#arma3_model
1 messages · Page 167 of 1
i will have a look on that. thank you so much ❤️
oh btw i found this lod in the Objektbuilder https://prnt.sc/11r6uak
is that the shadow lod?
one of them yes
that resolution for it is not correct for this type of object though
you also may want to alter your OB UI to be more clear
makes it easier to use when its clean
should i make it 10000
im in this thread now
so i have to set it 0?
ok will try it
hello i would like some help please i created my first helmet model but it appears on the chest of the unit instead of the helmet , any idea about how to fix it ?
your helmet needs to have selections like head, neck etc. to tell the game which parts belongs to which body parts and move with them. also you need to create a empty geometry lod and add a autocenter named propertie with value=0: https://prnt.sc/11razy1
and you need to copy model.cfg from the arma 3 samples characters folder to same folder with your p3d and define your model down below: https://prnt.sc/11rb6t0 (name must be same with the p3d object)
ahh thanks i found the problem , i wrote autocenter wrong
@fierce rain visualex does not look good on buildings as flat surfaces get shadow banding
Maybe it gets a fix sometime
it was supposed to have been fixed, but it's still an issue
Hi everybody.
I've a problem with my animation.
So my animation work but it is instatanly no transition ...
model.cfg
class garage1
{
type="rotationZ";
source="garage1";
memory=1;
selection="Gate_1";
axis="gate_1_axis";
animPeriod=1;
minPhase=0;
maxPhase=1;
minValue="0.0";
maxValue="1.0";
angle0="0";
angle1="1.6";
};
and here my config :
class open_garage1
{
displayName = "Ouvrir la porte";
displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\arrow_up_gs.paa' size='2.5' />";
position = "porte_01_action";
radius=2;
onlyForplayer = "true";
condition = "((this animationPhase 'garage1') < 0.5)";
statement = "this animate [""garage1"", 1]";
};
class close_garage1
{
displayName = "fermer la porte";
displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\arrow_down_gs.paa' size='2.5' />";
position = "porte_01_action";
radius=2;
onlyForplayer = "true";
condition = "((this animationPhase 'garage1') > 0.5)";
statement = "this animate [""garage1"", 0]";
};
Do you know why ?
have you defined the garage1 in config.cpp class animationSources
@wary dome as goat said I don't think you have defined it in animationSources, the thing that determines how many seconds the animation takes is animPeriod
Would there be any difference in loading time if I have two buildings in a pbo and i split each building in its own pbo?
thx 😄
Normaly, arma take more time for loading two pbo than one 😄
Does it really affect if the overall size of the pbos didn’t change? Like if i split a 200mb pbo into two 100mb pbos
some hefty buildings...
yeah, it's from when i was learning and used 4k textures and supershaders for everything 😬
🙈
Anyways, do you know if the loading time would be different? I am thinking of splitting it since if I update building_1.p3d I don't want the person to have to download building_1.p3d and building_2.p3d since they'd be in the same pbo
probably not any meaningful difference
Alrighty, thanks!
but pls make them use multimaterial xD
Hahaha I've since converted into the ways of using multimats for any walls, etc. Don't worry 😂
👌
Do not use 4K textures..safe these for the future like Arma 4
Id rather to go with 2K textures, more perfomance friendly in loading ingame.
Yeah I don't use 4k textures anymore, it was mostly compensating for bad texel density
how can i make my buldozer show full screen?
why wouldnt i? i have 3 monitors and like to USE them
you cant scale the buldozer window
99.9% sure i dont get the option to scale at any spot on my buldozer window, which would be why i asked.
if its active you cant
but if you have some other window active you can take hold of the edges
My friend I have I quick question please!!
It is possible to increase a poly count for a model ?
Is the model will be more detailed
Thank you very much
there is no magic automation for that
lets start from what model are you talking about
Okay let me explain
You have to manually add more detail. There is no way to automatically increase poly count
@inland pawn I understand
If it’s your model, by all means add as much detail as you want. If it’s someone else’s, don’t touch it
@stuck oyster there is a dude was contributing his models once before in Bohemia discussion
It’s old post
And I like to work with ot
It
I’ll provide the link for you
@stuck oyster I’m saying so
using old models is messy
Coz I’m having problems with rv mats
well you just have to learn how they work
using old files is not the best way for that though
@robust cosmos in OB you can try with Points / Merge Near "detect or do own values" but it might cause bugs and you need to repair sometimes.. it can be used to make resolution lods.
But the better way is like said above, do the models new.. its a faster progress to reduce polycount.
The other way works if you need to add more poly of a low poly model
@runic plover appreciate that I’ll give it try then 👍🏻👍🏻
Find an airplane maker
lol what?
So I made a couple of helmets and facewear, but for some reason when in first person/piloting the character, the facewear and helmets cover up the camera. Of course, I was easily able to fix this on my uniforms by removing the headgear and facewear proxies from them, but the issue persists on base game uniforms and other mods'. What can I do to make the facewear and headgear not appear in first person?
create empty pilot view lod
how can I use direction sources in character model?
https://prnt.sc/11w72rv
for Compass
you cant
or well I never got modelc.cfg animations work on characters at least.
so at least educated guess is you cant
which is why you have the compass item
The watch with a compass is very cool 😄
yes but you cant make it work on the characters wrist
you are not the first one to try
What are arma poly limits? I know dayz was around 30k
The modelgeometry in each LOD needs to be below a "maximum polygoncount". This "maximum polygoncount" varies depending on how your model looks. The actual limit is based off vertex normals. The total amount of triangles you can use therefore depends on the Smoothing splits and UV splits in your model. According to some tests and documentation of DirectX9 the limit appears to be 2^15 = 32768 vertex normals in ArmA, Arma 2 and early Arma 3 (where DirectX9 is used). In a recent (Q1/2016) update, the .p3d format in Arma 3 was updated to version 70 and now has a higher limit (above 2^16 vertex normals). If you exceed the vertex normal limit, loading your model may crash the game or it simply won't display it. You can check it in Objectbuilder by loading up Bulldozer - if the LOD is not displayed, you are above the limit. Modern 3D modelling tools also offer native or user created tools to check the amount of vertex normals. Please remember that this is the absolute maximum you can use - this does not mean you should fully utilize it on every object.
Does the distance between the direction hlavne determine ballistic barrel length?
No there’s no simulation of internal ballistics in Arma other than being able to adjust config initspeed
The memory points are mostly for generating particle effects in the right place
And forming the axis of the weapon bore
Can anyone point me to info about a model workflow without OB? I haven't been able to find anything other than the ancient blender plugins. Just started getting the camera problem so OB is pretty much unusable now.
Edit: Got it, didn't realize Arma toolbox was updated
Hey model makers! What's a good poly count for a vehicle? I've got a model I want to import, but it's waaaaaaay too high of a poly count for the engine to handle. Trying to work out how much I need to shave off this thing?
Depends on the vehicle. Whether it has an interior etc.
70k verts for something with multiple weapon stations, or lots of wheels wouldn't be unusual
I would aim around 90k for say a tank with appliqué armour. But on the other hand something with a fairly simple, smooth monocoque body like a car or plane might be as low as 30k
this is actually old info, theoretical limits are now in millions (was updated some years back)
but you should never ever aim to reach that limit
what is good performance friendly target depends on size and detail level of an object
but also a good object has multiple resolution lods that makes its draw more performance friendly at different distances
Hi I need some help getting simple objects into Arma all the tutorials Ive seen(thanks H.G.) need LODs or are inventory objects any help appreciated DMs welcome
explain what kind of a problem you are having and perhaps solutions can be found
It is better to do help in public as too many times the private chat helping is never passed forward and gets lost in the DMs
to be honest Im still trying to understand it at all, I dont even know what LODs are but they seem to be required for interaction with bullets etc, but I just need walkable simple 3d structures placed in editor
this is the easiest tutorial I have "understood" but I still dont get it
he seems to make an inventory object but I dont know if its something you could walk on, or how I would find it as an asset in the editor menu
no inventory item is not what you want to do
you could look into the El Tyranos tutorial series.
thanks again for that one, I found Gattington easier to understand. I suppose there is not easy method/tutorial for such a complex subject. I would just love to know how to add customized obstacles into the game
If anyone does know how to do this, lets make a video together.
I mean most people here know, doesn't mean we have the time to make tutorials lol
as goat said this is probably one of the best tutorials to learn about lods and stuff https://www.youtube.com/watch?v=GxGIgurkzW4&t=1759s&pp=qAMBugMGCgJlcxAB
I know they know, but I figured a tutorial for beginners would help the community, I dont want to disrespect that guy for his tutorial, but it is extremely difficult to bear his mic (personally) and I strongly suspect it could be much shorter. again I dont mean disrespect, I just want to help the Arma community by making a simple to understand video about this subject
Video idea: make a cube in Arma, and climb on it
@jovial solar please no video. Video is not good format for this kind of complex stuff
I don't understand. Video is the only way some of us can access this kind of information. I would like to simplify it to help the Arma community grow both in size and intellect. Some of us need a hand holding, help me provide it.
why is written tutorial not accessible?
I think goat means text is a better format for explaining this
well text and images
It is accessible just not useful for some.
We all learn differently, help me understand so I can relay that info to others in a way I know they will get
Im coming from and early childhood education perspective, there are very effective teaching methods that can be used here
Just need to simplify it
there isnt that much you can do to simplify this stuff.
there are lot of parts, lot of programs lot of things that need to be right
Cube video would be simple
Good microphone would be effective
Short video with key points indicated would be extremely effective
but its not short
Honestly the El Tyranos tutorial is already very simplified
there are lot of things
a cube video would be short(er)
even for a simple cube
the main problem with videos vs text is, changes can not be applied "on the fly"
Wouldn't really be that much shorter
Im just talkiing about the intro to modeling
All the concepts in El Tyranos tutorial apply to a cube
modeling intros there are many
Oh if you're learning to model straight for arma you're starting on the wrong foot
for each commonly used program
there are already thousands of hours of videos for entry level modeling available
Ok, I just wanted to help.
your intentions are good, just the chosen medium (video) is not
from basics to advanced "how to"s too
ok so
there is "general modeling"
which is making model in a program you select
and then there are general how to make textures how to make uvmapping in any given program
those are starting steps for modeling
I think I could prove it, if I could watch any of you make a cube and ask questions
Making a cube is 2 clicks on blender
ah true lol
then along with the genral stuff that applies to everything
there is the Arma specific things
ok lets see it, DM me and I'll watch you add that to Arma, then make a video that is short, for the community to learn from
but to understand those, one must first grasp the general basics
this is how some of us will grasp it, please help me help others like me
now that gets us to the problem of time
which most of us have sparingly
#arma3_model message @jovial solar
@jovial solar do you have a 3d modeling program you want to learn?
respectfully @stuck oyster, I see you helping people all the time here. What I am asking will help exponentially
Let me tell you all the ways that a virtual donut will satisfy you.
Follow me:
Twitter: https://twitter.com/andrewpprice
Instagram: http://instagram.com/andrewpprice
Facebook: http://facebook.com/blenderguru
ArtStation: http://artstation.com/artist/andrewprice
Blender Guru: https://www.blender...
that is a decent introduction to blender yes
its adding to arma, not making blender stuff that is the hope here
but, as with every video tutorial: blender has changed since then......
@jovial solar yes but do you already have the basic understanding of for example Blender
so you want to eventually buy models and import them instead of creating i assume
simple cube + LODS + pack + try in editor
well I have no time for that
to make an efficient video out for such it would require hours of preparation
@frosty rain no, and please dont assume BS about me... the honest answer is that I want to import giant letters of the alphabet to write fun stuff with stuff like NAM in giant letters in the mist... since I cant figure it out from the tutorials I have found, I thought I should get someone who knows to help me.
as far as time to help people goes, video would make you helping people exponentially effectve (@H.G.)
Well for that you still need to learn the basics of blender
@stuck oyster
I have objects already(@frosty rain)
I dont like to be pressured into things either. Good luck with the letters though.
so do you know how to create text in blender and transform it into a mesh?
yes
@stuck oyster I think I placed my @ at the wrong time and he replied faster... it might have looked like I meant I had 3Dobjects for YOU, I didnt mean that
i'll do a video just for you, won't have audio or anything so you'll have to see it very carefully
@frosty rain if you can do it, please join me in a DM to watch, than I can make a video for everyone
uploading now
ok great, thank you!
keep in mind the normals/direction of the faces are backwards but i cant be arsed to fix it
to fix this in blender alt+n and recalculate outside
https://www.mediafire.com/file/8cbjpzgdavpdvtx/Myke_Client5.rar/file this is the mod if you want to experiment with it
Dont take this the wrong way @frosty rain but this video is not really helpful in the long run.
keep in mind this is absolutely the worst way to learn
I would live to talk with you while you do it, thats the best way to learn
Why is that? @stuck oyster
yeah, it was just something fast so misconduct can possibly import his letters lol
because it doesn't explain lods, how to do configs from scratch, how to texture, etc, etc, etc
@jovial solar it lacks the resons why things are as they are and why they work as they work
Ok, but that dosnt mean that the medium is incorrect , its just missing some information
Im sure I cant convince you otherwise so I'll get back to my work.
We could make a tutorial that teaches with concepts the beginner can comprehend, and also have a clear mic, English primary (for my purposes)
thats the part that takes hours
which people rarely have
as they like to spend the few free hours working on their own stuff
I apprectiate you pointing me to El Tyranos but his tutorial could be better for newbies, I realise takes time, as does video editing, but its worth it for the community to grow
¯_(ツ)_/¯
its not better in any way for newbies, el tyranos explains most of the stuff of why it works
he does leave stuff out too
the best way I can compare it is el tyranos is a tutorial on the basics of how to play guitar, mine is a tutorial on how to play a specific song lol
lmfao
playing the guitar is just 1 small part of it
@frosty rain music teachers do teach beginners just a song, so they can learn from the thing they already like and understand
if we go there, we start by how computers and windows work
because a lot of "basic modding" expects that knowledge to be already ready
Anyway I will try my best to make a video from that you showed us. But I could use a voice to learn from
what does the voice add?
possibly so. if we were in business of actual real life teaching
that however is unreasonable task to ask
in my opinion
from people who like to do modding for a hobby
I could prove it, if anyone would be the instructor.
I might eventually do a full video with audio and stuff when I have time, keep in mind it will assume you have basic modelling and texturing knowledge, I only do life stuff in arma though so it won't teach you stuff like the paths lod and stuff that AI needs
El Tyranos does teach the AI stuff tho
I really dont want to disrepect anyone for their efforts, but the mic quality alone is enough to deter a newcomer. Concise video editing and visuals can explain any concept better than text found on BI forums or from a teacher with great intentions, who has a broken medium
I will try to make something fun with what you showed me @frosty rain, if you are going to make a tutorial, allow me to help you by asking the questions that a newcomer would ask
I am certain a well written text with images is still better medium. Answers on the forums are not in any way a good comparison point
and you cant properly search video for certain information or key phrases
and if you want a good on point video
it has to be scripted
so you actually have to write it all down first
if you wing it, it will have minutes of silence or misclicks or going off point explaining something else
@stuck oyster with respect, you and I learn in completely different ways. I can teach what I know, and I can learn from seeing live, and interacting
yes well
you cant interact with video either
having a live tutor is a totally different thing altogether
I will prove it when I find someone willing to speak about modeling in voice, with video interaction
and yes, when I've learnt these things, there were 90% less stuff written down
and basically no videos
well I have not really been able to help you since there are no such resources that I could point you to.
ok, thanks for your input then.
new to arma model.cfg's....i took one from an example i found and altered to what i thought was correct for my weapon. but when i pack with mikeros, i keep getting this error cfgModels: There is no 'Weapon' in cfgSkeletons to inherit from
you are trying to inherit from "class weapon"(yourclass : weapon) in cfgskeletons or you are trying to use "weapon" in one of the inheritance parameters without it existing
Yeah, because the arma samples are shit
The model cfg has a weapon class. Whether it’s set up correctly idk
And no, I wasn’t inheriting from weapon, it’s just in model.cfg as the sample showed it
well the samples are not designed for the rigorious checks pboProject makes
so im at a loss then on a model.cfg for an assault rifle. because the sample is all i had to go off. lol
the sample is fine. you just need to understand the parts so you can write your own
all you need is 1 class for skeleton and 1 class for the weapon in cfgModels
the classes before test_weapon in the sample are just example of how inheritance can be structured
in the example basic weapon functionality is defined in the class weapon
then common rifle stuff is added on it in the class rifle
and then those are passed on to weaponbase where some specifics for that weapon family are added
and finally the weapon itself
it is not mandatory to make it like this though
it is just one way of organizing it
it can be useful if you have many same type weapons in same model.cfg
so that you can have the shared parts in one class
for single weapon.p3d a single class weaponp3dname is enough
lol, so basically i can set it up exactly how i did my dayz model.cfg's and not have a problem. awesome
all that confusion for nothing lol
ty
so the model works in game. but the hand placement is off, and if i try to aim down sights its off to the side of the gun, if i attach a DMS scope, long range part works, but if i go to the holo im looking at the buttstock
I did a quick search of this channel and some suggest to keep the object's scale in Blender 1:1:1. Could be that but how does one keep the scale in those? No matter what I try the scale seems to change even if I'm supposedly only trying to change the proportions of the object~~~
Live,learn edit: better to do the object proportion editing in Blender's *Modeling* mode. That seems to keep the scaling intact
Yes that is correct @frosty kraken
@tranquil coyote yes you can load P3d into Blender with weighting
how can i change the holding animation of the gun im making? or a list of which ones can be used or something?finger is on the trigger correct, but it holds the gun like its trying to get to an underbarrel GL and thats not correct.
there is a config entry for handanimation
for a custom weapon you will likely want to make a custom animation
Its rare that any ready animation fits
how am i supposed to use hard vs soft edges? i dont normally do HP bakes, but it seems that baking from a high poly with hard edges creates some nasty artifacts, while having everything smooth bakes correctly
hard
smooth
is the shading in game calculated from the normal map and therefore soft edges get ignored?
Baking hard edges requires splitting the UV along the hard edge and having a couple of pixels between the now-split edges, to pad
So really you should only have a hard edge where the borders of the UV shell are
hmmm but do i need the hard edges if i am baking from a high poly still? the shading there looks right
or is that going to cause a mess in game? 🤔
or as a rule i should use hard edges only on texture seams?🥴
I would keep the hard edges you deem necessary for the untextured mesh lighting to look good
ok thanks
crap, i have NO idea how to go about making a custom animation. is there any guide/sample?
@kind lion watch this, it should clear things up https://www.youtube.com/watch?v=ciXTyOOnBZQ (its the same for every 3D tool)
www.handplane3d.com
Using splits and supporting geometry to control shading behavior
@olive rampart #arma3_animation pinned messages
ty
thanks!
fbx export to work it needs to have a skeleton/armature with corresponding bones exported with it
Use the Blender Arma toolbox and import and export directly in .p3d format if you want to import weights without much fuss
he wants to get the file out of blender to some other program though
Can object texturing be done exclusively in Blender so that it'll be game-ready or is it necessary do the texturing in ObjectBuilder?
You can’t texture in object builder afaik, you texture in other programs (usually photoshop/mari/substance painter) and then assign the textures in OB (or in blender with the arma toolbox plugin) with rvmats
It's possible to texture objects in OB, since I'm sort of currently (while still learning here) doing just that. In OB you assign a texture to a face of an object and by that texture paths are set correctly and so on. I was just thinking that if it would be possible to do the texturing part in Blender.. and maybe if it would be possible to assign texture paths correctly in Blender
I thought you meant like actually painting it in OB lol, yes you can assign it in blender
you can texture in OB
@frosty kraken https://www.armaholic.com/page.php?id=20519
you use that to assign the textures in blender
corrected, thanks!
Hmm, thanks for the idea so to say! I already have Alwarren's Arma Toolbox configured in Blender. I guess I haven't yet gotten that far to figure out how to assign textures with the help of it 🙂
https://imgur.com/a/wn12ILZ Basically what you need to do is select the material you want to assign the texture to, scroll down and there should be the Arma Toolbox Material Settings
You can select either a texture, a color or custom
Do PAA-files work with Blender (with Arma Toolbox)?
You won't be able to see the textures, you're only assigning their paths
Ah right, well in that case I'd probably keep a copy of the weighed one and try my luck with weight transfer tools in blender to restore them on the adjusted model
is there someone that can teach me to make models for arma?
youtube
is your best bet
#arma3_model message @white jay
thanks
@white jay
https://www.youtube.com/user/AndrewPPrice
In Blender I have applied a material ("Material.003") to a object I'm testing with, then in that material a TGA texture with Arma Toolbox Material Settings. Should the texture display immediately in the object after it has been selected or do I need to press some magic key for the texture to show up?
The Arma toolbox material and texture are just for the export. For Blender internal use you have to set up a normal blender material
Ahh, copy that, thank you 🙏🏽
👍
hello how many vertices are there typically for a helmet, say an M1 Helmet
Above 5k verts would be excessive I think. Would probably aim closer to 2k
thanks
no mate, blender self entitled guru tuts are not game oriented
but its a start into how blender works
looks alright too 👍
Hey peeps sorry if this isnt the right chat, what could lead to an objects bounding box changing when its being moved by a zeus?
❔❔
❔❔
❔❔ 😆 ❔❔
🤚 Animations? ✋
was waiting for TB to save.
but depends on how Zeus view calculates the bounding box
id wager its done in runtime and affected by animated parts
after your replies from yesterday i cleaned up the hard edges and unwrap and finally it baked correctly, thanks guys
been trying to replicate an decal object but it just doesn't seem to work, I don't see any difference from the vanilla helipad both p3d and config wise
the rvmat is correct aswell
did you put the land_decal in the geometry lods named properties?
hey it's me again 😄
Is there some "rules" to respect for the view geometry lod ?
or is it just like the geometry lod
Should be the same as the geometry lod requirements I believe
Closed, convex, components, etc
ok thanks 👌
yes same as geometry but no mass
ok so now i have another problem xD
if i have a vehicle inside my building and the sun light is on the vehicle, the textures of the vehicle goes blank
i know it's the same problem (about the occlusion) but my view geometry lods seems good
here a video that show what i explained:
https://i.gyazo.com/a6a9f742e5e6b3b1a9f90394bbb5ea8d.mp4
do your textures use correct suffixes? _CO/_CA etc?
and does your car have non alphachannel rgb _CO texture on it?
and this is more alpha sorting issue
I had a similar issue recently and I think it was an alpha sorting problem
Anyone had a P3D: Bad header before when packing?
sounds familiar
I've not come across it before.
i had it once and i think i solved it by loading and resaving it in OB
🤔
any idea what's causing this weird lighting bug?
at some angles the model appears completely shadowed and sitting normally the top appears shadowed
bad shadowlod perhaps
Should I add one? all I have are the visual LODs, geometry, land contact, geometry phys and fire geometry
depends how you want to cast your shadows
Arma's default lighting seems to work pretty good normally, I feel like there's something weird with the geometry
the other LODs look good
normals are facing the right way
could this have something to do with it?
https://cdn.discordapp.com/attachments/566060230824165383/836068375166976030/shadow_settings.PNG
nope
probably just your lack of shadow lod
or you could try sbsource = visualex named proeprty
or perhaps you have used some odd rvmat shader
that was it, the rvmat was causing issues
hello does anyone know BIs policy on porting and/or modifying models from Arma 1,2 ?
arma 2 data pack:
https://community.bistudio.com/wiki/Arma_Licensed_Data_Pack
arma ADPL text:
https://www.bohemia.net/community/licenses/arma-and-dayz-public-license-share-alike-adpl-sa
more info on Public Data
https://community.bistudio.com/wiki/Category:Public_Data
even more:
https://www.bohemia.net/community/licenses
@warm spindle
ahh thanks , just to make sure i understand this correctly only the files at the first link can be adapted for arma 3
?
different packages come with different licenes
but yes these are the released files
there are also sample models that are in editable format
the license only allows you to port models to other arma games
in case thats what you were wondering
Naturally ,i only want to port the models to arma 3 and perhaps modify a few
might be worthwhile to mention that the texture and model quality is quite a bit lower in the old models than in A3
so it could be far simpler to make new models instead of fighting with the old ones
helloo there model makers, just want to know how detailed concepts need to be in order for someone like ur selves to turn the concepts to models?
Honestly, the higher quality reference you get the better, also if it's higher quality you don't need to figure out as much stuff yourself
but also depends on what you're making
hmm thank you, would u be able to take a look at one in dms and see if they are workable?
for sure, feel free
Okay maybe someone here knows an answer... I have a View Cargo 2.0 LOD and associated Shadow Volume - View Cargo 2.0.. in Dev my interior is appropriately shadowed, but when I try in current stable or RC, it is fully lit and there is no shadow whatsoever. I've been tearing the last bits of my hair over this and I cannot figure out why..
This may need input from @bold flare or @rough idol and if there are known differences in shadow volume behaviour between dev and stable
it kinda sounds like its loading some other lod instead of the one you want to use
That's what I thought as well, but literally everything but the shadow lods have a lodnoshadow=1, even the memory, hitpoints and land_contact
I actually have two View Cargo lods, one for the driver (LOD 1) and one for the turret crew (LOD 2), the driver works, the turret doesn't.
driving me insane
are you using any config parameters to assign the lods on specific seats?
Scratch that, I just notice the driver'S view cargo shadow doesn't work correctly either, it's just not that obvious
Yeah, the commander, loader and gunner are specifically assigned to that LOD. They do see it correctly, too
hey, is there any guides for getting started on making models for A3? In specific structures/buildings is what I'm interested in. Total starter but I'd like to have everything I can so I can look at it when I get to it without asking here over and over. From modelling, to texturing (and having it sort of match the in-game standards or lighting/colours) to importing it into the game / giving doors functionality at most. I know it's hard but if there's guides or links out there I'd like to have them so I can read them when I have time. I'd like to start making my own models for my terrains and I know nothing about 3D modelling but from what I've observed a lot of A3 models are very square-ish shapes and get away with it very well. I know some stuff about configs and overall Arma editing basics (and anything making a terrain requires) but not about Objects in specific. Any directions/guidance is appreciated!
modeling basics and generic program of choice use should be taken care of first
only after that can one start looking into what Arma specific things are
that too! I appreciate any good tutorials you could recommend on 3D modelling programs, or if there's general concepts to apply that works too. I'd preffer a free program since I can't afford a paid one or a subscription (unless it has very generous regional pricing).
but also no there are not much in the way of A3 modeling tutorials
Blender is good and free and has community made addons that handle A3 file formats
the path to modeling starts from just learning how the program works and the concepts of mesh, UV mapping, texturing etc
there were few tutorials mentioned not long ago too that could be helpful to get started
Blender has a lot of tutorials though so googling will help
I'd appreciate that. I just want to do generic houses or structures so nothing too crazy. Is there any sort of concepts, sizes/ratios or design choices I should keep in mind if I want to model something that will eventually be for Arma?
when you understand how the things work in general, the requirements for Arma should open up quite easily
houses are already a lot more complex things than you think
"just house" is very misleading idea
sorry, I'm ignorant - I just consider (from my ignorance) that making stuff such as vehicles or weapons would be more complex in terms of modelling, but I don't know, I'm just assuming
concepts sizes etc are not yet of concern at all
in terms of modeling, its all the same
model is made out of same elements
no matter the subject
there are of course some specifics in things like textures and materials etc
but you dont need to concern yourself with that yet
So how did you get started? Or what sources of information do you consider to be good to look into? Tutorials and information can be misleading or have bad habits and I don't know trustable sources for that to guarantee I pick up the right things or learn the proper way
I started so long ago that those sources are not really available anymore
so cant really name any specific thing to start with
check out the ones mentioned on the channel earlier
also look up the Blender community discord(s)
and for starters dont do anything specific, just explore how the tools work
and when you start with something specific, start with something small
box
barrel
door
or even doorknob
and those dont need to be for Arma. just general practice
mhm I'm aware it's knowledge that applies beyond Arma in the end
are these the tutorials you mentioned being mentioned earlier?
https://discordapp.com/channels/105462288051380224/105462541215358976/835639034067681300
yeh that and the Arrimus one Pufu mentions bit later
thank you, I'll look into it
Just start slow and steady so you dont burn yourself up
that ^ buildings are not simple
hello , i created a helmet model for arma with a camo pattern , but when i try to use the hiddenselection texture to add a new helmet texture in the config file it doesnt work , any way to fix it ?
Did you define it on your model.cfg?
uh, are you sure that your file is correctly packed? Maybe you have file patching enabled in dev env?
Yeah I am sure. And since I normally launch my dev branch from a batch file, I copied the file over to my regular Arma stable install, change the binary name, and run it there. Result is the same, shadow volume works in Dev but the whole interior is lit up in stable and RC
If I disable file patching in dev, it still works as expected
sorry if this is wrong place to ask but I am looking for static model of soldier that can be used as marker. hope that makes sense
I saw that somewhere but I don't know if it was vanilla arma model or custom
Sorry, what do you mean as a marker? as a map marker or?
do you mean an object that you can just put somewhere without it doing anything?
yes
Try disabling a units simulation in their attributes
Not exactly the same as the arrow, but might be enough for what you want
I would prefer simplified model that soldier model has lot of detail
I would also want it to be similar color (one color) like the arrows
does that make sense?
I dont think there is such a thing in arma
you could perhaps make use of the VR character
but yes its more a #arma3_scenario thing isnt it
yeah was thinking that but it's not ideal..
i guess
Do any of you know if it is possible to change a model upon injury of the NPC/Player? I know you can add blood to a texture based on injured state, but I was wondering if there was a way to do that with a model. Perhaps through event handles? (Not sure if this should go here, or in #arma3_scripting).
do helipad objects have a vertex limit?
I still can't manage to create one
so I though it was because the object wasn't a square
shape should not matter
just the class inheritance from the base helipad class
but also tall helipad might not be understood by the engine
its still a 2d shape I haven't made it 3D.
I just modeled in the shape of the object so I wouldn't have to make a CA texture for it and use a color generator
not that it is something I can't do I just didn't want to increase filesize with a texture containing a single color
currently its a 50x50
so size shouldn't break anything I guess
is it supposed to be a helipad?
just the properties of an helipad
so snapping to the ground
its the first example that came to mind when it came to inheritance
I guess there are also roads
and those dirt things
cfgVehicles class has nothing to do with it
then where does the magic come from?
what have you done so far?
and wheres that page about them
well cant find the one with the fancier explanations
but its this
that makes verticles hug ground
oh... it was that easy?
were it not for the rules of this land I would have said bad words
class land_decal makes it draw with roads and other decals and makes its simulation simpler
shift+e brings up that menu
yeah I know where that is
thanks
also if its not land_Decal type it does not overlap nicely with other decals
I should learn the UI better
lots of stuff I just auto ignore
I guess that decal check on the right also helps?
no
that is deprecated if I remember right
well does not hurt to try what it does
but might be unexpected behaviour
I'll keep it simple
seems to be working
also apparently decals take longer to load than just plain 2D textures
why is geo/fire geo work so hard. ObjBuilder keeps telling me my stuff is non-convex, so ive convex'd my firegeo and it doesnt actually do so. im not sure what im doing wrong here
convexing just makes it worse and leaves an open section. Geo lod works fine for collisions though.
I suggest using only cubes, i’ve never had problems with only cube primitives
Usually OB will recognize something as non convex when it is convex tho, but just using convex component hull makes it go away
I've done that and it doesn't help any. I'll try the cube method.
Just the tank ive done works out fine with its fire geo and it's non-cube
OB looks at how a mesh is triangulated to decide if it's convex or not too, that's usually the part that becomes a pain in the ass
most modeling programs will have something that will be able to generate a convex hull out of any object, I usually use that as a guide for how each component should be triangulated to be fully convex
OB does not like verticles in middle of flat planes either
Make geometry simple as possible and keep the mesh's shape
And
Structure / convex / component convex hull
Then, check for nonconvex stuff
And check for nonclosed
And please add in firegeometry or if you only do geometry LOD some penetration like if you hit metal, wood, pavement, concrete or glass.. most people dont do that and i think (my opinion) if you add such it makes your work more interesting and finished.
Same for roadways
I dont quite understand the problem, but might be related to decals being drawn in different pass from other models
or some such
its not really a problem
just something to note
the same object takes longer to be loaded by the game if its in decal form
like how roads are drawn last
Making this fire geo lod was for the purpose of penetration rvmats. Just a matter of actually getting it to work
https://streamable.com/ex2wko anyone know what can cause this? Rotors only showing when there is another heli nearby
maybe faulty shadowlods
https://imgur.com/gallery/0LD7ySy hmm thats weird this is what they currently look like the only thing i see that is different from the rear rotors is those double faces
does it have multiple shadow lod levels?
yea 2
quite possible you are seeing the 1 when you have just 1 helo and the 2 when you have 2 as it simplifies the scene
but both of the lods have the rotors in them
try with just the first shadow lod
are they animated to hide for example
perhaps you have faulty animation hiding them
try with just 1 lod
alright thanks ill try it now
hmm even with just 1 shadow lod the rotors only show up when a second heli is nearby
that was quite fast pack
you sure it updated? 😄
also does the same happen in game?
live
the rotors only showing up when theres another heli?
or not showing if only 1 is at the scene
also does the rotors show if you put the second one very far away?
yea they only show up when the second heli is within like 50m
and does they show if you put something else to the scene
quite likely that you have some issue in the shadow lod then
did you try with just the other shadow lod?
ill try that now
@rare stump mind if i PM you about dis - https://forums.bohemia.net/forums/topic/231377-tier-1-weapons
Tier 1 Weapons - A mod by Fingolfin Description This mod adds several weapons used by US SOCOM units in different setups and color variants. It is based on the RHS framework and should work fine with ACE. Content Weapons: • SR16s with 11.5 and 14.5inch barrels, URX4 rails, various stocks in diffe...
Sure, no problem.
What selections names do the rotors have in the shadow LOD?
rotordive
so, i went back and redid the whole fire geo with pretty much squares that had triangulated faces via blender. its a closed and comvex shape using ObjBuilder, saved as, and reopened in obj builder to make sure the rvmat is saved. packed using addon builder and its still doing the dirt effect
Use pboProject
In arma 3 samples you can find some penetration examples in different caregories like test_house etc
dirt effects just means your rvmat paths are incorrect or missing in fire geo...
i know where pen examples are from the a3 files in my P drive
and the paths are correct
Copy path here
a3\data_f\penetration\armour_plate_30mm.rvmat
idk why everyone wants me to use pboproject. considering i dont use it. ive had no issues with addonbuilder to do what i need to do.
to use packer i have to move my whole work folder to my P drive. which I really don't see why I have to.
well you do you if it works for you
but it does mean its near impossible to debug your problems
since you dont work in the same way as others
so others have no idea how to help you
except the generic "maybe you have wrong pathing"
the other workflows work
I mean. I'll test it using packer to double check.
until they dont
none of my normal paths are going to work since its decided to split the folder they were in into individual PBOs
what decided?
for a folder to pack you need a valid config file in it
but if you have some custom setup you wont be able to use pboProject with it
my root folder is DSA_Armor with two subfolders. apc and tank. it made apc and tank into its own pbos
rather then just making 1 pbo as DSA_Armor
well do you have config in DSA_Armor?
No. Because I've never needed one to pack it.
then best you forget pboProject
That kind of defeats the whole purpose then.
MultiPass?
hello, for some reason the shadows of my models are wrong , what could be causing this ?
nevermind, i found the problem , terns out i plased the wrong NOHQ file!
@stuck oyster you making progress implementing wamen?
maybe
👍
Why do Helmet and Vest models sit between a persons legs whenever you attempt to import them into Arma?
Because you're missing a fundamental step like creating a correct model.cfg file or weighing the vertices to the correct named selections
gotcha!
so I've had this Idea of making a mod that has a stealth bomber drone that, can dropes nukes and other weapons. I've make a rough model of the drone I blender. the one thing that is stopping me from me making the mod is the simple fact that I have no cule on how to mod or code. so I ask to those people who can mod and code, would you like to make this with me?
#creators_recruiting is the place to ask someone like that
ok, is there a way?
you can link the image from elsewhere
like imgur or gyazo or even steam
@obtuse kindle
I've got a problem with a tank interior i'm working on. In buldozer the textures look fine. Base layers, MC layers all ok but when loaded ingame only one of the texture set looks correct and all of the others are black as night. You can see a faint texture when a face is turned towards the sun. Is there a limit to how many texture sets you can have on a lod?
If you have any idea please ping me as I am going to bed after hours of f*cking about with this with no luck 😄
oh and the rvmats for all texture sets are identical
Quick question
where can I find the base character mesh and uniform models to use for reference when making models around it
thanks bud
@broken abyss mayhaps bad path in rvmat
A bad path would be visible in buldozer
and the textures are there, its just that they are very dark
gib pictures
ShAMe

👍
Quick question, are we allowed to redesign the arma 3 base character mesh (sample one) for skin tight uniforms?
I heard it was open source and I'm wondering if the eula allows for this
For arma use only yes.
also the reference hands and feet are usually good to be used on new character where ever there is skin visible
that way they skin parts work with the vanilla identity textures
So, having a weird doohickey with exporting from Blender for some reason. The sharps aren't preserved, I think?
How are you export from Blender? Link pictures of the problem
And in case it's the toolbox addon, set the path to O2script.exe in the toolbox settings correctly
Exporting with Arma Toolbox for Blender, and I just reinstalled that addon, so let me just set that again.
Huh
Checked it in Bulldozer and it looks fine...
hey are 5000 vertices okay for a uniform ?
Sure
awesome thanks
any examples for storage type items? items with inventory space and proxies?
aayyy is there any recent arma3 modding tutorials with 2.9 blender i dont understand the older versions
No. The procedure is the same though. Ui has changed a little. It will be important to be able to figure this out since there is a lot of things that are not written in clear "this is how you do it" tutorials
I just saw the thing about updated character fire geometries, they do seem much more detailed now but how much of a change is it? is it worth updating any custom uniforms I have with them or is the actual practical difference very small?
also I'm assuming that the "update" would just mean copy pasting the new ones into my firegeo lod? is that all the script does?
I would say it doesn't hurt to update your character fire geo as it's really easy to implement
those new fire geometries are solving some minor edge cases + allows you to use much more precise armorComponent configuration https://community.bistudio.com/wiki/Arma_3:_Damage_Enhancement
It's not used in vanilla data since quite a lot of community creations are used vanilla classes as base for their creations and assets without those components would be partially broken
but if you have your own mod & you don't have to worry about derivatives then you can safely utilize it - keep in mind though that passThrough values has to be tweaked since armorComponent is more precise when it comes to damage calculation
Another nice thing that is possible is ability to use armorSim classes once you have armorComponents utilized
how do i make my pbr maps ready for arma 3, or convert them to rvmat?
You need to convert your textures into a .paa format using Tex View 2 and linking them all together in a rvmat which inside you can change the file path
You then assign the texture and rvmat to the model inside object viewer or inside blender if you’re using Arma 3 Tools for blender
Hey guys.
I had a question for those of you who are familiar with making vehicles
Is it possible for units in cargo seats to have variable animations? kinda like "turn in/out" for turrets?
I just want to know if it's possible, not how.
@vocal shard Also Arma shaders do not use PBR
so you will have to convert your PBR textures to Specular/Gloss workflow
@desert notch they dont have turn in/out but they can have unique cargo turrets
and each cargoAction (normal sitting pose) can also be different
you mean each cargo seat right?
yes
but a single seat cannot have different animations? (it's always static?)
how would they change?
isn't that how turn in/out works?
just change the animation?
or is it a different seat?
like I said, they dont have turn in/out
except if the "turn out" to cargo turret mode
I don't actually mean turn in/out.
any way of changing their animation. (I can't think of anything except turn in/out that does this, so that's why I mentioned that example)
oh, I sorta understand what you mean now 
thanks
well, you can play any animation that you want on cargo seat
well I hope no one does that! 😄
anyway, another question:
do each cargo seat have their own class in the config? (like turrets)
I can't seem to find it
or let me ask my question this way:
is it possible to find where each unit will be seated in a vehicle, using some config value?
do they have a memory point or something?
Look for cargo proxy and their indexes
oh! thanks!
how to assign vertex groups in blender every video i watch is outdated or not helpfull
thanks that actually help a ton, but say i wanted to make a static turret, i cant seem to find anything on how one would do that in blender 2.9
there is nothing specifc you need to do in blender for static turret
its same modeling and same vertex group making that depends on what named animated parts you want to use
where can i find the files for helicopters? like the p3d's and what not so i can look at them with eliteness?
Arma 3 Samples has one
yeah, not quite wha tim looking for
not the same as the one im doing. wanted to look at something a bit closer for comparison. but i cant find any p3d's in the unpacked files on my p drive
Why compare?
look, im just asking where to find the files....
You can't open binarized p3ds whatsoever. It's in air_f things though
im aware of what i cant do with them. as i stated in my question, i would like to open them with eliteness to check a few things.
use eliteness to check selections/model.cfg's
wasnt trying to start anything, or tell anyone anything. has been deleted
thanks.
Bohemia ever gonna update the samples? Open any of the helis in elite ness and it’s twice as many selections
Id wager its unlikely to happen
the samples are not really meant as full blown "do it like this" things
they show how things work together
and you can add on that whatever parts you want
because there are so many different things you can make, its important to understand how things work and be able to put them together
oh i know that. but alot of the things in eliteness are actually quite useful using new game files
like controls....
but its impossible to make an example of everything
they all adhere to same animation rules
im not talking all the extra attachments...but the valid game pieces would be nice
and the animation sources available are listed on the wiki
like the weapons...no magazine persay...its attached to gun. no magwell config
they update the game, update the samples

🤷♂️
well you can either accept they dont and carry on as best as you can or stop
I highly doubt samples would get an update, maybe the Arma 4 samples will be more detailed 
if its ever released 🤣
now you jinxed it
well, matter of WHEN
if there ever is A4, theres just a folder full of potatoes as sample
would make sense
and we can thank @frosty rain
good old american redneck fun right there
its a potato gun...its pipe and a lighter, we got this
I can see arma 4 releasing april 1st with arma 2 samples 
Python: Traceback (most recent call last):
File "C:\Users\helms\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\ArmaToolbox_init_.py", line 223, in execute
exportMDL(self, filePtr, self.selectionOnly);
File "C:\Users\helms\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\ArmaToolbox..\ArmaToolbox\MDLexporter.py", line 511, in exportMDL
export_lod(filePtr, obj, wm, idx)
File "C:\Users\helms\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\ArmaToolbox..\ArmaToolbox\MDLexporter.py", line 441, in export_lod
writeMass(filePtr, obj, mesh)
File "C:\Users\helms\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\ArmaToolbox..\ArmaToolbox\MDLexporter.py", line 320, in writeMass
weight_layer = bm.verts.layers.float['FHQWeights']
KeyError: 'BMLayerCollection[key]: key "FHQWeights" not found'
location: <unknown location>:-1
what the hell does this mean
What are you trying to do
honestly im so lost i dont even know anymore i was hoping that was an ez fix

your geometry lod does not have mass
how does one fix that, is it an ez fix cuz i kinda just recycled the whole project to start from the beginning
add mass/weight to the geometry lod components
👋 Question on memory points
Do I have to use the czech names? I.E I have a launcher with memory points in English such as;
barrel_start
barrel_end
shotPos = "barrel_end";
shotEnd = "barrel_start";
But I'm getting the following in my RPT;
12:08:10 Bad muzzle direction in RW_Launch_ASM:'usti hlavne'-'konec hlavne' 12:08:10 Bad muzzle direction in RW_Launch_ASM:'usti hlavne'-'konec hlavne' 12:08:10 Bad camera direction in RW_Launch_ASM:'eye'
Is that your own launcher? Original p3d?
Yeah
However I'm using the base game NLAW as a config ref so maybe I've just inherited something I shouldn't have
Then use the name you named. If you named it barrel_start, put barrel_start there
You can define your names but the config and P3d must match
Also this check quite possibly means your weapon is pointing to rear and not front
They match up 🙂
Also this check quite possibly means your weapon is pointing to rear and not front
I did have this problem initially which was quite a cool feature
Now it's in-game, it is firing in the right direction and I'm still getting those errors despite having them matching up in the config and p3d
@alpine arch
Perhaps you are inheriting:
muzzleEnd = "konec hlavne";```
so try redefining them in the correct place in CfgWeapons {} (order depending on positioning in your p3d)
```muzzlePos = "barrel_end";
muzzleEnd = "barrel_start";```
so im importing to Object builder and its not loading my full model, like ill get only one part of my model insted of the entire thing
How did you make the model and get it to OB
i export it from blender as a P3d, although i suspect its a problem with the vert count as its super high but i dont know if that matters in object builder
Did you join all the objects into one?
no
You have to do that
okay is there a way to get rid of vertices without deforming my model? i know about dissolving
Well it really depends on how the model was made, but you can try things as Mesh - Clean Up - Delete Loose
And then depending on the model merge by distance
Also deleting unecessary edge loops
Can also try the decimate modifier
But if you mean importing a high poly model into arma you’ll probably have to retopo it
That should give you better results than just using a decimate modifier to lower the poly count for example
it has 897,126 verts
Jesus
lol
Yeah retopo is the way lol
Sometimes you can get away with just using merge by distance to clean up but it really depends on the model, but since your model is so high poly your only chance at importing it will probably be retopologizing it
allright thanks cuz i dont wana make it myself i suck with blender
To many 🙈 visuals for such "gun?"
1/100 + 2000 or 3000 of what you have should be fine
Thanks - I'll have a gander
That was it 👍
on my vehicles cargo slot the head pos is set to the centerof the object, can someone tell me how to change the view pos of the cargo slots ?
This is something you just have to either learn or give up whatever you are doing.
Since you did not make the model, there is also it's licence to consider. Is it even allowed to be used in a game etc.
But honestly. You want to put things into game, you have to learn modeling too.
You need cargo proxy for each cargo passenger
a question on the cargo proxy, dose it need to be named cargo.p3d ?
Yes
But that’s all it needs to be called. Animation etc comes from the config so you may as well use generic proxies from the Arma 3 data
okay, i can now enter the cargo slot but my first person view is not on the head instead its on the center of the object
If proxy is made to look like the used animation, it is helpful for placing it correctly.
But like @polar fiber said, any proxy named cargo works
@livid kelp is it using custom cargo animation?
It is cargo seat, not gunner or pilot
im not sure what you mean with animation...
im using the a cargo boat proxy
and
cargoAction[]=
{
"passenger_boat_holdleft",
"passenger_boat_holdleft",
"passenger_boat_holdright",
"passenger_boat_holdright"
};
@livid kelp You may need to set in config:
cargoProxyIndexes[] = {1, 2, 3, 4};```
tested it, still the same issue
Do you have a Cargo LOD in the p3d? In 3rd person view do you see the cargo passengers in the correct place?
Hey, Question, Are there any online guides or videos to get started in making my own model's and stuff?
there are a lot of tutorials for all the popular 3D modeling programs
for Arma specific things not as much
Ive been googling it and all im getting is retexturing guides
and actually quite little
if you dont know any modeling then you dont need anything Arma specific
you just need general "how to use X program tutorials"
once you understand how modeling and texturing works
the arma specific things open up almost on their own
Well Blender is great program and free
and in arma context it has very good compatibility with Arma via community made plugins
but you dont have to worry about that stuff for a while yet
is there anyone who could help me figure out why the SKIDS on my helicopter are dropping down when i take off, and coming back up when i land. almost like they are "suspension" or landing gear. supposed to be solid skids.
are they part of a selection that animates them
as that is the only thing that can make them do so
i do not believe so. i mean, my czech is not very good. but the only place my skids are even their own selection are the geo lods as far as i can see
there is nothing that can alter their shape unless they are part of a damper animation selection
they arent. i meant memory points
yeah i've started changing them over as i learn what they are
👍
now to figure out why my character wont show inside the heli lol.
no proxy in correct lod?
i think its a matter of figuring out WHAT proxy to use?
thinking i used the wrong one
\a3\data_f\proxies\heli_light_01\pilot
is what i had
pilot proxy is for pilot position yes
gunner positions would require gunner proxy and cargo positions cargo proxy
the proxy however only defines the position of the character
i know. my character wasnt showing when i got in. and the cargo proxies were showing constantly no matter what
the config defined "seatType"Action define the animation used
Id recommend you remake the proxies if they show as triangles in game
they are not supposed to do that and are usually result of copy pasting gone bad
only thing that matters for passenger proxy is the name
pilot, gunner, cargo
and the index of the proxy
as the name and the index tie it to config
basically it looks liek this in game
https://prnt.sc/12mnzin
this is in buldozer though
in dozer it loads the proxy because in dozer there is no connection with config. if in game it shows the proxies then yes they are not set up right and they just show the proxy object like any other proxy
and they are not connected with the config and passenger system
yes, which is why im trying to figure out where i went wrong setting them up
if you get into the vehicle does your view go into correct place?
first person in pilot yes. passenger...no lol
and did you copy the proxies from somwhere or did you create them via the proxy creation tool?
via creation tool using the paths from the sample
repacking all my new changes. will check in editor
pilot shows....passenger doesnt.
view is WAY off when in cargo position too.
only have the pilot and copilot proxies in right now. i do not have any selections for either other than the proxies themselves
that could be why.
yes it is cargo
\cargo01.001
\a3\data_f\proxies\heli_light_01\cargo01
cargo01, gunner, and pilot are the only proxies in that folder
cargo01.p3d?
yes
looks like that name is indeed not valid
thats teh folder im using the pilot proxy from as well
it should be just cargo
you can for example load the cargo.p3d from heli_light_02
what the proxy looks like in buldozer is irrelevant to its in game look
the action animation is what dictates what pose the character takes
usually proxy is just made to look like the animation so that it is easier to align to correct position
but in this case you can just use any cargo.p3d to test it out
ok
using cargo proxy from heli02 has the same effect. copilot is not showing. im assuming im missing some sort of selection.
does your config define cargoAction?
something like cargoAction[] = {"actionName"};
passenger_apc_narrow_generic03,
passenger_apc_generic02,
passenger_apc_narrow_generic01,
passenger_apc_generic04,
passenger_apc_narrow_generic02,
passenger_generic01_leanright,
passenger_generic01_leanleft,
passenger_generic01_foldhands
};```
alright so it has a lot of other cargo too
do all these other passengers have cargo proxy?
config from sample
there is no other cargo proxys right now. i only have the pilot and "copilot"
yeah, im trying to learn off the sample
how would i make THIS cargo be a copilot though? heli can be flown from either front seat.
humm thats different thing from just cargo
i see this
cargoIsCoDriver[] = {0, 0};
but not sure how to use it, and i think that may make ALL cargo become pilots
that is, ty
crew = "Test_Soldier_F";```
this has me lost now. does it matter what faction i choose? and if so, is there specific crew for that faction? test soldier obviously errors out from the sample.
it matters for editor categories and such
but doesnt effect players getting in and out?
that was my only concern. is that i needed a certain faction and crew type to let normal players use it.
No, faction has nothing over that. Just makes it fall under what group
As goat said
Editor categories
thank you
how to adjust the quality and rendering settings for BD?
in the BD config file I recall. The actual video settings menu is a bit lacking
ok, im still having the issue of cargo passengers not showing up in my helicopter. and first person view for them is all messed up.
in 0.00, view pilot, and view cargo
fire geometry lod perhaps
i have them in fire geo too. and view. still wont show my passengers. only pilot
ah ha. well thats something
if i get in back....it shows my passenger in front seat.
yeah, not sure whats going on at this point. the only proxies that show are pilot and one cargo in the rear. no copilot or the other 2 cargo. could use some assistance if anyones willing to help.
Weird thing, re did the geo and geo phys onto another tank and with practically the same setup, it won’t move at all
Chubby's issue with proxies showing fixed in DM's (config related).
ty sir
https://imgur.com/8tYn4hE Could the geo phys be incorrect?
No geo phys is probably ok. The problem with doing vehicle physx is that there are so many interlocking parts. Memory points in the Mem LOD are critical, overall mass and distribution in the Geometry LOD, tied in to the config.cpp entries (class Wheels {} etc), gear box and torque curves, then once the vehicle moves, get all the visual animations synchronised with model.cfg.
I’m basically creating a T72 copy. Using the test tank stuff as a placeholder until I can alter it
So, physX is the same
Only thing I can think of is either physX or config, but I doubt it’s config
Each wheel is assigned in physX. Just like the other one I did
When I’m back at my computer I’ll take a pic of my memory lod
Wheels rotate fine. Everything works besides movement
In class Wheels {}, experiment with reducing values for dampingRate and dampingRateInAir (make same value).
ok so my problem wasnt exactly solved. can not get into heli as copilot...only pilot, or in back as cargo
Either your indexes are indexed incorrectly or your model is screwy
Be sure that proxyIndex corresponds to the correct #
@inland pawn set the GeometryPhys a bit higher.
I mean this what hits the ground at bottom
It's set accurately with the model atm. Raise it?
The Geophys should not hit the surface, make it higher (only track part)
Nothing of the GeoPhys should hit surface
Middle part also a bit higher
Do the wheels work in the bulldozer viewer? Left and right?
Yes
Dampers also?
Yeah
Everything works
Just wont move
https://imgur.com/Sdcizqz This geo phys works fine
From a different tank
Could it be physX
Looks like Halo tank
Tracks are also named?
Yeah, though, they're named PasOffsetP/L and in geo phys
this is how apollo had my copilot seat set??
https://prnt.sc/12no268
cant get into copilot seat.
this is how the cargo is
https://prnt.sc/12no3ok
