#arma3_model

1 messages Ā· Page 168 of 1

runic plover
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@inland pawn does your Geometry has Mass? (Geophys not!)

inland pawn
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Yes it has mass

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Geo phys does not

runic plover
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Memorypoints are also on the correct positions and same for the land contacts incl named selections?

inland pawn
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Yes. Everything is as it should be

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Yet when I press any movement keys inside the vehicle, nothing happens

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Which is

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Puzzling

runic plover
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But turret works? You can turn turret?

inland pawn
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Yes

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Turret works

runic plover
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How much Mass you gave to it completly if you select whole Geometry?

inland pawn
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42000.000

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Same as a T-72

runic plover
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Hmm

stuck oyster
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try raising the main body geometry blobs in both geom and physx lods like 1 meter

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Sentry might be on to something with the touching ground

inland pawn
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Could the geo be the issue?

stuck oyster
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this the geometry?

inland pawn
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Yes

stuck oyster
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yeah no tracks

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your track geometry is holding you down

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the physX wheels are simulated

inland pawn
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So, remove the tracks from Geo or just remove the weight from them

stuck oyster
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or wait

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actually since you have seaprate physx lod that should overwrite the geometry lod for physics stuff

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raise the physX lod 1 meter

inland pawn
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I have Geo and Geo Phys

stuck oyster
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yep

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the raise is just test

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also its possible your damper direction is wrong and the dampers pull you down

inland pawn
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Does the move tool in OBJ Builder go by meters?

stuck oyster
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not by default

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1 grid is meter

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you can set the move, scale and rotate tool to work in inceremnts in the settings

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but the transformation dialog tools are pretty simple

inland pawn
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Is it translate step?

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That's /100

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atm

stuck oyster
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yeh

inland pawn
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Set that to /1?

stuck oyster
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could try

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the sample tank has quite a bit more space under the physx blob

inland pawn
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Gonna remove the cover off the wheels and see if that was why

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Didnt work

runic plover
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The Geometry has to hit the ground (tracks)

GeometryPhys has to be higher of the tracks

Like the A3 example does

old gulch
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Hi, I did the geo and geophys. Trust me, it's higher. Thomas, double-check the mass on the geophys.

runic plover
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Geophys = no mass, has to be set to 0

inland pawn
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0

stuck oyster
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and could try geom mass of like 1000

old gulch
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It was exported from blender with Arma 3 toolbox and errored out.

stuck oyster
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in case its too heavy

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thats not good

old gulch
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I did set the geophys mass to 1, and it exported fine

stuck oyster
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when it errors it may not be able to write the file correctly

inland pawn
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That error might be why?

old gulch
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I re-exported afterwards

stuck oyster
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the error locks the file

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did you restart blender?

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before new export

old gulch
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No, I just re-exported like I usually do. It doesn't lock the file for me.

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Never had an issue doing that

runic plover
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Just as test, go back to the start.

You can try to use the arma 3 samples tank model and try it with your config and model.cfg if it works ingame. Sometimes you have to go 2 steps back to come 1 step forward

old gulch
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Checking if it's down to missing component selections rn.

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I might've missed that.

runic plover
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If it wont work, something with config or model.cfg is wrong. Because the A3 sample model works i already tested 2 weeks ago

inland pawn
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Yep

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Fixed

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It was that the Geo Phys didnt have the same components as Geo

olive rampart
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yeah im stumped. NO clue why my character cant get in as copilot on my helicopter. only options are pilot, and get in back. apollo looked at it, changed some things around, but i still cant get in. if i spawn it in with crew from editor, copilot appears...but i cant physically get in it as copilot

runic plover
inland pawn
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Yeah, still very WIP

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But, thanks for the help!

runic plover
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Sure, to have the base working is most important, after that you can go for the details and improvements šŸ‘

stuck oyster
olive rampart
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yes i do

stuck oyster
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perhaps their position need to be altered

olive rampart
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in almost identical spot on opposide side of driver positions and those work....from anywhere pretty much lol

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im assuming its something in config more than likely.

severe swift
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would there be any reason in the model that an objects position is [0, 0, 0] when it clearly isnt?

olive rampart
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autocenter 0?

severe swift
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nevermind, arma was messing up

charred bolt
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@olive rampart To be clear, I showed you a fix for the specific issue of why your cargo passengers were not showing up in the back. I didn't complete your helicopter! There are many many other issues for you to continue working on.

As to why your copilot cannot get in, your memory point naming is incorrect:

{
  class CopilotTurret: CopilotTurret
  {
    ...
    memoryPointsGetInCargo = "pos copilot";
    memoryPointsGetInCargoDir = "pos copilot dir";
    ...```
change to :
memoryPointsGetInCargo = "pos gunner";
memoryPointsGetInCargoDir = "pos gunner dir";```
olive rampart
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That was done longe before I posted. And was also part of my original issue. It wasn’t only cargo. But I was able to get into the seat before the fix and now there’s no option. Gunner position was changed right after you changed the other part. It’s not that section that’s the issue

livid canyon
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Why would a selection shrink or distort as it's being animated?

polar fiber
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Because it's weighed to two or more bones

livid canyon
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"Stretcher_Rack", "",
"Stretcher_Rack_Frame", "",
"StretcherB", "Stretcher_Rack_Frame",
"StretcherT", "Stretcher_Rack_Frame",

B and T are the moving selections, Frame is the still part, and Rack contains everything for hiding

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Should B and T be based on Rack instead of Frame?

polar fiber
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Select StretcherB in OB, right click on the named selections window and choose "Weights"

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It will tell you all the selections those verts are weighed to

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If any of them are weighed to both StretcherB and any of the above bones, that's where the problem lies

livid canyon
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Yup. Everything was 100% of everything else. Trying with:
Frame: 50% of whole
B and T each 25% of whole

silver zenith
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anyone knows why water ponds objects reflection moves so fast?
is it related to the terrain waves setting or something?

stuck oyster
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@livid canyon if you want partial weighting you will need to adjust the modelcfg skeletons isdiscreet value

stuck oyster
silver zenith
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is it the only water shader out there?

stuck oyster
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yes

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unless you use supershader

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that works quite a lot different though

silver zenith
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I'd be fine with just a texture honestly
just need it for scenery

serene sparrow
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It also doesn't stay connected to the head when the player crouches/runs/prones.

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Its is connected to head in object builder.

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?

stuck oyster
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if it is already fully part of the head selection, you likely are missing model.cfg setup for the object

serene sparrow
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My model.cfg is setup.

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I am pretty sure its the issue with the bottom two links.

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Mine doesnt have those blue lines coming from it.

stuck oyster
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blue lines?

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oh the normals

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where was the object made?

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and how did you get it to OB?

serene sparrow
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blender arma 3 toolbox

stuck oyster
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those dont really have anything to do with the animation part

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right

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so your toolbox is likely not set up with O2Script path in its settings

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and it does not export the vertex normals right

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or you exported a model with -1 scale

serene sparrow
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Yep its not setup

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How do I get the O2 script path

stuck oyster
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you navigate to OB installation folder and select the exe there

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O2script.exe or some such

serene sparrow
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Thank you

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So should that fix the anim issue?

stuck oyster
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no

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is the object in head level in OB?

serene sparrow
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yep

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Like when my character isnt moving its positioned right on him

stuck oyster
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is it part of any other selection?

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is your model.cfg copy from the sample character model.cfg

serene sparrow
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I assume you are talking about the vertex groups? IE: attached to the head

stuck oyster
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yes

serene sparrow
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Its only attached to the head.

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I am going to double check to make sure the model.cfg is the same.

stuck oyster
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do you have a class for your headgear object in you modle.cfg

serene sparrow
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class A3_headgear_example: ArmaMan {};

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Are you talking about this

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at the bottom?

stuck oyster
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yes

serene sparrow
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So I need to replace the "A3_headgear_example" with the class in my config?

stuck oyster
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the name of the class must match with the p3d name

serene sparrow
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oh p3d name okay

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I am loading up to see if its working. If this isn't the fix is it possible the problem is coming from the config file.

stuck oyster
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if the item is defined as headgear item there is nothing else in config that affects how it is "worn" on the character

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thats all p3d and model.cfg

serene sparrow
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Ok my helmet moves with the direction of the head but its on the guys crotch now.

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I know the issue I forgot to put autocenter 0 on the geo

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Thanks for the help salute

stuck oyster
serene sparrow
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Okay I finally was able to test it and now my helmet is at 2x the height of the character. Is this because my weight painting? I weight painted LOD 1 but not LOD 2,3 and they seem to be fine.

stuck oyster
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no

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perhaps your lod1 object does not have its center point in correct position

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as in [0,0,0]

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centerpoint/ origin point

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as the p3d exporter exports the mesh relative to the models origin

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which in turn needs to be in [0,0,0] for it to export like you see it

serene sparrow
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Are we talking in blender?

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Or OB?

stuck oyster
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blender

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these 2 objects export to p2d in same space

serene sparrow
stuck oyster
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as the mesh relativity to the origin is same

serene sparrow
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So this should be good?

stuck oyster
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you sure your active objects center is there too?

serene sparrow
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Yeah they are all 0,0,0

stuck oyster
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usually the active shows on top

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this is 2 objects selected

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check that your first lods center is not somewhere here

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or set 3D cursor to 0,0,0

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and set all selected objects origin to cursor

serene sparrow
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The dark orange is the active one correct

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?

stuck oyster
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no light one

serene sparrow
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Yeah all the origins are at the light

stuck oyster
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well perhaps its that way just on here

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is every objects scale 1,1,1

serene sparrow
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yep

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Still 2x above him

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After those changes

stuck oyster
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how are you packing it?

serene sparrow
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pboProject

stuck oyster
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I did actually run into similar sounding issue with my mech legs in the picture there

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try updating the mikero tools

serene sparrow
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ok

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Another question.

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Does it matter that my LOD1 is weightpainted?

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Or does it not effect it

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Look at that there is a update for mikero

stuck oyster
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how does weightpainted differ from the other lods?

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all of them should be part of head selection

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assuming you want it to move with the head

serene sparrow
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You know how in blender the weightpaint is red and then not weightpainted is blue.

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only my LOD1 is painted red.

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Is that a issue

stuck oyster
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sounds somewhat weird

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however it does not matter how the vertex group weight is assigned

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by painting or just adding the verticles to the group at 100% value

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its the same

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but all things to move with the animations they need to be part of the animated selections

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ah

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but now I know

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you have modeled it like the character is standing on 0 level

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where the characters default pose is not that

serene sparrow
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this makes sense

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A lot of sense.

stuck oyster
serene sparrow
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Time to find another fbx of an arma character.

stuck oyster
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and for those wondering. this is not infact a rude picture

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protip

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import the p3d

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of the sample man

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and if you want detailed head to go with it import the BUST.p3d form the templateRTM folder

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or use Macsers Armarig

serene sparrow
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The reason my character was there is that I was doing static animations.

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And my character was through the floor so I said just drag it up.

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And I used that as a base.

stuck oyster
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that would explain it

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also animations need to be done so that the center point is at 0,0,0

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you then animate it up

serene sparrow
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Also how do I make my Shadow Volume less soft.

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And more harsh like basegame.

stuck oyster
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you may have wrong shadow lod type

serene sparrow
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I am using ShadowVolume

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on a3 toolbox

stuck oyster
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yeh I think you want stencil shadow

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shadow volume lods are used for the soft edge "lower quality" shadows

serene sparrow
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Makes sense

stuck oyster
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in OB they all are shadwoVolume

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but there the resolution of them matters

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so Stencil is res 0 and volume is res 10

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etc

serene sparrow
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Ah yes makes sense

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Hmm with stencil shadow im getting this

stuck oyster
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yes

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looks like your shadow lod is not closed

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requirements are closed, triangulated and all hard edges

serene sparrow
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Ah

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I need to do Find non-closed on the shadow volume correct?

stuck oyster
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no

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you need to make the shadow mesh properly

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find non closed works only on simple things

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form how much strech you have there I can see the lod is not made right

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there is no automation for that

serene sparrow
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Ok I see

blissful spire
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is there an easy way to fix forearm nonsense? https://imgur.com/a/uzwrA64 like this? Some of the guns work fine, others don't. im assuming this is from the hand RTMs being weird on the non-DLC weapons

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its acting like its not actually rotating on the forearm bone

stuck oyster
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Yeah some vanilla animations don't make use of the forearm roll.

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Don't think anything can be done unless you replace the animation

blissful spire
stuck oyster
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I've ran I to same thing with my armored characters.

small olive
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how can i make my own modelOptics? https://prnt.sc/12qbftx
https://prnt.sc/12qbjc9
i don't know much about what is this reticle_tws.p3d looks like, all i know it's a texture assigned 2d planes model but i don't know the dimensions etc.

old gulch
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Hey, so I've got a FFV seat that's also detecting as a cargo seat. I need to have both FFV seats and cargo seats, though specifically located at different proxies. Any suggestions?

old gulch
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Nevermind, I got it!

stuck oyster
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yes thats the way to do it!

white jay
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Anyone have a tutorial on importing blender models into Arma 3? I am kinda new.

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Sorry if it is a stupid question

stuck oyster
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there is a Blender to Arma video series by ElTyranos

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which covers a lot of stuff

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perhaps not everything, but might be helpful

white jay
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Thank you for the tip!

stuck oyster
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then there is stuff written all over the BI forums

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get the modeling and texturing part down first though

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just in general that is

white jay
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Got that under control. Just need to figure out a way to import into arma 3 and actually be able to see my model etc

serene sparrow
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Whats the proxy path for hands in a uniform

stuck oyster
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hands dont have a proxy

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hands are part of the mesh

frosty rain
jolly mist
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has anyone here had success with custom flag models? definitely feel like im missing something crucial to getting this to work

stuck oyster
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@frosty rain the mesh has identity selection that the engine knows to swap texture on

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when in doubt, check the sample character

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@jolly mist yes

frosty rain
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Oh that’s cool

jolly mist
stuck oyster
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dont think I have the test files anymore. was just a very basic setup using the A2 sample flag as a base

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main thing was theres selections of rigid and clothy flowy parts

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and those selection names are defined in the flags config

jolly mist
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oh so is it the same exact config in A3 as it is in A2? some reason i thought some stuff changed there

stuck oyster
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well you can easily read the A3 configs if you have P drive and development environment set up

stuck oyster
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this channel tackles 3D model making stuff

last island
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@stuck oyster my bad thanks

tulip portal
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im trying to fix an AFM on a mod when afm is in use it take quick steady damage across all components simultaneously
i have an older fm file that didnt blow up & replacing it didnt fix it, so i think its a model issuie
any idea help would be appreciated

stuck oyster
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if its model issue and you are not the maker of the mod then you have next to no chances to fix that @tulip portal

tulip portal
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one of the other devs did something to fix the bone structor then the issuie came to be
looking at older versions the issuie was there but hardly noticable

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but we cant just undo what we fixed

stuck oyster
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Are you the original makers of the model?

tulip portal
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no its a community mod that has been around since arma 2

stuck oyster
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Sounds messy notlikemeow

wet nova
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I do have a question maybe questionable

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But is there a guide on how to import other games models in ArmA?

stuck oyster
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no and that is most of the time forbidden

wet nova
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I just wanna take pictures

stuck oyster
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then no.

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very forbidden.

wet nova
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I see

frosty rain
wet nova
# frosty rain *maybe*

Dude I'm quite new on modding, I've seen xcom 2 workshop with very particular models and wondered

stuck oyster
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what other games modding communities do is their business

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we endorse making new things

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instead of taking other peoples work

frosty rain
wet nova
olive rampart
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is there any guide/documentation on setting up flares for a helicopter?

stuck oyster
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countermeasure flares?

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no specific doc about I suppose

muted prairie
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for named selection vertices for AI path LODs (i.e. posXX and inXX) should they start off numbered as 00 or 01, or does this not matter? just want to double check

stuck oyster
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There is a o2script to automatically name them

frosty rain
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So I am doing a building with multiple floors, each floor is it’s own p3d. How would I make it so if a player is for example on the 3rd floor the other floors/rest of the building don’t render? Could Geometric Occluders do something like this?

stuck oyster
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possibly

runic plover
merry gorge
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is there a way to flip an inverted face in OB?

quick terrace
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yes

winged jay
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I have a huge shadow offset in my shadowlod. how can i fix it?

stuck oyster
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Make better fitting shadow lod?

winged jay
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the lod is not the problem, i already did a new one multiple times

silver zenith
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unapplied transform pheraps?

stuck oyster
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Pictures could indeed help.

winged jay
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i cant post any

marsh canyon
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imgur

stuck oyster
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You can post links

stuck oyster
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Where is the model made and how did you get it in OB?

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Blender+toolbox export?

winged jay
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Blender exported as fbx

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an imported in ob

stuck oyster
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Why fbx?

winged jay
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idk

stuck oyster
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Why not toolbox and export to p3d

winged jay
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i had problems open p3ds

woeful viper
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like what? objectbuilder crashing?

winged jay
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cant open file

stuck oyster
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P3d you exported with toolbox?

winged jay
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yes

stuck oyster
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then you just did not use it right.

winged jay
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unable to load file

stuck oyster
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you likely exported just empty file

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you need to have "arma properties" enabled on your lod object

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only then does it get written into p3d

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as I recall OB buldzoer does not even draw shadowlod by default

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your model there might have inverted faces

quick terrace
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blender exports weirdly the FBX files

stuck oyster
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that too

quick terrace
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because FBX is autodesk

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also, OB also imports FBX pretty weirdly

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especially if it has more than a single UV set

winged jay
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i also get an error, when i apply arma object properties an try to export

inland pawn
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What is the error

stuck oyster
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you probably have not triangulated your model

winged jay
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contains n-gons

stuck oyster
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means you need to triangulate it

winged jay
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k and how do i get the right scale

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when i open the file its stretched on the Z axis

inland pawn
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Scale it?

stuck oyster
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you must not scale things in blenders object mode

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or if you do, you must apply the scale first into the object

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so that its 1,1,1

winged jay
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ty

stuck oyster
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It think that stands for the fbx export too

winged jay
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unfortunately it hasn't fixed the offset 😦

runic plover
winged jay
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the import is not the cause

runic plover
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Any pic of your problem?

stuck oyster
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can you screenshot your model in blender?

winged jay
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sure

stuck oyster
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and how does the shadow lod and res lod look like

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and have you set up the 02script.exe path in your toolbox addon settings?

stuck oyster
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can you show them together?

stuck oyster
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are both of their scale 1,1,1?

winged jay
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yes

stuck oyster
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and are both their origin at 0,0,0

winged jay
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yes

stuck oyster
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and the o2script exe path is set up?

winged jay
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why is that important

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?

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no path

stuck oyster
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because thats what writes the p3d properly

quick terrace
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...

winged jay
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i mean idk if i have it set up

stuck oyster
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you dont

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if you dont know

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if the path in the addon properties is empty

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its not set up

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you can find it in your ObjectBuidlers folder

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and what you are seeing in OB is not shadowlod

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its messed up vertex normals

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because o2script path is not set up

small olive
round bloom
#

Is there any docs out there on how to do building lights? Can't seem to find one clear source to explain how to do it

stuck oyster
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no

winged jay
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is there a proper guide on how to setup?

stuck oyster
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put the o2script.exe path into the line and save blender preferences

winged jay
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ok i got it setup

stuck oyster
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now export again and see if it looks right

winged jay
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it doesn't look right 😫

frosty rain
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also are you 1000% sure your shadow lod is inside the object?

winged jay
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yes

stuck oyster
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what does the object look like in OB viewport?

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with solid draw enabled

winged jay
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it looks normal

stuck oyster
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do you have rvmat on it?

winged jay
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no

stuck oyster
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can you send me the p3d?

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or upload it somewhere and link here

winged jay
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i don't want to do that

median bough
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why?

quick terrace
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then figure it out on your own ĀÆ_(惄)_/ĀÆ

median bough
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no worries, HG always gives a share of the revenue he makes when selling models from small modders who send him files for error checking šŸ˜‰

winged jay
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i gave him the p3d

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in the end it's probably a small thing and i gonna hate myself

frosty rain
winged jay
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i mean, he has it now

median bough
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šŸ‘

stuck oyster
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@winged jay it does seem to look completely fine to me

winged jay
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inside

stuck oyster
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oh

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you should have mentioned that earlier xD

winged jay
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sorry

stuck oyster
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looks to be fine on the inside too as far as I can tell

winged jay
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can you make a pic?

stuck oyster
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shadow casting dissabled

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and and I think normally shadow casting is disabled in buldozer

winged jay
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the problem is that the shadow casts is broken inside the shell. that looks bad when it lies on the ground

stuck oyster
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theres 2 things happening in that I belive

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there is the round shading and the cast shadow

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and they may look like they conflict someitmes

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like in the pic with the cast shadow text

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ther casting starts from a little different location

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but that is just how the engine works

winged jay
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ok

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thanks for being patient and helping me out

stuck oyster
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šŸ‘Œ

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happy modding

winged jay
#

ty

steep plinth
#

hi, how can we enable the "Predicted Impact Point" on a bomb ?

small olive
#

just config

devout locust
#

Hi, Im new to modding and was wondering if it would be possible for someone to point me in the direction of what might be causing an issue I am having. I have gotten a model in game but the texture only seems to apply to the LODs and even then its morphed, but everything seems fine in object builder ?

inland pawn
#

Could be that something on your model is borked

#

As for textures

#

That should just be, E, then assign your CO textures

devout locust
#

Thanks by E do you mean ctrl + A then E and setting the co + rvmat

stuck oyster
#

Id higly recommend setting up the source model for all textures and correct weighting

#

in case you still need to revisit it later

devout locust
#

Thanks , I will keep fiddling with it , maybe go back to blender and clean it up a bit

devout locust
#

I ended up pasting the paths into object builder (E); the textures don't show up in bulldozer but do in game

#

Thanks for the help

inland pawn
#

They should in bulldozer

#

That’s

#

Odd

stuck oyster
#

wrong P drive or no P drive set up at all

inland pawn
#

That’ll do it

stuck oyster
#

or OB texture path not set up right to start from P:\

inland pawn
#

P drive is always essential

#

Setup your P drive, it is essential

devout locust
#

The path I use is P:\Pilot\Pilot Helmet\Data\head_CA.paa

#

I think I have P setup but its working fine now

#

Thanks for all your help

stuck oyster
#

p3d texture or material paths must never have P:\ in them

#

and well no other engine file path as well

inland pawn
#

When you assign textures, OBJ Builder should automatically omit the drive prefix

devout locust
#

Yeah , in rvmat and in obj builder I removed the P but when using the file selector it removed everything prior to head_CA.paa

#

It also just shows the white model like the pic but in bulldozer yet the properly textured model in game. Also lods still weird but I fix that another time. Seriously thanks for the help, my process atm is mostly trial and error

stuck oyster
#

trial and error will not work right if tools are not correctly set up

#

I know you are itching to get you stuff in game and all that

#

but you will be constantly fighting and uphill battle if the tools and development environment are not right

round bloom
#

It looks fine from outside through the glass but it goes dark as soon as you step inside

#

The light point is inside

#

I've tried removing RVMATs to test, removed shadow LOD etc all still to the same result

stuck oyster
#

weird one.

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would have suggested issue with rvmat

#

but blobdoggoshruggoogly

round bloom
#

I assumed that but I remvoed them all to test it

marsh canyon
#

Pretty sure it is a HDR

round bloom
#

eh?

marsh canyon
#

Sorry meant Aperture. The eyeball aperture simulation, not something related to the model

#

Guess so

stuck oyster
#

@round bloom have you any mods running?

#

could be some mode doing that

round bloom
#

Just part of a mod pack, no other buildings in it have this issue

stuck oyster
#

I dont even dare ask more.

#

mod packs cant really be debugged

#

and life mod packs even less

round bloom
#

Like I said though no other buildings in it have any issues with this, it's something in this specific pbo I assume but no idea what

#

I'll even test running it on it's own and probably get the same result

frosty rain
#

@round bloom try loading it solo

stuck oyster
#

are you editing the pbos?

#

that does not sound quite right

round bloom
#

Tried it on it's own and same issue

#

And not sure what you mean @stuck oyster with that lol, it's my own building going into a pack not that I'm changing someone else's thing

bitter kite
#

the belt from that moves ingame which is what im also trying to do on the new weapon system but i dont understand how it was setup

#

or what it is

vital geyser
#

that is usually the issue for strange lighting

round bloom
#

Yeah I am

#

I'll try it on another lol

vital geyser
#

test it on stratis airfield at night

#

Lmk if it works

round bloom
#

After all this testing that was the issue

#

Thank you @vital geyser lol

vital geyser
#

No problem, I've wasted hours testing lights on the vr map

stuck oyster
#

@bitter kite partially weighted selection

#

same stuff how characters are

bitter kite
#

Hmm im assuming thats how the effect is done where the belt will follow the gun when its turned?

small olive
runic plover
stuck oyster
#

well the partial weighting plays a part in that too

#

the ends move with different bones and the middle part partially with both

#

or more

round bloom
#

A mask (in eyewear slot) should just need a Head selection defined to attach correctly to the face right? I'm following based off the example headwear p3d and it's not attaching to the head/face at all

stuck oyster
#

it should follow the head

#

face naturally follows the head too

#

but also has facial expression bones/selections

round bloom
#

Right now it's not attaching anywhere remotely close to the head area

stuck oyster
#

you are probably missing some step

marsh nacelle
#

Im trying to make a building model (Right now just a room but hopefully later on a fully enterable apartment complex or some such) and I just don't know where to go I guess. I tried looking up guides and either they didn't explain exactly what needs to be done, or just did a small segment of it. Does anybody have a complete guide I could use like the one's you'd find for terrains or is willing to teach me?

runic plover
#

@marsh nacelle the Arma 3 Samples so have a example of a house + how to make ruins of it too. You may check it

vital geyser
#

Like sentry just said, its always good to check arma samples when your learning

round bloom
#

I am going off the sample template, not many named selections on the tempalate but I did replicate them and I used the example model.cfg too so that shouldn't be broken

round bloom
small olive
#

@round bloom where is your facewear appearing in game?

round bloom
#

Initially well above the head, tried moving it down and now it isn't showing even if I put it back up where it was

stuck oyster
#

Sound like you may have modeled it in wrong place

#

Or possibly if you use Blender you have not set the object origin to 0,0,0 coordinates

stuck oyster
broken abyss
#

What's a good poly count for the 1st vis lod of a 2x2m boulder

stuck oyster
#

few hundred maybe?

#

probably depends what kind of details you want on it

broken abyss
#

Vanilla arma level

#

500 is my guess

stuck oyster
#

Yeah you can do a lot with 500 already

ivory grove
stuck oyster
#

Do you have hard edges set there?

#

Did you model it in OB?

#

If not, what's your process of export/import to OB

ivory grove
runic plover
#

you can export it as .p3d file with the Arma3 Toolbox for Blender

ivory grove
#

I've tried that and it doesn't seems to export any normal information and makes all the normals default to pointing down, so they have to be recalculated as well. I have already been exporting as p3d and using edge split on sharp edges as a work around but, in blender i have some custom normals which seem to be at least initially exported and imported when using obj.

stuck oyster
#

are you trying to have custom normals there?

#

If I recall right OB has quite a bit of trouble with those

ivory grove
#

yeah, i just thought as i could see them in bulldozer there might be some way to actually get them in game

stuck oyster
#

you could try locking the normals in OB after import

#

just dont ask how that is done. Its been years since I messed with that šŸ˜„

#

@shrewd jay Did you have any success with the toolbox and custom normal export? I remember you once talking about that being problematic

ivory grove
#

Thanks, ill see if i can find that

shrewd jay
stuck oyster
#

alrgihto

#

not many use cases I suppose

#

trees and plants might be the biggest thing that could use it.

ivory grove
#

I found something called fixed (locked normal) and the custom normals seem to still be there in bulldozer after saving, ill try importing it into the game to see if it works there.

stuck oyster
#

do you have normalmap on it?

#

I thnk you would get better resutls on that surface without custom norrmals nad just smooth and sharp edges

ivory grove
#

Having no custom normals and using sharp edges and Adding textures and an rvmat does make it less noticeable but it still seems to be there.

stuck oyster
#

that may be baking issue on your normalmap

ivory grove
#

i assumed as it is there both with and without a normalmap that would not be the cause. And it doesnt happen in substance painter or blender

stuck oyster
#

ah alright understood you saw it only after rvmat

#

can you show how you got the sharp edges set up?

#

in Blender and in OB

ivory grove
#

This is what it looks like in blender: https://gyazo.com/f707a6403b09615ab8216c99d1ed6795
For object builder i don't manually setup each sharp edge instead i apply an edge split modifier in blender for each sharp edge, as exporting as a p3d seems to not save where sharp edges are. Exporting as an obj does but does not save named selections and proxies which i would, if possible, rather not setup in OB.

stuck oyster
#

are you still exporting as OBJ?

#

since you dont use teh custom normals anymore you might get better luck with the toolbox p3d export

#

you dont need the split modifier either, just sharp edges in right place and it should export right

ivory grove
stuck oyster
#

so this is with normalmap applied in rvmat yes?

ivory grove
#

yes

stuck oyster
#

can you try neutral procedural one
texture = "#(argb,8,8,3)color(0.5,0.5,1,1,NOHQ)";

#

also is your normalmap made in Y- space?

#

since arma uses Y- normalmaps

ivory grove
#

how would i know if it is Y-?

#

in the project settings for substance painter i have set the normal map format as DirectX so i think it is Y-

stuck oyster
#

next up try with procedural AS

#

you are using super shader yes?

#

class Stage4
{
texture = "#(argb,8,8,3)color(1.0,1.0,1.0,1.0,AS)";
uvSource = "tex";
class uvTransform
{
aside[] = {1.0,0.0,0.0};
up[] = {0.0,1.0,0.0};
dir[] = {0.0,0.0,0.0};
pos[] = {0.0,0.0,0.0};
};
};

median bough
#

!code

whole dawnBOT
#
How to use SQF syntax highlighting in Discord

```sqf
// your code here
hint "good!";
```
↓

// your code here
hint "good!";
median bough
#

šŸ˜›

frosty rain
warm spindle
#

hello people i am trying to make a series of low poli rc vehicels for arma 3 starting with a simple rc car and eventually making tanks , helicopters and planes

#

but i have no idea how to begin implementation, i already have a simple model , are there any good videos about vehicle modeling for arma and especially drones , or even better if anyone is willing to sit down with me and teach me that would be even better!

stuck oyster
#

There is a blender to Arma YouTube series that could have some pointers in it. Basic concept is same with all types of objects.

There are very little in exact "how to do X" type videos.

warm spindle
#

I have already watched the "zero to hero" video and managed to get several headgear in the game but i have no idea what else is needed for vehicles

quick terrace
#

for modelling purposes, it doesn't matter what software or method you are using as long as it is game ready model

#

for everything else arma related, best bet is to start from some existing stuff

ivory scaffold
#

hey guys quick question does arma 3 toolbox is supported in blender 2.93?

kind lion
#

sorry for digging this up, how does the emissive texture work? i guess it has an EM extension, does it behave like a normal CA texture otherwise?

bold flare
#

I don't know if it has full alpha or 1 bit alpha.
Never tried that

#

but atleast like a CO

kind lion
#

time to experiment šŸ› ļø

#

thanks anyway

kind lion
#

no luck so far šŸ¤” guess i'll have to go scavenging through TKOH for some examples

bold flare
#

using SuperExt shader?

kind lion
#

yes

#

doesnt seem like its doing anything, either with procedural or a texture made by me

bold flare
#

show rvmat

kind lion
#

Will upload the texture in a sec

bold flare
#

You have too many uvTransforms I think? Or thats exactly the limit?

#

Might have to use texGen's

kind lion
#

care to elaborate please?

#

should i remove the uvtransform class?

bold flare
#

There is a limited number of uvTransforms you can have

#

I know that SuperExt with all uvTransforms set is too many

#

so you need to use texGen's instead

#

like with multimat

kind lion
#

i dont need those transforms, i just copypasted that bit from elsewhere

bold flare
#

You need some uvTransforms

#

but you can just reuse one TexGen

#

Well thats pretty bad because I have both texGen and uvTransform.
But if you use texGen, the uvTransform classes inside the stages are ignored

kind lion
#

ok thats clearer now, i didnt understand what you meant with texgens šŸ˜„

#

will give it a try now

#

it works but it's rather faint

#

thanks

kind lion
#

it seems the emissive map just fetches the colors from the CO map and makes them glow like a mask, rather than doing its own thing with separate custom colors in rgb channels and emissive values in alpha

#

the emissive here is just full black/white, but the dot on top of the radio emits red color, same as in the CO map

kind lion
#

hmmm think i found a bug, the normal map doesnt work with superext

ivory scaffold
frosty rain
ivory scaffold
#

i do have the toolbox addon

ivory scaffold
frosty rain
#

Option should be on the vertex groups tab

ivory scaffold
#

Oh ok, Thank you man!

tight fractal
#

I need to remove the head from a uniform, the head itself is being called in a proxy or a memory?

#

and which name aswell?

stuck oyster
#

what uniform is it?

#

it kinda sounds like you are editing someone elses models

marsh nacelle
#

When making LODs in blender from the sample I imported, will they still work if I group different stuff into different collections? Theres are a lot of meshes that are being used and having them all in one collection not really organized is a pain in the ass

stuck oyster
#

if you are using latest arma toolbox it does have the ability to combine all same lod level objects into 1 on export

#

otherwise, no

marsh nacelle
#

What do you mean by lod level? Sorry I'm new to this

stuck oyster
#

resolution 0, 1 ,2, geometry etc

#

Id recommend exploring the basic stuff first before starting to do splitting and other advanced stuff

#

for example, make a simple cube object with textures set up and collision and shadow lod set up so that everything works on export

marsh nacelle
#

Gotcha alright thanks I'll try that out

stuck oyster
#

it is far easier that way

#

instead of trying to tackle a complex sample

marsh nacelle
#

Right yeah crawl walk run and all that

stuck oyster
#

Indeed indeed

ivory scaffold
#

hey guys i have a little problem, i made a simple model with 4k tris and 2k texture, and when i get close to the model arma is crashing with this error code (look screenshot)
https://prnt.sc/134b720

#

and also im playing on ultra res

#

any idea?

ivory scaffold
#

nvm found what was the problem

warm spindle
#

hey i am making a toy xwing model potentially for arma but have no idea how to implement it, is anyone interested in implementing it ?

kind nacelle
woeful viper
#

more like, the IP holder of star wars does not want star wars mods, and therefore its not allowed (rather than BI having a peeve with star wars content)...

tight fractal
woeful viper
#

except the blame is on disney, not on bi

kind nacelle
#

Well I didn't put blame on anyone

#

Just pointed out the rules

woeful viper
#

you didnt, but the average reader would

kind nacelle
#

Fair enough

warm spindle
#

@kind nacelle ahh thats unfortunate , espesially considering that its something based on the xwing and not actually a 1to1 copy

kind nacelle
#

Well I'm just warning you

stuck oyster
#

@warm spindle if its your original design and not just xwing with some thingy added to it should be fine.

Regarding the implementation, you are quite likely on your own. There are far more modelerd out there than people who do encoding (or both) and making an aircraft fly nice is not a small feat.

So you have some learning to do in the near future.

Don't worry though, with some patience and time you can learn it.

warm spindle
#

Thanks for the encouragement honestly though at this point i am debating learning to iplement it to arma or learning how to use unity and make a separate game šŸ˜‚

stuck oyster
#

well if its space craft and you want space flying, then the latter might be better option

warm spindle
#

Its not just that i have created an ec car a few days ago and have been trying to understand hiw to get it in the game ever since but even after finding a decent tutorial i am not sure its worth the time implementing it in arma or learning to actually make a game

stuck oyster
#

learning to make a game will take somewhat longer I believe

#

but its up to you what you want to pursue

white jay
#

Regarding that Spaceship, how much different would a newly created vehicle have to be to NOT create IP problems? If, just hypothetically, the Z-95 would never have been invented/designed, would it count as Violation of IP because it is similar to the X-Wing? ( This is a general question, not related to those specific models or that specific topic, i am just using that as an example )

random bolt
#

first project and working on a custom weapon, does anyone have a comprehensive guide to modding in general (theres alot of terminology i dont quite get) and more specifically right now, blender to object builder?
I have a model rn, and just working on getting it ready for ob, following the el tyranos tutorial atm but stuck on stuff like the rv material

#

havent even thought about cfgs or whatever yet

marsh nacelle
# random bolt first project and working on a custom weapon, does anyone have a comprehensive g...

Im learning as well but from what I've found, make sure you have VS code to read the cfgs, sqfs, cpps, and all the other text files. Also, make sure you download Arma 3 Samples in the steam tools section cause it has a bunch of shit with explanations in the actual files.
These probably helped me the most at this point:
https://community.bistudio.com/wiki/LOD
https://community.bistudio.com/wiki/Model_Config
https://community.bistudio.com/wiki/Model_Config#AnimationSources
https://forums.bohemia.net/forums/topic/151777-tutorial-simple-re-texturing-guide-from-start-to-finish/
https://community.bistudio.com/wiki/P3D_File_Format_-_MLOD
https://www.youtube.com/watch?v=WaQElVHtu5Y&ab_channel=EgilBallestad
https://www.youtube.com/watch?v=tzzgMlJ6HGw&ab_channel=ChaosToasterHH
https://www.youtube.com/watch?v=vgymTnhZqWs&list=PLKCLIs1vgjwRdrAoJKzRmkKvcpVwnK2TK&index=3&ab_channel=EgilBallestad

About a tutorial, I haven't found one yet that covers everything I need personally (I'm trying to make a building) but you might be able to find specific tutorials to your issues

#

From what I've interpreted, the config.cpp is what tells the game to do with all the models and everything it has, the model.cfg applies animations onto a specific model, rvmats control variables such as how metallic or rough the surface is, paa files are what you use for textures and different maps, and then you import those all into object builder. Still trying to figure out how everything works in object builder so im blank from there lmao

kind nacelle
stuck oyster
marsh nacelle
ivory grove
stuck oyster
#

seems like no change there

#

these were all sharp edges yes?

#

ist that whole cylinder same uv island?

#

and is all vertextes there merged so there are no separate parts on the curve

ivory grove
stuck oyster
#

odd that it shades like that then :L

ivory grove
#

Yeah, strange it only happens when its in the dark.

#

It does have 4k textures, ive seen people saying they can cause issues, could it be that.

stuck oyster
#

not that kind I believe

ivory grove
#

Maybe upping the amount of sides on the cylinder could make it less noticeable?

stuck oyster
#

it seems to have plenty already

#

you could try triangulating it

ivory grove
#

Ill try that

#

Unfortunately triangulating seems to make no difference

silver zenith
#

weird so it becomes sharp when in shadow?
maybe custom split normal data?

ivory grove
#

How would i do that or fix that?

silver zenith
ivory grove
#

Ill try that but, object builder seems to automatically recalculate normal's anyway so i'm not sure normal's are transferred from blender to OB

polar fiber
#

Does your ambient occlusion map have any visible banding along edges?

stuck oyster
#

should not be caused be AO since the last image is with procedural AS and NO

polar fiber
#

What if you change SSAO settings in the game?

#

Wondering if it's just the way the dynamic ao is calculated on the mesh

ivory grove
stuck oyster
#

yeh looks like its just how the AO is drawn then

#

you could try it on different map too

#

terrain lighting can vary

ivory grove
#

I just tried it on stratis and it seems to look pretty much the same as in VR

stuck oyster
#

then looks to be just as how the engine draws it

ivory grove
#

Is there some way to fix this?

#

this seems to happen, to varying degrees, to all the models i've made in arma, could it be possible im missing some step, or making some mistake that's causing this?

marsh nacelle
#

How would I make an LOD in blender? I've been reading the wiki and supposedly it's simply naming them. I've named them but I wanna just make sure.
Also, how would I make different resolution LODs? That wasn't really explained the best. Do I name them differently or what

stuck oyster
#

If you use Blender Arma Toolbox it has a specific setting you set for object to be of any lod type

#

other than that FBX might carry over lod types in object naming

#

but I would not recommend it

#

the toolbox and p3d export is the way to go

#

wiki itself does not go into detail on how to do this stuff in X program

#

for the reason there being way too many programs that all do things differently

orchid spruce
#

how do I set up a reflex sight on a vehicle, something like sights on old planes? where there's a glass plane that you look through and see a holographic like reticule?

#

I tried to just put a simple plane behind the glass and tried applying a vanilla holo sight texture and material, it shows up like you would expect, but it moves all weird

#

if I'm not using sight view, it's somewhere way off center

stuck oyster
#

needs correct materials and the old tube method

orchid spruce
#

and if I use sight view it just moves all weird

#

when I aim up and down it moves more up and down and it doesn't move left or right at all

#

how are plane HUDs done?

stuck oyster
#

its different

#

no relation

orchid spruce
#

what do you mean

#

the plane HUDs are the same as what I need

stuck oyster
#

well Im fairly certain gunner sights cant be made like that

orchid spruce
#

but it's done on planes

stuck oyster
#

this is for a turret?

orchid spruce
#

yes

stuck oyster
#

well maybe it can work. but im sceptical

orchid spruce
#

why would it be different than plane HUDs? it's the same thing of seeing a holographic reticule through a plane of glass

stuck oyster
#

idk

orchid spruce
#

shouldn't the same method as holographic sights on guns are done work for this?

stuck oyster
#

no

#

the attachment sights received a new material that the holo effect is made with but the vehicle ones cant use it

#

dont know why.

polar fiber
marsh nacelle
marsh nacelle
frosty rain
#

Do uv animations only work on vehicles or can it be used on props, like a tv? meowhuh

marsh canyon
#

Yes, props are vehicles also, tho

frosty rain
#

Oh yeah I’m stupid myb lol

#

Does it also use sourceadress=loop to do a looping animation when placed in eden?

stuck oyster
#

yes

#

well depending what the source is

#

sourceAdress only defines how it plays

#

not when it plays

frosty rain
#

I’d need source=time too right

stuck oyster
#

if you want it to play constantly, yes

frosty rain
#

Alrighty, will test

frosty rain
#
class UVAnimations
{
    class lcd_anim
    {
        type=translation;
        source=time;
        sourceAddress=loop;
        section=camo;
        minValue=0;
        maxValue=10;
        offset0[]={0,0};
        offset1[]={0,10};
    };
};``` So this is my config for the UVAnim, am I missing something? It's not working
#

Do I have to have something on my model.cfg?

#

Nvm it finally worked

rough idol
orchid spruce
#

you mean like, make a separate model that just has the plane with the sight texture at 0,0,0 and then make it a proxy?

rough idol
#

here is holo sight that I've used on ZU-23. That large box is there to force higher position in alpha sorting hierarchy (bigger alpha objects are rendered on top of smaller alpha objects)

#

notice that proxy is rotated by 90 degrees - that's due to fact how weapon scopes are aligned

orchid spruce
#

alright, I will try that, thanks

#

I guess the holo sight shader is somehow calculated in its local model space

honest herald
#

Hi, I need help: I ​​created an object in the game, which is posed in editor, it works perfectly. I would like to know I can give it a simulation (like the boxes of weapons), so that it falls when it is in height and that nothing holds it back for example.

stuck oyster
#

it needs to have thingX simulation type and properly set up geometry/physX geometry

orchid spruce
#

@rough idol did you do any alpha sorting in the p3d that has the sight?

#

I put in my sight geometry with my texture into that p3d and gave it a vanilla collimator rvmat, put the proxy in my model but it's just not visible

rough idol
#

\a3\Weapons_F\acc\acco_dcl_120_F

#

you can try if its some issue with your proxy by using vanilla scope

orchid spruce
#

yeah the proxy does appear, I tried just putting some other texture on it and it was visible

#

I must have messed something up before, now I just took your p3d without any changes, applied some vanilla reticule texture and material to it and it does show up

#

I'll just swap it to my texture then and hopefully it works

orchid spruce
#

alright now it's mostly working, only issue now is when aim up past a certain point, the reticule just disappears

#

actually, it also disappears when I rotate left or right past a certain amount

#

almost like it disappears once it moves too far away from its starting point

#

oh, do I need to make that box bigger?

rough idol
#

Depends how big is your vehicle

orchid spruce
#

it's not big, but it does rotate 360 degrees and 90 degrees up

#

increasing the size of the box didn't seem to help

#

I thought that was it because when I get out of the vehicle and look from outside, the reticule is still visible in those cases

#

and the 0 LOD box is much bigger

#

but now I made the viewpilot one almost as big as the 0 one and it didn't seem to change anything, it still disappears at the same time

rough idol
#

How does it actually disappear?

#

Some pics?

orchid spruce
#

it simply disappears

#

it's visible, I move up and then it just disappears

orchid spruce
#

if it's not the box size then I don't understand why the reticule remains visible in outside view but disappears when viewed from inside

stuck oyster
#

probably related to the collimator shader

#

since its all static there anyway, why does it need to be collimator?

orchid spruce
#

cause it's meant to be a reflector sight

stuck oyster
#

yes but does it add anything to it if you are not really using the visual effect anyway

orchid spruce
#

it looks cooler

#

I would also think it's some shader limitation, but looking at the vehicle from outside, the reticule is always visible without problems

#

so I don't get why it only becomes an issue in first person

#

it seems to work just fine on the new RHS ZU-23

#

the sight is always visible

runic plover
#

Try to move it a bit away to get a little bit distance

orchid spruce
#

just noticed a weird thing, when it disappears, if I move the head close towards it, the reticule reappears if the view clips into the glass plane that is in front of it

#

so it's acting like the glass geometry is covering it up somehow

tidal monolith
#

Is this the right chat to ask about uniform patches?

orchid spruce
#

it definitely is looking like the glass object somehow starts blocking the reticule at a certain point, that's really weird

tidal monolith
#

I have two I need madešŸ‘‰šŸ‘ˆ @stuck oyster

stuck oyster
#

Then no.

orchid spruce
#

yeah if I remove the glass geometry then the reticule is completely fine and does not even disappear

#

@rough idol what kind of texture and material did you use in the ZU for the glass that is in front of the reticule proxy?

inner fjord
#

Hey folks, I'm having a weird issue I've never run into before. Looking at my model in bulldozer it looks like the normal map has been applied incorrectly, and there are tons of shading issues. Any idea what could cause this?

inner fjord
inner fjord
small olive
#

you should check paths on your rvmat, looks like you didn't define normal map in rvmat

inner fjord
white jay
#

Hello, does anyone know whether it's possible to use insignia selection on a vest?

median bough
#

should be possible, in theory

polar fiber
#

No, it's not possible to have dynamic textures on vests

tidal monolith
#

Is there anyone who can help me make a patch?

white jay
#

Ah, what a shame.

#

Hm, is Blood not dynamically applied? Maybe you could hijack that system in some way?

rough idol
#

it looks like it's going out of the vehicle bounding box

#

if its multi turret vehicle, make sure that bounding box is big enough for gun movement

#

also, if you are using translated, english names for selections, you might also need to change in cfg name of the gun bounding box extender

orchid spruce
#

@rough idol I don't think it is a bounding box issue, from looking in zeus that part remains well within the bounding box the whole time, it really seems like it's something weird going on with the glass geometry if it somehow ends up suddenly obstructing the reticule at those times

rough idol
#

it's reticle btw šŸ˜›

orchid spruce
#

did you do any alpha sorting with the reticle or glass?

#

also I like how discord doesn't know that "reticle" is a word

orchid spruce
#

I guess my problem was the glass geometry

#

it was a object with some thickness, I made it into just a flat single sided one and now it doesn't disappear anymore

olive rampart
#

how would i change the "angle" on my pilot and copilot sticks so they dont go straight up and down, but pull forward and backward like its supposed too

            class stick_pilot_dive_01 // cyclic
            {
                type = "rotationX";
                source = "cyclicForward";
                axis = "stick_pilot_joint";
                selection = "stick_pilot";
                minValue = -0.499999;
                maxValue = 0.499999;
                angle0 = STICK_ANGLE / 3;
                angle1 = - STICK_ANGLE / 3;
            };
            class stick_pilot_dive_02: stick_pilot_dive_01 {minValue = -0.849999; maxValue = -0.5; angle0 = STICK_ANGLE / 3; angle1 = 0;};
            class stick_pilot_dive_03: stick_pilot_dive_01 {minValue = -1; maxValue = -0.85; angle0 = STICK_ANGLE / 3; angle1 = 0;};
            class stick_pilot_dive_04: stick_pilot_dive_01 {minValue = 0.5; maxValue = 0.849999; angle0 = 0; angle1 = - STICK_ANGLE / 3;};
            class stick_pilot_dive_05: stick_pilot_dive_01 {minValue = 0.85; maxValue = 1; angle0 = 0; angle1 = - STICK_ANGLE / 3;};

            class stick_pilot_bank_01: stick_pilot_dive_01
            {
                type = "rotationZ";
                source = "cyclicAside";
                angle0 =  STICK_ANGLE / 3;
                angle1 = - STICK_ANGLE / 3;
            };```
frosty rain
#

Are memory points able to be animated?

olive rampart
#

model.cfg handles that. so yes

#

they are on axis memory points

stuck oyster
#

dont use rotation# type

#

use rotation with axis memorypoints

olive rampart
#

uhhhhh

stuck oyster
#

rotation# (X Y Z) types only rotate around those axis

olive rampart
#

yeah and its not working lol

stuck oyster
#

you cant alter that

olive rampart
#

what can i look into that would help me fix it then?

stuck oyster
#

use the non defined type and make axis memorypoints

olive rampart
#

i have axis memory points

stuck oyster
#

they are not used

olive rampart
#

pilot and copilot stick axis's

stuck oyster
#

with rotation#

#

use type = "rotation"

frosty rain
olive rampart
#

i get that. so what can i look into to help me change my model.cfg to use the correct animations for the axis points?

stuck oyster
#

I dunno

serene sparrow
#

I assume this issue is a weightpainting issue?

stuck oyster
#

quite likely

polar fiber
# frosty rain Are memory points able to be animated?

Depends what the memory point is for. You should be able to move axis memory points for animation, optics and weapon firing but things like memory points for marker lights and particles will continue to spawn the effects from the position they were modelled

vernal geode
#

Hi I have 2 very small questions using the Arma 3 toolbox in Blender how do I setup the "View Pilot" LOD and the "Geometry" LOD ?

small olive
vernal geode
#

@small olive So that didn't necessarily answer my question as I know where it is but once I select the view pilot LOD how do I set it up as I want to hide the object in this view

#

I am trying to setup view pilot LOD for headgear so when I enter a vehicle the "headgear" model isn't displayed

stuck oyster
#

thats not possible

small olive
#

headgear will be still visible

stuck oyster
#

you would have to make the vehicle remove headgear

#

pilot lod in headgear meas the first person view

#

not vehicle view

#

there is no ready mechanic in game to hide headgear when in vehicle

vernal geode
#

@stuck oyster First person view "View pilot" is what I am looking to setup so my headgear doesn't block my 1st person view

vernal geode
#

To keep it straightforward I want to create an empty "View Pilot" LOD in Blender how do I do that?

stuck oyster
#

well you cant I suppose

#

that you may need to do in OB

#

or create empty object and set that as the view lod

vernal geode
#

@stuck oyster Ok that 2nd option is what I am trying to do create an empty object and set it as the view lod

stuck oyster
#

or make a normal object, set that as viewlod and merge all verticles into 1 at 0,0,0

snow bloom
#

Hello there!
Im learning retexturing for our unit AUX mod i need someone to help me that when i try to extract the 3CB mod pbo file the PBO manager does not want to Extract it, other than that it works fine on other things im trying to basically have few customs edits on uniforms/Equipments for our unit contributors.

stuck oyster
#

@snow bloom ask only on 1 channel please

snow bloom
#

Sorry g my bad. I was confused

vernal geode
#

Hi I have a question is there a way to get object builder or Oxygen 2 to use more ram as I have object that requires a lot of ram despite being a small object (Object is a hair object)

molten fractal
frosty rain
vernal geode
#

@frosty rain To allow Object Builder to import my p3d file as the p3d file is large despite only being a hair object

frosty rain
#

how high poly is it?

vernal geode
#

From Blender: Verts 34,343,707 Faces: 32,8666,744 Tris: 65,7333,488 (If you creating hair technically this is a normal count)

median bough
#

o_O

frosty rain
#

that is absolutely not a normal count lol

median bough
#

try smth around 6-10k for hair

#

yours is not gonna work for arma

#

even 6k seems too much

frosty rain
#

I was given a 60k vertices hair model and I got stutters while wearing it

#

you can't even render that many polygons at the same time in arma lol

vernal geode
#

@frosty rain Even with 128GB ram as while its a large count I got a lot of ram for it to run also got an 8gb Vram Graphics card

frosty rain
#

to give you an example

#

unreal engine 4 is a decently recent engine, and it handles about 1-5 million polygons in a frame

#

rv4 is a 7? year old engine and you're asking it to render 13 times as many polygons lol

median bough
#

a little older, but you'Re still right

stuck oyster
#

@vernal geode that is just insane xD

frosty rain
#

65 million polygons is movie scene type shit lol

stuck oyster
#

you are doing this completely wrong

#

you will need to learn how to do low poly hair

#

and Im hoping you are not going to argue about this. blobcatsweats

frosty rain
vernal geode
#

so my next option is to decimate (which is used to decrease the polycount) the object any suggestions on decimating without completely losing symmetry in blender?

stuck oyster
#

no

#

decimate will not help you

#

your method of hair creation is not right for games

stuck oyster
#

seems to cover the concept šŸ‘†

vernal geode
#

@stuck oyster This covers the standard concept for the hair type what I am looking to create is a custom cornrow hair object which uses planes and scalp hair (which are used in games) what I don't know is how to do it while keeping it a low poly

frosty rain
stuck oyster
#

well I dont know how you should do it exactlty, but your method is not at all correct

#

you could maybe get best results by low poly bumps on the head and baked texture

vernal geode
#

@stuck oyster Well at least I know what my limit of poly is around 10K which I still think is low but ok. However I don't think I did it wrong as I followed tutorials for this hair type I just made my own custom version of it

stuck oyster
#

10K is a lot

#

for hair

#

in games

#

10k is a lot for a tree

vernal geode
#

@stuck oyster But isn't grass or water in games much higher?

stuck oyster
#

no

#

and they are rendered in different methods

frosty rain
#

like the video

stuck oyster
#

and other games do things differently anyway

#

it is what it is

#

normally arma characters have hair only on texture

vernal geode
#

@stuck oyster I have considered that but I don't know how to create a texture for hair out of my model

frosty rain
stuck oyster
snow bloom
stuck oyster
#

Like I said, you need to ask the 3CB team

orchid spruce
#

3cb PBOs are all obfuscated, you are not going to be able to extract them

quick terrace
#

@vernal geodeto put things in perspective, miller's hair model is somewhere under 1000 verts irc

modern patrol
#

Hello everyone. I've been using OB from the days of OFP, yet, I just couldn't ever sit down and finish learning how to go from step one to finish. I actually can model in Modo, Blender, and OB, preferring OB due to the fact that I can get precise measurements (at least I am comfortable with it) I have a maintenance platform that I'm working on (a static model) and am attempting to move on to creating the Geo LOD. After finding Non-closed areas, I'm finding that many of my intersections of my model can't be closed unless I remodel the area. https://postimg.cc/dL2rcnHv][img]https://i.postimg.cc/dL2rcnHv/Main-Plat1.jpg

feral cave
#

Hey all ive been working on trying to make my own tracked UGV such as the one in contact, though ive learned since contact is binarized and hidden from my directory i cant really see how contact was able to put tracks correctly onto a ugv

#

so ive got the turret mostly functional, the tracks do spin, the axels/gears spin, but it really really wonky to drive

#

would love some assistance in trying to make it function properly

polar fiber
#

Pretty sure you just configure it like a normal tank (which there is an example of)

stuck oyster
#

you will need to completely make the shadowlod from 0

#

there is no automatic way to make it properly

snow bloom
#

im trying to make mod for my unit, i have the Png/paa files (got from someplace) edited them Ik how to make addon and stuff but IDK how to make them appear on game I want someone to help me personally PLEASE

stuck oyster
#

well if you dont make the parts closed naturally they are not closed

#

you should just make it from simple boxes

#

you dont make it from the visual mesh

#

that is way too detailed

#

compare to shadow lods in the samples

modern patrol
#

you can close the model via the Shadow LOD and not the 0.000 LOD? Just clarifying

#

I was trying to cut down on faces and verts, having to make my model from simple boxes from the very beginning will almost double my verts/faces probably

stuck oyster
#

dont try to use the close tool

#

it does not work correctly

#

shadow lod is best to make from simple shapes

modern patrol
#

ok, thanks

#

@stuck oyster were you able to look at my pic of the platform I created by chance?

kind nacelle
#

the links are messed up

#

so you have to manually edit them to be able to view the image

warm spindle
#

hello i am getting a weird shadow texture on my helmet, basicly weird wavy lines that move when i look around

#

any idea what might be causing it ?

small olive
stuck oyster
#

@modern patrol no the links dont work

modern patrol
#

ok, let me see what I can do to fix that