tho) and there is a roadway face defined on the top.. I wonder...
Thanks for that, am transplanting the info into my model as we speak πŸ™‚

#

oo, and the mass is set to 10000.000 - mine is 100 - I thought it was kg... you don't think...

stuck oyster
#

the mass is in kg but for anything that is not a vehicle I just throw in some huge numer to make sure all components are covered with enough mass

#

and yes the vis is split because procedural colors

thin wigeon
#

well, it fixed it! now, I'm not sure which 'it' had the most impact there, but talking of, it now stops bullets too. I'm not going to question it any further, I'll just make sure I do the same thing for every future wall I build. BI's wiki does throw a curve ball on this topic tho, https://community.bistudio.com/wiki/LOD on geom says "Geometry objects should have a thickness of at least 0.5 meters in order to work properly. " and it certainly seemed to be that way for me - it's either the mass or the roadway clinched it.

#

goat_sacrifice++; // thanks again for saving my sanity!

stuck oyster
#

🐐
πŸŒ‹

runic plover
# stuck oyster

Press C while you do this

Somehow there is a bug then 😝

ocean patio
#

I'm getting memed.

So yesterday I finally got the M249 I've been working on these past two weeks to load in game with all animations and stuff (thanks for all the help with that btw \β™₯️), but the muzzleflash wasn't working. So I said, y'know what, that's good enough, and moved onto an MP5SD with an underbarrel GL. Got it working perfectly as intended and in a tiny fraction of the time (now that I know what I'm doing), and also figured out what was wrong with the M249's muzzleflash. So I then spent a few hours basically redoing the M249 but using the method I used for the MP5, and hey, the muzzleflash works now!

Great! Right? Buuuut now the feed tray cover and the bullets won't move nor hide themselves when they should. Magazine still works and moves around/gets hidden as intended, just the ammo belt and feed tray cover don't. Model CFG did get changed a bit but nothing that'd make that stuff not work, at least not that I can think of. Most I did was change some memory=0s to memory=1s and then reverted it barely an hour later. All the vertex groups still line up. bullet001 and bullet001 up to bullet010, and the feedtray_cover is called feedtray_cover. It even says in the Model Config Editor in OB that the feedtray cover is tied to the animations and vice versa! It doesn't make any sense.

Here's the model.cfg https://pastebin.com/8RQUCCea
And here's the P3D file itself https://drive.google.com/file/d/1xDPLfUWusOslD_5G3kiWEwrq24NuIEv_/view?usp=sharing

Either I'm missing something obvious, or the Arma Tools for Blender 2.79 just don't work as well as they should. Considering I have to open the P3D and save it with OB after exporting it, I imagine it's the latter case. Any ideas on what can cause this.. abnormal behaviour? Here's a video demonstrating the issue: https://youtu.be/umVQoUeJ4rA (volume warning, gunshots are quite loud)

woeful viper
#

Do you pack with addonbuilder?

ocean patio
woeful viper
#

aight

ocean patio
#

I'll have to set buldozer up since I've only recently come back to Arma 3 modding so there's still stuff that needs to be installed and all, gimme a moment

#

Are the animation sources case sensitive?

woeful viper
#

im not sure honestly (probably not), but i would for safety always use it as described under the biki link

ocean patio
# woeful viper Check if the animation works in buldozer. If it does, its probably due to an ani...

Hey, so Buldozer won't open. I tried fiddling with the SAW for another hour to see if I could get lucky and have it work again but no dice. So I went and installed Buldozer using Arma 3 Tools. Howoever, when I try to start it, it opens up an error message saying Configuration file not found. The config file is there and I've ran the Configurator. All the files Buldozer needs are in the P drive. Do I need to restart my computer or something?

#

Doesn't seem to be a common issue either seeing as there's only one relevant Google result for the error and the responses don't provide any solutions

#

I'm starting to think I'm just cursed...

#

Or maybe there's a config file from a PBO that wasn't extracted and should've been?

woeful viper
#

its the usual arma pains. what config does it say is missing

ocean patio
#

That's all the error says. Just "Configuration file was not found"

#

I'm gonna try re-extracting game data to see if it fixes it

woeful viper
#

buldozer also creates .rpt files in the usual place, maybe check the rpt on what it says

ocean patio
#

Checking... nothing

stuck oyster
#

the ArmaTools setup method for P drive and buldozer is a bit buggy in win10

#

Id recommend using the Mikero tools package since you already have it to set up the stuff

#

though your current setup will now interfere with that

ocean patio
#

that's what I'm afraid of, breaking something that's currently working by doing that

ocean patio
#

Man this is taking a while. Any of you with buldozer willing to test the anims?

terse sail
#

hey guys, wheres the naming rules for objects for arma 3 mods?

stuck oyster
#

theres no rules for that

#

but commonly accepted convention is modtag_yourthingie

#

do make your filenames unique to your project

ocean patio
#

Aaaaaaa

ocean patio
#

So the animation sources are all correct, Buldozer won't work, and it was working before I fixed the muzzleflash by adding the proxy to vertex group zasleh. Magazine works but not bullets or feed tray cover. Everything looks fine in OB and the model.cfg looks right and proper (and is still the exact same as it was yesterday when it was working). Any other ideas?

stuck oyster
#

the muzzleflash proxy should be part of the namedselection named same as what you have define to be muzzleflash selection in the config

#

oh wait

#

what is the question?

ocean patio
stuck oyster
#

well basically you should just fix your tools first and then you can finish it quite easily when you can preview the different parts.

ocean patio
#

Basically, after I did that with naming the proxy zasleh (which is what I'd set as selection fire anim and in the sections), most of the mempoints decided to commit not alive and cease working - except the magazine, which for some strange reason still works normally.

stuck oyster
#

well you have some issue in the model.cfg

#

but if you are serious about modding and want to do it, you should spend the effort to set up the tools in a way it works

#

so you can do this for the next thing you are making too

ocean patio
#

sigh Yeah, you're right

#

The second part, at least, the first one I'm still iffy about since that same cfg was working before. But yeah. Should I just run Mikero's P drive thingy, move stuff over to the new P drive, and then delete the old one? Or should I overwrite the current P drive?

stuck oyster
#

yes well you did some change that broke it

#

mikeros P drive can be pointed mount P drive from the same folder it is mounted now from

#

or more over the simple mapdisk.bat that the guide I recall I linked you instructs you to make can be pointed to that directory

ocean patio
#

You might've linked it to me last year (back when I was trying to make a terrain), but that was ages ago and by now I've forgotten pretty much everything

#

What's the guide again?

stuck oyster
#

there are links on the Terrain channels pinned messages

ocean patio
#

Alright, thanks!

ocean patio
#

Well, that was a waste of.. Christ, 3 hours. Now it's just timing out instead of crying about a config file that's clearly there. https://cdn.discordapp.com/attachments/244119488826441729/832417526209445949/unknown.png

I think I'm just gonna do the whole Blender->P3D process for that gun from scratch. Yeah, I'll lose all the retopo and UV work that I did on it, and I'll lose a LOT of tiny adjustments that I did to stuff like sights and of course the damned memory points, but it's better than leaving it broken or quitting entirely.

Thanks for trying to help, and I'm sorry we couldn't make it work :P hopefully the rest of the mod will go smoother than this - I did start with the two most complicated/non-traditional weapons for this reason. Start with the hard stuff, learn from it, then fly through all the much easier stuff like pistols, uniforms and vests.

Really though, thanks for all the help. You're all amazing \β™₯️

stuck oyster
#

well model selections, model.cfg and config.cpp are the components of that thing

#

so those are what you need to look at

#

and maybe do again

#

making the mesh again is overreaction

#

but also I would start from something simpler as a test

#

so that you are familiar with all the parts

#

you are kind jumping into very deep end by doing a weapon as your first thing

molten fractal
#

What's the recommended item to start with? Helmet?

stuck oyster
#

a box

ocean patio
#

Holy shit, Buldozer just opened almost 40 minutes after Object Builder told it to open. And now it's working fine. I-I don't even- okay. Well, the animations are working in Buldozer, so now we know it really is the config that's to blame. I'm gonna try different indexes first, then move onto case sensitivity tests if that doesn't work, and finally changing the sources entirely until something works.

ocean patio
#

Do I have to have an index for animation sources?

stuck oyster
#

do you have multiple muzzles?

ocean patio
#

No

#

Only one

stuck oyster
#

then it whould work without indexes

ocean patio
#

Well, there goes my only lead, then. Uh... maybe if I set memory to 1 on all the ones that aren't working?

#

That didn't do anything either. Shit!

stuck oyster
#

are some of your moving parts part of 2 animated selections

#

as they can be part of only 1

ocean patio
#

Animated? No. Bullet001's geometry for example is only in 'camo' and 'Bullet001'

#

Just ran the "find first point with >3 weights" tool and it said there are none, so yeah, beyond a shadow of a doubt

stuck oyster
#

yes but I was asking about 2 weights

#

anyway. I know this is frustrating but you will get there in time.

#

modding takes patience.

#

so just take a break, breath, do something else for a bit. Then come back at it again

ocean patio
#

Will do

olive rampart
#

anyone done any weapons for dayz that could answer a few questions for me about converting mine to arma? like a few of the different selections that i found in that arma 3 samples. or the fact that the samples dont show the magazine as a proxy, so thats confusing me on how to do mine.

median bough
#

dayz questions are better asked on the dayz discord

olive rampart
#

read it again

#

im trying to convert some already imported weapons to arma. meaning i need to learn waht the difference in selections and how the magazine is done compared to what im used too

#

i was looking for someone who had done them for both dayz and arma that could help me for a few, or someone in general to answer the questions.

livid canyon
#

Is it possible to animate parts of a proxy'd selection, and not as a whole?

ocean patio
#

I FIXED IT! @stuck oyster Remember how I said the issue started after I made the MP5SD? So, the cause of the issue was that I forgot to change the MP5's skeleton's name! So it ended up overwriting the M249's. All I had to do to fix it was change its skeleton to a different name and bam problem solved. So now you know: if a config looks right, if a P3D looks right, and half the skeleton is working while the other half isn't, ask if the person has any other model.cfgs in that same PBO that might have a conflicting skeleton name. Now it works perfectly and I'm SO happyy

stuck oyster
#

😡

#

That would yes mess up everything

polar fiber
#

@livid canyon no

hoary knoll
#

trying to get wheels to be replaced by broken ones on a model in arma 2

#

added a selection wheel_1_1_hide that is the wheel in pristine condition

#

and wheel_1_1_unhide that is the a proxy to the broken wheel

#

the pristine wheel gets hidden when the damage goes up, but the broken one is always visible, even when not damaged

#

any ideas why the problem might be?

#

like the proxy for the broken wheels needs to be hidden, but isnt

stuck oyster
#

Possibly you have it in many animated selections

hoary knoll
#

there is the proxy itself and wheel_1_1_unhide

#

so technically its twice in the lod

#

dont see a way to do that differently tho

#

hmm i got it, i think i copied the proxy into the selection instead of referencing it, pretty weird in oxygen

round bloom
#

So I'm not sure if this is me missing something obvious in 3DS max exports or in ObjectBuilder import, but currently I can import this item

#

All I've done is delete a poly (which was squares), and then capped it into one

polar fiber
#

N-gons aren't supported (by any game really). Only triangles and quads

round bloom
#

That's the point though, their shouldn't be any from what I'm seeing

polar fiber
#

The highlighted face in your 3DS max viewport has 5 sides by the looks, as does the one to its immediate right

round bloom
#

It's got 4? It's a rectangle?

polar fiber
#

The left side of the rectangle has a vertex in the middle splitting it into 2 edges instead of one

round bloom
#

Can you stop 3Ds Max from capping that way at all?

polar fiber
#

Dunno, I use Maya

#

Just triangulate it

white jay
#

question, i'm really new to modeling, aka i've never done it, and im having trouble getting my pbo into a png... what do i do lol

median bough
#

you can not convert a PBO into a PNG

#

what exactly are you trying to do?

white jay
#

just trying to remodel somethings, add a logo on to textures that already exist

#

like i said, idk what im doing and the tutorials that i've watched are pretty shitty and old lol

stuck oyster
#

you cant edit existing stuff

#

you will have to learn how to do stuff from the beginning

#

and even if you could edit stuff, you have to first learn how to do stuff from the beginning

#

@white jay

olive rampart
#

anyone that could explain to me how the magazines work for arma 3? im used to making the magazine a proxy and its own item for in game spawning. but in the arma 3 samples, it doesnt show it as a proxy. do i just leave the magazine attached to the weapon? how would i make it take different magazines that way?

median bough
#

i'm not even sure if the sample models are updated to mag proxies and mag wells

stuck oyster
#

no they are not

olive rampart
#

so thats helpful lol

stuck oyster
#

they work like any proxy

olive rampart
#

want to use the guns i did for dayz in arma. so, is there an updated sample somewhere i could get ahold of?

stuck oyster
#

you define the proxy for it, put it in correct place and thats where it draws the magazine model

#

no

#

there may be some text about it on the BI forums

#

or one of the devreps it was announced in

#

or even on the wiki

olive rampart
#

i know how to do guns for dayz, was hoping it was similar.

stuck oyster
#

it probably is

olive rampart
#

would bolt_catch be my "charging" that i've already done? where it cocks the gun?

#

or is that more a bolt release?

stuck oyster
#

those things are not in Arma

#

or well I suppose they can be part of reload animation

#

or magazine reload

olive rampart
#

so when what exactly would the bolt_catch be?

stuck oyster
#

but Arma has simpler bolt functionality

olive rampart
#

hard to see without textures for the gun sample

stuck oyster
#

I dunno.

olive rampart
#

i see bolt...got that. its the bolt catch im lost on, never seen it

#

dayz didnt have it lol

stuck oyster
#

oh I thought that was yours

olive rampart
#

no, bolt_catch is in the sample, but i cant tell exactly which piece it would actually be

#

in dayz i have boltrelease, charging, and bolt

stuck oyster
#

well different weapons have different kinds of parts

olive rampart
#

well, its more on charging and bolt...boltrelease is extra

stuck oyster
#

and there is no set naming convention either

#

you can choose how you name your selections as long as you set up the model and configs correctly

#

so look at the sample as reference

olive rampart
#

i know that....but its a matter of knowing what those pieces are before i start renaming

stuck oyster
#

but there is no need to copy it 1:1

#

you dont need to rename anyting

#

in your model

olive rampart
#

im used to certain selections, so im trying to figure out what what those go too

#

you arent understanding what im saying.

stuck oyster
#

you just write the configs around the names in your weapon

#

possibly not

#

but if you open the model in OB

#

they are these bits

olive rampart
#

i know that....but without being able to see that gun, i cant tell what that actually is

#

is it charging handles, just the bolt walls, idk

stuck oyster
#

looks to be the charging handle

ocean patio
#

bolt catch is the little lever that holds the bolt in place when it has to stay open

olive rampart
#

thats what i was thinking. but wasnt sure

#

ok

#

so boltrelease for my dayz conversion

ocean patio
#

Probably

stuck oyster
#

but it should not matter anyway, your weapon might have totally different kind of bolt action

ocean patio
#

Try it and see if it works! Experimentation is key

stuck oyster
#

so those parts may not match at all what you have

olive rampart
#

yeah thats the trouble with the ONE sample.

#

trying to convert an MCR Saw at the moment

stuck oyster
#

ok so

#

you are way over thinking this

#

you dont need 1:1 sample

#

you just need to make sure your model.cfg config is set up with correct animation source to play the animations for your guns parts

olive rampart
#

i know i dont need 1:1. but in dayz, it requires certain selections in the model, model.cfg, and the config for it to work without crashing

#

1:1 or not, im trying to make sure i HAVE the correct selections to make a gun work

stuck oyster
#

yes well that is basically the same in Arma

#

there is wikipages for the available animation sources

#

they are likely very similar to what is in DayZ

olive rampart
stuck oyster
#

so what you need to do is check out the available animation sources in the wiki and see if those match with what you have now

olive rampart
#

bolt, charging, magazine, and trigger are the mains

stuck oyster
#

the naming of those selections does not really mean anything

olive rampart
#

yeah im looking for the pages now

stuck oyster
#

they could be thingamabob1-4

#

and they would still work if they are set up right

olive rampart
#

whats the easiest way to test things in game? dayz had "offline mode"

stuck oyster
#

pack pbo, run pbo as mod, run editor and place down unit that has your weapon configured on it OR use the virutal arsenal to preview the weapon

#

you can forget all those hacky offline mode stuff that DayZ has

#

πŸ˜›

olive rampart
#

haha ok

dusky grotto
#

Any one knows a way to export multiple object from blender with the position and the object names. To import it as lbt into terrain builder? So that u can model a river in blender and split it into parts export it and import it into terrain builder with the exact coordinates?

stuck oyster
#

there are no public solutions for that

dusky grotto
#

ok thank you πŸ™‚

olive rampart
#

is there a list of what memory points mean what? theres twice as many in arma than im used too haha. dont know what OP is, im assuming optic? just makes no sense on placement of them. its off to the side

ocean patio
#

I think op is GL

#

There's a lot of stuff in Arma that's in czech so some names are weird, like zasleh or the two hlavnes

stuck oyster
#

so you just need to make the config to figure out what points you need

dusky grotto
#

i found a solution my self now πŸ™‚

#

its not the right format yet but if anyones intrested

import bpy
context = bpy.context

def sfmt(s):
    return f"{s :10s}"

def vfmt(vec):
    return ", ".join(f"{v : 10.4f}" for v in vec)

for obj in sorted(context.selected_objects, key=lambda o: o.name):
    output = ",".join((
            sfmt(obj.name), 
            vfmt(obj.location), 
            vfmt(obj.rotation_euler),
            ))
    print(output)
#

thats a py script for blender to export marked objects locations

stuck oyster
#

yeah that how it about starts

#

you will have to figure out the object rotation matrix conversion though

#

although if you dont rotate the pieces then you can export just 0s as rotation

dusky grotto
#

true, thats some try and error. But i think with an colored object its easy to find out

stuck oyster
#

you dont want thg lbt format though

#

you want the simpler txt

dusky grotto
#

yes

#

also true^^

#
Leberkas  ,    0.0000,     2.0201,     2.0100,   -0.4649,     0.1345,    -0.2776
BennisObject1,    0.0000,     0.0000,     0.0000,    0.0000,     0.0000,     0.0000
Leberkas  ,    0.0000,     2.0201,     2.0100,   -0.4649,     0.1345,    -0.2776
LuggesObject1,   -1.3488,     0.2652,     2.0343,    0.0000,     0.0000,     0.0000

The out put looks promising already

stuck oyster
#

πŸ‘

#

the rotation part is the difficult one

dusky grotto
#

i think its great to make a water simulation in blender and export that to make realistic dynamic water

stuck oyster
#

it can work if you dont make too steep rivers

#

steep ones may look odd and work poorly

#

Id recommend 1-2 degrees inclines at most

#

I've been experimenting with that too

dusky grotto
#

yes. But with a nice waterflow map it may can be stronger

stuck oyster
#

though not with particle water

dusky grotto
#

ah ok

stuck oyster
#

more just object placement itself

dusky grotto
#

ive made some water fall that did not look to bad^^

stuck oyster
dusky grotto
#

very nice u already have a working solution^^

stuck oyster
#

though it only works if you use fully custom models you can properly see in Blender

#

yeh it has seemed to work so far

#

but Im not 100% confident with it so its not public

dusky grotto
#

ok i see

stuck oyster
#

and I dont have time to teach how its used

#

but its quite similar to what you already started

dusky grotto
#

πŸ˜„

#

ok ty for showcasing urs than. I think it wont be to hard to make it work, thanks to the blender community

stuck oyster
#

it did take a about a year to figure out the rotations

#

well not full time of course

dusky grotto
#

ok maybe i dont see the problem than

stuck oyster
#

but the occasional jab at the issue and learning how it works

#

TB uses different coordinate space

#

so rotations in Blender wont match straight what they are in TB

#

if you intend to use the calmwater shader though that wont be a problem

dusky grotto
#

ouh ok i see

stuck oyster
#

since you cant rotate the objects that use it

dusky grotto
#

yes

#

but with a water flow map it will be

stuck oyster
#

also you cant use same object twice with the calmwater shader

dusky grotto
#

yep

#

ill figure it out someday ^^ ty for the help

stuck oyster
#

do throw some WIP shots at our way!

#

nice to have others use Blender too for Terrain Making

dusky grotto
#

yea i will for sure. I just dont know when i will have the time for it. I hope soon πŸ˜„

stuck oyster
#

do you btw have carved rivers already on the terrain or will you shape them according to the flow map you make?

dusky grotto
#

i have rivers already but i placed water planes by hand. And i want to make them better with this solution

#

Also planing to make some more little rivers in the future

#

in the end arma 4 will have a build in solution for such things i could imagine

stuck oyster
#

hopefully xD

#

for inspiration @dusky grotto Blender can be very cool tool for terrain making

#

also all of this is placed in blender πŸ˜„

eager grove
stuck oyster
eager grove
stuck oyster
#

does that mean something?

dusky grotto
#

very nice @stuck oyster πŸ˜„

frosty rain
olive rampart
#

what exactly is a "shadowvolume" lod? and how do i go about making one?

#

is it just a distance lod?

eager grove
round bloom
#

Ignore me I'm thick and forgot to rename the material name in 3ds

stuck oyster
#

@eager grove please no spam on channels.

#

@round bloom Im not quite sure if you are doing texturing correctly there

round bloom
frosty rain
radiant dirge
stuck oyster
#

perhaps faulty submunition config

radiant dirge
#

πŸ€·β€β™‚οΈ it's the munition of the game

#

idk

stuck oyster
#

so when you say other ammo, what other ammo does it shoot?

radiant dirge
#

the other munition of the shotgun

#

caliber 12 ball

stuck oyster
#

have you tested how they behave on vanilla shotguns?

radiant dirge
#

Ok thx forget that I find why ^^' @stuck oyster

stuck oyster
#

why?

radiant dirge
#

It works like this but it is much further back

#

πŸ˜…

stuck oyster
#

there may be a bit of offset in the submunition config then

#

but then again.. why does it even matter

#

after all. it is a shotgun

#

it goes BOM-<

radiant dirge
#

Yep

#

πŸ˜‚

#

thx πŸ™‚

marsh canyon
#

Not sure if it's for #arma3_texture or here, and out of curiosity for my possible future content, but is it even possible to cast a shadow to a polygon that has a texture with alpha? By any rvmat magic or something?

olive rampart
#

so does arma 3 not use stuff like "boundingbox_min" and max, or ce_radius or center for spawning purposes? dont see anything in the model other than "autocenter" that tells it how to spawn. just curious as im trying to learn.

stuck oyster
#

nope

olive rampart
#

so on say a magazine, theres no memory lod? or what would go in that? theres no magazine example in the samples.

#

theres a bipod, but i dont think it would be set up the same

stuck oyster
#

what goes into the memorylod depends on what you animate on it If I remember right

#

if the mag proxy was animateable that is

olive rampart
#

its just a magazine, so i dont believe it animated? i've never animated one for anything i've done, but i've never done one for arma.

#

just didnt know if i needed a memory lod at all since theres no "spawning" points, and not animated.

stuck oyster
#

if no memorypoints are present, no need for the lod

polar fiber
#

Proxy models spawn from the 90-degree corner of proxy triangle on the weapon. As long as you have autocenter 0, the grid origin of the proxy object will align to that triangle in the target object

#

And there are several dowloadable proxy magazine examples on that biki page. Links at the bottom

olive rampart
#

I’m actually surprised at how different arma and dayz are in this. Using pretty much all the same tools, for essentially a different engine

#

It’s a nice little learning curve.

stuck oyster
#

DayZ is modified A2 with added enfusion elements. A3 is modified A2 but to little different direction.

olive rampart
#

I know. I was just talking about how the objects are set up using the same tools. I do assets for multiple games, always interesting to learn a new one and see how many times I accidentally use a step from another game lol

stuck oyster
#

Yeah some design choices are indeed quite different.

olive rampart
#

i still dont understand what a "Shadow Volume" lod is, or how to go about doing one. the model used in the samples has absolutely no detail in the mesh, so it damn near looks like its nothing but geo boxes when its not.

stuck oyster
#

have you read the LOD page in wiki?

olive rampart
#

yes and still confusing. but my object builder is having issues, assuming its because i use dayz and arma for OB. any way someone could give me the external viewer line for arma? mine keeps resetting to dayz and erroring out

stuck oyster
#

yes I think it needs some extra steps to have both toolsets running at the same time

olive rampart
#

yup, now both are telling me that buldozer isnt present, to run devp, which says its outdated and then cant open the files lol

stuck oyster
#

devp?

#

ah so you are not using the Mikeros tools setup

frosty rain
#

"Shadow LOD should be simplified compared to resolution LOD, but can be more detailed then Geometry/Fire Geometry LOD. Shadow LOD must be slightly shrinked compared to resolution LOD"

olive rampart
#

I know. I read that part. But it still confuses me because I’ve never done one. Is there a quick and dirty way to learn it? Can I take geo lod or res and take down the poly count or something? Never had to make one of these lods for anything. Dayz doesn’t use it haha.

frosty rain
#

uhh i mean you can use the geo as a base

#

but you'd have to make it smaller than the resolution lod and probably add more detail

stuck oyster
#

quick and dirty does not really happen in Arma modding

#

there isnt really anything special to it, its just modeling a simple mesh that looks about like the object you are making

polar fiber
#

Simple box modelling something to fit the silhouette of a weapon is usually much quicker than trying to reduce the details in the resLOD model in my experience

polar fiber
#

And you don't have to worry about crap like having textures and camo selections accidentally assigned in the SVLOD and causing issues

stuck oyster
#

true

ocean patio
#

If I'm making a custom laser sight, do I put the starting and direction mempoints in the weapon model, or in the laser sight's model?

stuck oyster
#

in the sights model

#

since a weapon can possibly use different laser pointers

ocean patio
#

Yeah, it was confusing me since the sample's model has them on the gun. Thanks

stuck oyster
#

you can have them integrated too

ocean patio
#

faair

dusk topaz
#

Has anyone Ever got a Custom
Named property
Map entry
to work
for example Map Hedgehog

ocean patio
#

Idk if the calc for the direction vector is pos - dir or dir - pos

stuck oyster
#

depends how you set them up in the config

ocean patio
#
irLaserEnd = "laser dir";```
#

directly copied from the sample to be sure

#

If the direction is irLaserPos - irLaserEnd, it goes in back, if the opposite then the opposite, but I've no idea which is the case

stuck oyster
#

honestly dont remember off the top of my head

#

its pretty simple to try out though

ocean patio
#

Sad! But okay

runic plover
#

pos -> start
dir -> direction -> end

#

So first pos and then dir

polar fiber
#

You would think so. But for reasons known only to BI, the laser dir memory point is supposed to point backwards

woeful viper
#

same as muzzle...

ocean patio
#

muzzle? you mean usti and konec hlavne

woeful viper
#

yeah muzzleend and muzzlepos / gunBeg and gunEnd on turret

bright echo
#

god that always messes me up

inland pawn
#

I remember my first encounter with usti and konec. I ended up switching the two

#

konec is first, followed by what direction(usti)

median bough
#

jup, this czechs out

ocean patio
#

I will kill you for that pun

median bough
#

get in line and wait your turn πŸ˜‰

molten fractal
#

Do model optics for an NVG require a model.cfg? I'm looking at the ACE one and just want to replace the NGV overlay. Could that be done through just a simple change to the texture and texture path?

stuck oyster
#

replace it with what?

#

if you edit that file, it will break the mod and render it unusable

molten fractal
#

replace the NVG optic texture with my own

stuck oyster
#

what you need to do is make a patch addon

#

then again you likely wont be able to join servers that dont accept it

molten fractal
#

Of course. This is something my unit will use.

stuck oyster
#

well you will still want to make a patch addon and not mess with the actual ACE

#

as that will render ACE incopatbile everywhere else

molten fractal
#

Yeah, so would I repack the ACE model with the replaced texture path?

#

The model is unbinarized and I got it off the source on github.

stuck oyster
#

no dont repack ace

#

thats just completely unnecessary

#

you can make a patch mod that loads after ace and replaces whatever config line it is to use that overlay with one that points to your new overlay

molten fractal
#

Sorry, that is what I am doing. Just repacking the NVG optic model itself with the texture path replaced.

#
  • the config to replace it of course
stuck oyster
#

try it out

molten fractal
#

Alright, here is my config.cpp

{
    class 17th_NVG
    {
        name = "17th NVG (Dev)";
        author = "Aiglos_";
        units[] = {};
        weapons[] = {};
        requiredAddons[] = {"rhsusf_c_troops", "ace_compat_rhs_usf3"};
    };
};
class CfgWeapons
{
    class rhsusf_ANPVS_15;
    class 17BN_ANPVS15: rhsusf_ANPVS_15
    {
        scopeArsenal = 2;
        scope = 2;
        displayName = "[17BN] AN/PVS-15";
        modelOptics "\17BNDEV\17th_NVG\17BN_dualnvg_optic.p3d";
    };
};```
And it is throwing this error when packing:
`In File 17BNDEV\17th_NVG\config.cpp: circa Line 20 Expected ]={`
I've looked at it already and I cannot find what is wrong with it.
#

fuck

#

wait

#

Missing = πŸ€¦β€β™‚οΈ

#

There we go

stuck oyster
#

πŸ‘Œ

stuck oyster
#

Character Size comparison.

marsh canyon
#

Armed Avengers, ArmA

silver zenith
#

Big man! 200 meters east

fierce rain
#

Hello, i don't know id this is the right tab for my problem but maybe someone can help me. I gut a building that is not throwing shadows and also dose not block them from passing trough walls. I got a Screenshot of the Problem. I placed a NPC on the first floor and its shadow is being coasted on the ground floors wall. https://prnt.sc/11r67xh

stuck oyster
#

you probably dont have shadow lod for it or or you have wrong kind of shader/texture combo for the main building making it "transparent"

fierce rain
#

i think i didnt got the shadow lod

stuck oyster
#

you can also try using the sbSource = visualEx named property for res lod cast shadows

fierce rain
#

im a bit confused.

fierce rain
stuck oyster
#

named properties are p3d assigned properties that define certain type of behaviour

#

they usually are set on the geometry lod