#arma3_model

1 messages · Page 169 of 1

stuck oyster
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these parts seem to be non closed

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just make the whole thing out of cube shapes and it will work

modern patrol
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ok

stuck oyster
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or if you want to save youself some trouble just use sbSource = visualEx

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and the engine will generate shoft shadows for the thing

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from the visual mesh

modern patrol
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do any of you bounce back and forth between OB and Blender as I do? I'm horrible at UV unwrapping in OB, so after modelling this platform, do you think it's ok to go back into Blender and texture it in the 3D mode?

stuck oyster
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I model all in blender

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and do some checks in OB

modern patrol
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I may have to start doing that more often

stuck oyster
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and if there is a problem I fix it in Blender

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and export and check again

modern patrol
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I have so many models made from using Modo or blender to setup the basic shape from blueprints, and then go to OB because I know how to copy/paste verts until I get the model made. I suppose I need to do some Blender tutorials on how to make models from start to finish in Blender though

kind nacelle
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i highly suggest learning blender

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its such a nice powerful piece of software, and due to being open source there is a crapton of amazing addons for it

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both payed and free

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depending on your needs

broken kelp
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Hey guys, I have a problem that I cannot seem to sort out. I cant get my helmet I made out of my crotch area. Autocenter is set to 0 on the geometry LOD

stuck oyster
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reasons would be:

no autocenter 0 set,
no model.cfg setup,
no "Head" selection set

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any 1 or any combination of these

broken kelp
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Ah no model cfg

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thanks brother

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added the model.cfg and its still in the crotch, head is reflected in p3d 1 lod 2 lod, geometry lod has auto-center, any other ideas.

stuck oyster
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did you name the modelcfg class same as the p3d name

broken kelp
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yes without the extension

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I can upload to drive if u want

stuck oyster
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nah sorry got plenty to do with my own stuff

broken kelp
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lol ok

stuck oyster
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double check those things and make sure you actually packed the rigth pbo

broken kelp
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gl, ill see if anyone I know can help, it seems really weird to me thanks for ur time

marsh nacelle
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So I have the issue that when I load into the Arma 3 editor, I have the selection for my model and I don't get any errors, but my block doesn't have a texture (It's dimensions highlight is there but I can't actually see or touch it). Everything loads in great in OB, Blender, the rvmat, config.cpp, and model.cfg all have the correct paths.

stuck oyster
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do your paths contain P:\

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have you checked if the textures work in Object Builders Buldozer preview?

marsh nacelle
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None of the paths contain P:\ and the bulldozer view works perfectly

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Im thinking since it's past bulldozer, it's probably the config or the model.cfg but I've been looking at them and I'm not seeing anything that should be wrong.

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At least from the tutorial I copied the config and model.cfg from

stuck oyster
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is it packed with pboProject?

marsh nacelle
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With addon builder in arma tools

median bough
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argh... this hurts

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use mikero's tools

stuck oyster
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reason for this is taht Addon Builder contains next to no debugging on errors you can make, it just packages the stuff

marsh nacelle
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Oh gotcha didn't know there was an alternative. I did see a distinct lack of error codes and debugging tools

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Thanks

runic plover
inner fjord
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How does section count work? I have a scope + mount with 1 texture / rvmat each, and it says 2 sections which makes sense. BUT I want to have a different rvmat for the occular and objective lense of the scope. And using the same _co.paa but a different rvmat for the faces that make up the lenses now gives me 6 sections? How does that make sense?

rough idol
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you can either use auto sorting

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or use Faces -> Move Bottom

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if I remember correctly, you might need to switch between LODs to refresh the section count

inner fjord
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Its now 3 sections as it should be, scope - mount - lense. Cheers!

rain solar
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I'm trying to export a model from Blender as a P3D using Armatoolbox 3.04, but I'm getting an error every time I try to. https://imgur.com/a/TPqBuuT

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I'm using Blender Version 2.83lts

stuck oyster
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you have not triangulated your mesh

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you have Ngons in it and p3d cant handle those

rain solar
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Oh, alr. I'll go see a tut on how to triangulate in blender

inland pawn
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All you do is triangulate faces and tris to quads

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Or just triangulate faces

small olive
rain solar
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I managed to get it into Object Builder, but now the Helmet appears inbetween my legs.

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Which I have a model.cfg that it is using, so confused on why it's doing that

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A different issue would be the textures, which is just my issue with Substance Painter and exporting the textures from it

stuck oyster
rain solar
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Don't have a head selection. Thanks

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Not only did I not have a head selection... my class name was wrong too. At least it's fixed now

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Nevermind... autocenter = 0 in the Geometry LOD. Camo1, Camo2, Head Selections, and a model.cfg

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It still is in my crotch

stuck oyster
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is the modelcfg class named the same as the p3d

rain solar
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Yes

stuck oyster
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well those are the requirements

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nothing else affects it

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maybe your head selection is empty

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or model.cfg has a typo

rain solar
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It might be the model.cfg

rain solar
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It was my model.cfg, just copied the one from Arma 3 samples

stuck oyster
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👌

modern patrol
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here's a hypothetical question for you all. When creating a barrage balloon, as in the ones that flew over London during the Blitz in WWII, can Blender be utilized to export specific keyframes using the Air Pressure modifier and somehow be pieced back together to form an animation in ArmA somehow?

stuck oyster
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Somehow maybe, easily, no.

small olive
fast field
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Heyo I am having some problems installing the ArmAToolbox with Blender 2.8

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It basically loads the add-ons(sort of?) and puts them in the AppData add-ons folder, but doesn't show up in user preferences

stuck oyster
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A you need to have correct version of the toolbox

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and B you should use the Blenders internal addon installer to install the tools

fast field
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Well I am using the one from the Github

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and I install them through user preferences

stuck oyster
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could be the github zip has one extra folder in its structure

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you may need to unzip it and zip it back up one folder up

fast field
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I am stupid, thx ^_^

small olive
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i think, if someone's interested to do something they're already going to look in there, you don't need to type in here too

inner fjord
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What are you using for texturing?

frosty rain
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damn

terse elm
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i used to love using Quixel suite

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then it became to slow to respond to changes and then they abondoned it

frigid violet
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Hello, I would like to make an animation which displays the object and once activate hides the object I already have this but it does not work:

class Gyro_off
{
type = "hide";
source = "time";
selection = "Gyro_off";
sourceAddress = "loop";
minPhase = 0;
maxPhase = 1;
minValue = 0;
maxValue = 1;
memory = 0;
hideValue = 1;
unHideValue = 0;
};
class Gyro_off_Turn on: Gyro_off {
selection = "Gyro_off";
source = "Gyro_source";
sourceAddress = "clamp";
minValue = 0;
maxValue = 1;
hidevalue = "1";
unHideValue = "0";
};

stuck oyster
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can you explain again? your current animations dont make quite sense

frigid violet
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currently my animation makes my selection always visible. I would like to make sure that when I activate my animation this selection disappears

stuck oyster
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everything is by default visible

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you dont need animation for that

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how are you executing the animation?

frigid violet
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its an animation for a rotating beacon

stuck oyster
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yes but how do you run the animation?

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your first animation Gyro_Off there is looped by time and has unhide value of 0 so its basically always unhidden = visible

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your gyro_off_turn_on is user animationsource Gyro_source with also unhide value of which makes it always visible

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these animations do not make any sense

frigid violet
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okay i see, i will search anymore

stuck oyster
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can you explain again how do you want it to work

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should it be invisible at first?

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and visible with a user action?

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or how do you want to activate the animation?

frigid violet
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it should be visible and be invisible when the user action is activated.
The animation will be done with a user action to activate the animation

stuck oyster
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ok so you just need 1 hide animation

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with the user source

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and make its hide value 0 and unhide value 1

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then its starts as hidden and shows when you play the animation to 1

frigid violet
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okay thanks 🙂

blissful spire
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okay, so what would cause my textures to not show up both in game and in objbuilder? paths are correct and they were working fine before i edited the model

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and its 2 outta the 4 textures im currently using that dont work

frosty rain
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Supershader or multimats?

blissful spire
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changing the texture to a different one, doesn't work either. same for removing the rvmat

frosty rain
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Oh

blissful spire
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strange thing is, it was working before i edited the model

frosty rain
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Check your uvmaps, if you join stuff with uvmaps with different names it can fuck up

blissful spire
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thats..

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huh.

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yeah. somehow my UV maps for those two are gone.

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weird

frosty rain
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Yep

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Different names

blissful spire
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no, same names

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the UVs are just up and gone

stuck oyster
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how many uvsets do you have?

blissful spire
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just 1

blissful spire
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wonder where my UVs decided to fly off to.

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now if it would only let me copy the damn UV maps over.

frosty rain
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Seams from islands, unwrap on the other uv

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Not copying it, but as close as you’re going to get

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Or you can select the meshes from the 2nd uvmap, separate them and rename the uvmap so they match

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Then join

blissful spire
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i just made the material the same as whats on my active object, joined then pulled the backup back off

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seemed to work lol

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i lied

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(╯°□°)╯︵ ┻━┻

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whoosh i found my backup

blissful spire
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now if i can fix the missing head lol

modern patrol
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so, I took HorribleGoat's advice and started learning Blender rather than sticking with OB. For some reason, I found out I was using Blender 2.83 and just upgraded to 2.92. Is the Arma toolbox for Blender still working okay for everyone using 2.92?

stuck oyster
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2.92 needs the latest version

rough jewel
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hey where do i install the arma toolbox for blender?

median bough
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i think you add it via the blender plugin installer thingy

quick terrace
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@median boughyou do...you sketchup nooby

median bough
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🖕 😘

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😄

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(but you're right tho... blender > sketchup)

white jay
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what was the keyboard shortcut that got you to the menu where you can make a texture stick to the ground in object builder?

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it had options like "on surface" and "above surface"

strong plaza
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shift+E

white jay
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ty

white jay
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I'm making a decal and I'm trying to get it to grass cut, anyone know how to do that?

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I think the geometry lod does grass cutting but I think it also effects what the AI "sees"

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ie; there would be a big cube the ai couldn't see through

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unless you can use a 2d plane and make it stick like a decal

stuck oyster
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roadway lod does the cutting

white jay
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ah thanks

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works beautifully

vernal geode
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Hey I got a quick question how do I setup the add ons folder so arma can scan my mods into the editor (1st time for me)

median bough
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you subscribe to the mods you want on the workshop, load it in the arma 3 launcher and then run the game

vernal geode
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So how do I load it into the arma 3 launcher as I need arma to recognize a folder on my P: drive as a add on folder

median bough
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okokok... hold on...

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what do you want to achieve exactly?

vernal geode
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Right now I have an add on , I have all the config files setup, but I need arma to add the folder I placed the data in to load into the launcher how do I that? (which I believe you use the add on builder for )

median bough
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you don't have an addon yet, you have the source files ready.
what you want to to is to make your p:\my_mod into ..\@my_mod\addons\my_mod.pbo right?

vernal geode
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yes

median bough
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you use mikero tools pboProject

vernal geode
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what is mikero tools pboProject

median bough
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oh boy......
what tutorial did you use?

vernal geode
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that's the tutorial but I think some setup is missing at the pbo level

median bough
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lemme guess, you did all your modding setup (p drive, ect) with the arma 3 tools...?

vernal geode
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yes

median bough
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that's where you started to 🦆 up a lot of stuff...

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gimme a sec

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backup your project

vernal geode
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like create a backup file?

median bough
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no. copy your project to a save place NOT on p drive, because that's about to get wiped

vernal geode
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ok

median bough
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once you've made a copy, unmount your p drive

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from now on you will mount your p drive with a bat file and never launch the arma 3 tools from steam ever again

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if you need to access some tools, like image converter or oters, run it directly from the tolls installation folder

vernal geode
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How long does mount the p drive from Mikero tools take usually?

vernal geode
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Ok I don't know if anyone is on but I installed Mikero tools including p drive setup and I still don't know how to get Arma launcher to recognize the add on folder

bright echo
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not to sure if this is the place to put it or #arma3_config as it's kind of both... but
I'm trying to set up physx for a plane, and it seems to be working fine other than when placed down in the editor it constantly rolls forward.
It's a WW2 style plane so the tail wheel is a lot shorter than the front wheels, and the landcontact is set up for that.
So when placed in 3den it's sunk partially in the ground.

If I move the plane up out of the ground it will sit properly and not move (until ANY force is applied to it and then its moving forward constantly)

the sinking isnt a big deal but the constant movement is, how on earth do I fix this? I've tried changing every wheel parameter I can see and it just keeps going forward

rough idol
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usually it's caused by landContact point being below ground/PhysX wheels

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make sure that your landcontacts are following physx wheels

bright echo
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hmm yeah just noticed the front ones are indeed under, lemme try

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yep that did it TY!

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always something simple like that

vernal geode
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Hi I'm attempting to create my 1st add on using Pbo project from mikerotools and I get this binary error am I missing a download or is something else going on? error: Cannot read registry HKEY_LOCAL_MACHINE/Software\BIStudio\BinMake

polar fiber
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Do you have the Arma 3 tools from Steam installed also? And have run the tools app to accept the license agreement

vernal geode
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yes I have Arma Tools

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The only thing I see in registry editor that is different is that BIStudio is under the WOW6432Node and not directly under software in the registry

quartz stratus
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Hi, i am starting to model and program models in Arma 3, I am learning from internet and what mods are avaliable, but i have one simple cuestion, Ive seen multiple mods with and without the model.cfg file, and far as I know this file is essential for the animations and other stuff to work, it is possible for a mod to work without that file or i am missing something?

polar fiber
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Model.cfg data is compiled into the .p3d 3d model file during binarization. That's the reason you wont see it as a separate readable file in most mods even though the content probably required a model.cfg

quartz stratus
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oh, okay the thing is, what i code in there it depends on what names i put on object builder i assume?

polar fiber
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Yes, the names of things in model.cfg all refer to selection names in the .p3d file. Well... mostly. Some bones in the cfgskeletons don't need to be in the .p3d file because they are a parent to an actual bone in the model and are there to establish animation hierarchy rather than being the end result

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cfgModels class has to be the name of the .p3d file you intend to animate

quartz stratus
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So u separate the diferents parts with a comma in order to work properly?

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Only two in a row for i can see?

polar fiber
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They're paired as "child","parent" to establish the link between the bones

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Isolated bones without the need for a a parent have "bone",""

quartz stratus
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okay

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U answered all of my questions, thank u very much

tiny copper
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Lets see, idk how ya'll do stuff here. I just joined the server a few minutes ago. But me and some friends are looking to model some guns in Arma, we already have some models and we have some one who is going to config and do all the animation stuff. We are just having problems with the memory points and basically importing stuff from Blender and other programs into the Object builder. Is there anyone who has a good tutorial, or is willing to sit down with us to explain some stuff?

vernal geode
#

Hi I am attempting to unmount drives from mikerotools anyone know how to do that as I have too many drives mounted

quartz stratus
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If u restart the pc they will be gone

frosty rain
frosty rain
stuck oyster
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pboProject bypasses that

vernal geode
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Hi does anyone know what the issue could be when the Pbo binary can't load a p3d.file (p3d file works everywhere else all other settings no issues) is it my filepaths?

stuck oyster
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is there error message?

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and what is pbo binary?

vernal geode
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Output log no issue other than that the binary failed Binary log says "Loading of model .p3d has failed"

stuck oyster
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maybe you have a faulty model then

vernal geode
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But the model add on completes in add on builder if I don't use the binary

stuck oyster
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well that means nothing

median bough
stuck oyster
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addon builder validates nothing

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it just shoves your stuff into a box and labels it pbo

median bough
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if pboProject doesn't pack something, you can be very certain something with your stuff is 🦆ed

stuck oyster
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(yes yes it validates a few things but that is not relevant in this case)

polar fiber
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Only if you want a ban too

stuck oyster
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still

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ripping is IP theft

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we dont do that here

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the models they have made is their IP

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not the ship

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you can make that ship yourself

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and the model is your IP

quick terrace
#

extract, lol

stuck oyster
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This attitude is of course your own choice, but so is it our choice to provide answers to your questions in the future.

stuck oyster
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your subsequent comments seem to show you dont care as much about IP rights. which is where I too point you to the 🚪

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its very simple.

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dont take stuff someone else made

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there is no debate in this matter

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well dont respect makers of stuff and dont expect answers from makers of stuff

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you are arguing against ip rights

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this has wasted enough of my day. Im gonna go make stuff

quick terrace
#

@gloomy hemlockoi, let me rephrase

  1. this model makers channel, with an emphasis on making - extracting is not part of this channels name for a reason
  2. you asked, you were given an answer. just because you don't like the answer, doesn't mean it doesn't apply to you
  3. it doesn't matter that elsewhere is different, here this is how it is - you make your own stuff. simple
  4. other people's rights (be it IP or otherwise is important for some of us who actually make stuff for a living.

in short, you are free to bugger off anytime you want, if you don't like rights

kind nacelle
#

Man, I don't understand how these people are so incapable of just reading the room

rich bluff
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I'm having an issue where when using an optic attachment on my custom weapon models, what should be the eye memory point seems to be defaulting to the center of the model. The same goes for lasers/flashlights, as when using a flashlight/laser, the origin of the light is at the center of the weapon rather than the memory point defined in the proxied attachment.

#

Does anyone happen to know what I may be doing incorrectly here?

orchid spruce
bright echo
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is there a way to make a physx object never collide with another physx object? I tried the setMass 0 trick but it didn't seem to work, I presume because the object it was colliding with had actual mass

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making a blank physx Lod was an idea I had but I presume that would just simply stop all collision including with terrain

polar fiber
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I though collisions between objects/cfgvehicles were with geo lod?

bright echo
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really? thought that was only if there was no physx lod (atleast between physx objects)

stuck oyster
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Afaik it physx lod

polar fiber
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try applying disableCollisionWith command. If it's still colliding it's using physX, if not it's geo collision

bright echo
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yeah I already did

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and it would still collide

polar fiber
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Perhaps I'm just thinking of collision with human units then. I remember having some part of a vehicle that collided with terrain but not people

bright echo
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yeah units use geolod for collision with vehicles

stuck oyster
#

Geometry lod might be used for people 🤔

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Physx wheels keep vehicle on ground

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Andthey generate their own simple x collision too

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What is the use case?

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Because this does sound like something the simulation is not meant for 😅

bright echo
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like the turret flying off a tank when being destroyed

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sometimes the turret might collide with the tank and it causes Arma Stuff

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just tried an empty physx lod and it just disables physx entirely on the object

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so it's floating in the air, setVelocity does nothing etc

stuck oyster
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Maybe just very small one then?

bright echo
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that might be an idea yeah

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the object i'm testing it with is already very small so Im not even sure why it causes such dramatic physics weirdness whenever it touches the tank

stuck oyster
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How about using particle?

bright echo
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yeah that's another option too

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the collision isnt too good with particles but hmm

stuck oyster
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Collision with what?

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Is this like parts falling off vehicle?

bright echo
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Yeah

stuck oyster
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So you'd want them to collide with the vehicle as they fall off?

bright echo
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id rather they didn't - cuz physx seems to hate that - but have it collide properly with the ground

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atleast from what ive seen with cartridge particles the collision on them is just a simple sphere

stuck oyster
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Object particle should work

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Well you can turn them into physx objects when they touch ground if you like

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But use particles to get them safely off the vehicle first

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Most games where this kind of stuff happens, they do it with pretty simple collisions

bright echo
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mm

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I'll try a couple things but i probably have to go the particle route, ATM i bandaided it by just having the parts eject at higher speed so they stay away from the parent vehicle but it's a bandaid solution that will be bad if it goes wrong

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i just wish disableCollisionWith worked for physx haha, cuz the objects seem to behave themselves when they're stationary it's only when they have velocity and arma physx just treat it like its weight is infinite, when it's only like 50 mass

quartz stratus
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I have a question about the rvmat, i need one rvmat for every p3d that I create?

stuck oyster
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depends what you want them to look like

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typically yes

quartz stratus
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For example

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I have a model with two textures separatly, that goes to the same p3d

stuck oyster
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you would likely use 2 rvmats then too

quartz stratus
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i know that i need to put the route of the .paa files (nohq,smdi,etc..)

stuck oyster
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yes depending on the type of the rvmat

quartz stratus
#

okay i understand that

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I create one for one texture and one for the other

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and, Can I link them both after?

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In blender I mean

stuck oyster
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yes but Blender itself does not read them

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if you use thr arma toolbox addon you can link arma texture and material path to blender materials on your model

quartz stratus
#

i can link more than one rvmat?

quartz stratus
#

i found it

quartz stratus
rich bluff
orchid spruce
#

you would think so, but you do need ViewPilot for attachments to work properly

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just duplicate your first LOD and rename it

rich bluff
#

I'm testing this now

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Worked perfectly

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Thanks mate, I owe you one

stuck oyster
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well you would perhaps want to optimise the first person lod too

robust lark
#

Hi, could anyone point me towards the minimum config needed for getting a 3D / .p3d object to work in-game? By minimum I mean for an object that has no interactions such as opening doors nor ladders nor destruction, just a static walkable-on object, to work ingame

small olive
#

!code

whole dawnBOT
#
How to use SQF syntax highlighting in Discord

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

// your code here
hint "good!";
small olive
#
class CfgPatches
{
    class patchname
    {
        units[] = {"modelclassname"};
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] = {};        
    };
};

class CfgVehicles
{
    class Static;
    class modelclassname : Static
    {
        scope = 2;
        model = ".p3d";
        displayName = "";
        vehicleClass = "small_items";
    };
};

#

@robust lark

robust lark
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thank you! much appreciated

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would this work for a structure/building? (of the same parameters i mentioned before)

stuck oyster
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it works for basic object

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if you need some specific functionality, use different inheritance

robust lark
#

thanks for the info everyone! :)

drowsy token
#

Hello, is there any chance I could get advice on a model for a fixed wing aircraft I'm working on? I've gotten done with most of the exterior work, but right now I'm getting hung up on the nozzles for the engines, as I want to try to actually make it so the nozzle actually expands with an afterburner visual instead of just being an unmoving static nozzle, but I have no clue where to start on that front. I'd post images but I don't have image perms.

stuck oyster
#

you can post pictures to links of images

drowsy token
#

Getting an image uploaded right now

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Threw in reference material, as well as what I've got now (which in that area is next to nothing)

stuck oyster
#

well for most realistic nozzle movement you would model and animate all the segments

drowsy token
#

Should mention this is the first time I'm getting a model in-game much less modding in a proper fixed wing aircraft
I'm not particularly sure where to begin with getting that setup or what I should even do for that

#

Like, could I do the whole nozzle with one mesh and still manage to achieve that effect, or do I have to make every single individual portion of the outer layer a separate mesh

stuck oyster
#

you should be starting with something far far more simpler really

drowsy token
#

I've got experience on the modelling side of things it's just getting the model actually ingame. What I'm stuck on here is what I should do with that part specifically so it doesn't look like garbage when animated. I can't just make the nozzle expand and call it a day, it wouldn't look right I imagine. I'm alright with whatever method it is it taking time I just want to make sure I get it done right.

frosty rain
#

But one way you could do it would be a translation animation for each part of the nozzle thingy

stuck oyster
#

rotation is what they do for real

drowsy token
stuck oyster
#

and wold work better

drowsy token
#

Had a feeling that was the case

#

I know how they work but in this specific case the inner layer kind of confuses me

stuck oyster
#

Im still going to say you should experiment with simpler things first

#

especially with the game implementation and how parts are animated on vehicles

#

only after you understand that can you make proper decision on how to model it

drowsy token
#

I already have a knowledge of how that works, I've asked around and done reading up on it, also have tried it in the past, but on a model that just wasn't really good for getting set up with stuff like memory points
I know what I have to do in advance for most parts like the control surfaces, just this bit in particular was something I was curious about

stuck oyster
#

you probably could make the inner layers mesh that stretches when the nozzle segments expand

#

or well, might be better to model it in the expanded state so its easier to uvmap and texture

drowsy token
#

then have it animate to the non-expanded state when say, the engine turns on, I'm guessing?

stuck oyster
#

well it can be animated to that state by default

#

then have it expand again with speed or whatever source you feel like using

drowsy token
#

Probably going to go with throttle

stuck oyster
#

Arma flight model does not have after burner simulation so you may need to experiment with that

drowsy token
#

yeah

#

Probably just going to do what the DLC jets do and have a mostly cosmetic afterburner

#

Thanks for actually letting me know a single inner layer mesh was doable, wanted to know if that was something I could do before modelling it

stuck oyster
#

Id do it like this

#

so the inner layer you see between the segments is just simple triangels between the segments

#

and when the sefments animate, the triangle between them just thins out

drowsy token
#

Wait it'd be possible to do that while keeping the outer layer segments separate meshes?

stuck oyster
#

no

#

but why would the outer segments be separate?

drowsy token
#

So that way they don't stretch themselves

stuck oyster
#

each segment would be its own animated part/selection/vertex group

#

but the mesh would be all one

drowsy token
#

Alright

#

I see what you mean
thanks for the advice

stuck oyster
#

if you want you could of course do more mechanical version and have more animated parts there

#

but there is a bone limit of 256 for objects

#

so be vary of that when designing complex things

drowsy token
#

alright thanks
As long as I can do that without the ends of the segments changing in width I'll be happy

stuck oyster
#

yah its only the middle part that deforms

#

the segments only rotate by axis at the bottom edge

stuck oyster
woeful viper
#

i use translation, works better.

#

especially if you want to add thrust vectoring on top

drowsy token
#

Don't need to worry about thrust vectoring thankfully, but I'm kind of worried about the components stretching if I were to do that method

stuck oyster
#

The amount of stretch deformation with translation is quite minimal

#

Either way works

robust lark
#

hey, what's the tool needed to use or export .p3d files from blender? Also, how would I know to make stuff to scale, or how would I measure?

woeful viper
#

put a ruler on the screen and...

#

the tools have coordinates

stuck oyster
#

1 meter in blender is 1 meter in Arma

#

and Arma Toolbox Addon is what you are likely looking for

robust lark
#

ty!

boreal breach
#

okay i think a month or 2 ago i was asking how to get the vert count down and someone suggested i try re-topology so i redid all my objects, is there a limit to how many vertices is on a model for it to work in arma ?

#

it was originally 338,000 now its around 40,000

median bough
#

It depends... What kind of model?
A tank? 40k seems good
A pistol? Eeeeh, nope

boreal breach
#

more like a tank i guess

slow wigeon
#

helloo, im kinda new in modeling for dayz, and need to make new kind of flowers, anybody help me how to find that Silvador software? or any advice in which app to make them?

stuck oyster
#

@slow wigeon you seem to be in the wrong modeling discord, this server is for Arma. Silvador is expensive professional tool which I doubt you have budget for, so you probably will need to model the stuff manually.

#

Blender can do it and is free modeling program

slow wigeon
#

thankyou very much

slow wigeon
#

would appriciate if you can tell me the price anyway and where can i buy it?

stuck oyster
#

Silvador?

bold flare
#

Didn't know that Silvador was sold at all.
It was $3000 in 2013, its not listed on BISIM website anymore. I guess its in TerraTools?

stuck oyster
#

yeh its been a while sine it has come up

#

looks like its not separately sold anymore

#

would have to ask a offer from bisim

#

but its probably in that pricerange still

#

gets a bit expensive for couple of flowers

slow wigeon
#

damn yeah 😄

#

thankyou appreciate it

stuck oyster
#

you really dont need it to make flowers

slow wigeon
#

im so happy i can make in blender

boreal breach
#

so boys, i have a big project im trying to uv map, do i map it all at once or should i break it down and map all the individual objects, and can i even do that ?

stuck oyster
#

depends entirely on what you want it to look like I suppose

frosty rain
#

^

boreal breach
#

It's really big

median bough
#

that's what she said

small olive
#

you must define the selections in the model config @bleak heart

small olive
#

does your animations working properly?

#

model.cfg animations

drowsy token
#

Had some time to work on the nozzle itself, wishing there was a way I could preview how the vertex groups would look when rotating
https://imgur.com/a/YNMKD8y

stuck oyster
#

you can create an armature that mimics the movements of model.cfg animations

hollow imp
#

I got my test helmet into my game, but it's currently in the floor. Should I make my helmet a child of one of the template bones in Blender, or is there something else I'm missing?

marsh canyon
#
  1. Might be a bone weight issue
  2. Might be a model.cfg issue
hollow imp
#

How could I fix either of those problems? I haven't done any bone parenting in Blender yet, and just adjusting the height of the model isn't doing anything

stuck oyster
#

Add weighted bone selection to it...

#

And the height of it must match the head height

#

It's not really bone parenting

#

Just a vertex group called head

silent isle
#

Hello, I have a problem with my Object Builder and more specifically with Buldozer. When I run Buldozer I don't see my textures that I applied to my 3D. I see a grayish whitish textures.

I am available privately if needed!

stuck oyster
#

your P drive develeopment environment setup is likely wrong

icy roost
#

Does sbsource = visual / visualEx work for weapons?

stuck oyster
#

yes

#

though they usually are quite small

#

so details can get lost

pastel oyster
#

Trying to get a muzzle-flash to work, so far I've gotten every possible result from it being constantly on, constantly off, only on when not shooting, going on and off but not flashing, etc.. Tried several different ways from guns I did before, and other places too.. and it just won't do it

#
            class zaslehrot{
                type="rotationX";
                source="ammorandom";
                selection="zasleh";
                axis="barrel_axis";
                sourceAddress = loop;
                minValue = 0.0;//rad 0.0
                maxValue = 20.0;//rad 1145.9156
                angle0 = 0.0;//rad 0.0;
                angle1 = 6.2831855;//rad 360.0;
                animPeriod = 0.0;
                initPhase = 0.0;
            };
            class zaslehhide{
                type="hide";
                 source="ammoRandom"; 
                 selection="zasleh"; 
                 sourceAddress="loop"; 
                minValue=0;
                maxValue=1; 
                hideValue=0.1;
            };```
#

This the latest attempt

#

zasleh is defined in skeletonbones & sections

frosty rain
#

Like if i were to use it in a building

stuck oyster
#

no its the the most optimized shadow as far as I know

#

pretty much all after Apex buildings use it

inland pawn
# pastel oyster Trying to get a muzzle-flash to work, so far I've gotten every possible result f...

Here’s how I do it ```C++

class MuzzleFlashROT
{
type="rotationX";
source="ammoRandom"; //use ammo count as phase for animation
sourceAddress="loop"; //loop when phase out of bounds
selection="zasleh"; //selection we want to rotate
axis=""; //no own axis - center of rotation is computed from selection
centerFirstVertex=true; //use first vertex of selection as center of rotation
minValue=0;
maxValue=4; //rotation angle will be 360/4 = 90 degrees
angle0="rad 0";
angle1="rad 360";
};```

pastel oyster
#

The way NIArms does it, tried that one too, had no good results

inland pawn
#

What happens?

#

Right now at least

pastel oyster
#

That one is muzzle flash comes on and stays on when shot, then disappears when shot again, if I remember correctly

#

Im relaunching with it again to try, incase I typo'd before

inland pawn
#

You assigned the muzzle flash p3d correct

#

You made it a proxy

pastel oyster
#

Yes, because I clearly see it

#

So I assume it's correct

inland pawn
#

Then it’s model cfg. Take the code I sent

#

That should work

pastel oyster
#

Already did, copy pasted it earlier from NIArms sources with no results. Trying again now through, just in-case

inland pawn
#

It works fine for me. Though, I can’t really make sure you have it setup correctly, at least the way OPTRE does it

#

That should work fine since that works on the weapon it’s assigned to

#

Then if you want to hide it, use this

pastel oyster
#

Thats the weird thing, since it works fine for me too - I used it in other guns I made. This one is no different, as I literally copy-pasted it

inland pawn
#

class muzzleflash_hide
            {
                type="hide";
                source="hasSuppressor";
                selection="zasleh";
                minValue = 0.0;
                maxvalue = 0.25;
                hideValue = 0.01;
            };```
pastel oyster
#

Thats different from what I was using, will try that too

inland pawn
#

Zasleh hide is likely your issue

#

You aren’t using the right source

pastel oyster
#

hasSuppressor is to hide when I equip a muzzle attachement, no?

#
            class muzzlebreak_hide{
                type="hide";
                source="hasSuppressor";
                selection="Break";
                minValue = 0.0;
                maxvalue = 0.25;
                hideValue = 0.01;
            };```
inland pawn
#

When you don’t want the muzzle flash to appear when firing, use the code I sent

pastel oyster
#

This what I've got, works for the intention

inland pawn
#

It will only happen when a supressor is attached

#

What is break?

pastel oyster
#

muzzlebreak proxy

inland pawn
#

You should have 1 muzzle flash proxy

#

Zasleh

#

At least 1

pastel oyster
#

That works, it's when nothing is attatched that I am having trouble with

inland pawn
#

Is it constantly showing?

pastel oyster
#

Yeah (not to constantly showing), I have 2 - zasleh and the proxy itself

#

sec, binirizing just finished

inland pawn
#

Ignore that

#

One moment

pastel oyster
#

Yeah, was about to say

#

No zasleh in any of my mem loads

inland pawn
#

Zasleh needs to be proxied into your res and view pilot

pastel oyster
#

Yep

inland pawn
#

Then, model config your zasleh selection

#

You should have zasleh and the proxy

#

Should both be the same thing

pastel oyster
#

Yep

inland pawn
#

Is your zasleh code what I sent still?

pastel oyster
#

So:

#
            class MuzzleFlashROT{
                 type="rotationX";
                 source="ammoRandom";            //use ammo count as phase for animation
                 sourceAddress="loop";     //loop when phase out of bounds
                 selection="zasleh";       //selection we want to rotate
                 axis="";                  //no own axis - center of rotation is computed from selection
                 centerFirstVertex=true;   //use first vertex of selection as center of rotation
                 minValue=0;
                 maxValue=4;               //rotation angle will be 360/4 = 90 degrees
                 angle0="rad 5";
                 angle1="rad -5";
             };```
#

This one that you sent - constantly still

inland pawn
#

Angle 1 is incorrect

#

Should be rad 360

pastel oyster
#

copied that wrong thing

#

yeap, 0 and 360

inland pawn
#

It shows as 5 and -5

pastel oyster
#

yeah, I'm restarting now to use 0/360

#

Copied the wrong code earlier

inland pawn
#

Then, if it does work and your muzzle flash goes all over the place, you need auto center on your geo lod

pastel oyster
#

Wonder - if that will work, how come thats the case? I've got other weapons where 5 & -5 is what I use

inland pawn
#

You can probably use 5 and -5 that’s just how OPTRE has it setup

#

But to be sure I’d recommend rad 0 and 360 for now

pastel oyster
#

Mhm, rebinorizing now

#

also I tried this simultaneously - got the weird "slow flashing" result class MuzzleFlashROT{ type="rotationX"; source="ammoRandom"; //use ammo count as phase for animation sourceAddress="loop"; //loop when phase out of bounds selection="zasleh"; //selection we want to rotate axis=""; //no own axis - center of rotation is computed from selection centerFirstVertex=true; //use first vertex of selection as center of rotation minValue=0; maxValue=4; //rotation angle will be 360/4 = 90 degrees angle0="rad 5"; angle1="rad -5"; }; class mflash2{ type="hide"; source="ammoRandom"; selection="zasleh"; sourceAddress="loop"; minValue=0; maxValue=1; hideValue=0.17; };

#

There the flash would be off, but hten come on when I shot - and stay on

inland pawn
#

Likely because you’re using the same source

#

Type hide is for suppressors

pastel oyster
#

That can't be done?

#

Thats how NIArms does it, copied from its code

inland pawn
#

That’s strange. I just do 1 for muzzle flash and 1 for suppressor

#

Using hasSupressor and all that

pastel oyster
#

This is what the same weapon has for hasSupressor class muzzlebreak_hide{ type="hide"; source="hasSuppressor"; selection="Break"; minValue = 0.0; maxvalue = 0.25; hideValue = 0.01; };

#

This one works fine, no problems here

#

I'm rebinorizing both last ones now with 0 & 360 instead of 5 & -5

inland pawn
#

Though, your selection should be your zasleh proxy

pastel oyster
#

Will see if any of them work

#

Selection for what, hasSuppressor?

inland pawn
#

Yeah. Not sure how that works

#

But I guess it does?

pastel oyster
#

That is me hiding the model of the muzzle break when a suppressor is attatched

#

Nothing to do with the muzzle flash

#

I think I see what you mean now, will try that if 0 & 360 doesn't work

inland pawn
#

Ah, usually people just toss on the suppressor without removing anything since it’ll be under something

pastel oyster
#

Wouldn't work in my case, since the default muzzle attachment is quite big))

inland pawn
#

Are you apart of a mod team? Or just personal stuff

#

Can you take a pic of your zasleh selection and proxy in OBJ builder so I can at least look at it?

pastel oyster
#

Personal stuff, alot of it through

#

I will if this thing doesn't work

inland pawn
#

I usually, make a proxy, link it to a muzzle flash, redefine zasleh and do that model.cfg code and it works

pastel oyster
#

exactly what I did

inland pawn
#

Does it happen on only one weapon? Or all

pastel oyster
#

Only this

inland pawn
#

Hmmmm

pastel oyster
#

And this gun is copy pasted from the prev one

#

Where it worked

#

Same selection, same code, same proxy

inland pawn
#

Maybe copy paste did something to it?

#

Idk tbh.

pastel oyster
#

I tried re-copying, didn't work. If these last two don't work I'll just do it from scratch

inland pawn
#

Probably best to start over as copy pasting can be....weird at times

#

I’ve had whole selections disappear from a detailed model before where I had to carefully select all the parts

pastel oyster
#

Yeah, had that happen before too

#

Just didn't think it would happen with a 3-vert proxy

inland pawn
#

What are you packing with

pastel oyster
#

Everybody's favourite 'Addon builder'

#

Straight from BI's tools

inland pawn
#

Ah

#

There’s likely an issue somewhere else in your code

#

Addon builder doesn’t check for errors except for the most serious ones

#

I would recommend setting up mikeros tools

pastel oyster
#

I know it doesn't, but I find it way more comfortable and more used

#

The other errors that don't come up do instead in the RPT mostly, right?

inland pawn
#

I’m not sure. Don’t really use addon builder. I use PBOProject. It finds all the small, little mistakes I make and points them out

pastel oyster
#

I just look for them manually through the RPT, hasn't failed me.. yet

#

ait, 0/360 didn't work, trying what you said with hasSupressor now

#

so basically this, right?

                 type="rotationX";
                 source="ammoRandom";            //use ammo count as phase for animation
                 sourceAddress="loop";     //loop when phase out of bounds
                 selection="zasleh";       //selection we want to rotate
                 axis="";                  //no own axis - center of rotation is computed from selection
                 centerFirstVertex=true;   //use first vertex of selection as center of rotation
                 minValue=0;
                 maxValue=4;               //rotation angle will be 360/4 = 90 degrees
                 angle0="rad 0";
                 angle1="rad 360";
             };
            class mflash2{
                type="hide";
                 source="hasSuppressor"; 
                 selection="zasleh"; 
                 // sourceAddress="loop"; 
                minValue=0;
                maxValue=0.25; 
                hideValue=0.01;
            };```
inland pawn
#

Yeah

#

If it's setup correct model wise, it should work

pastel oyster
#

Just tried that one above, flash constantly on

#

What screen shots you wanted?

inland pawn
#

Your selections in obj builder

#

Don’t need to show the model or whatever, just crop a pic of all your selections

pastel oyster
#

Too late

#

Proxy selected

#

Zasleh selected

#

Just to also show that those are correct too

#

These what you wanted, right?

inland pawn
#

Yeah. Looks fine

pastel oyster
#

I've tried everything at this point, including re-making, shits cursed. Will come back to it later, my mind might just not be feeling this gun or smth

terse elm
#

Afternoon all, crazy out there question, is it possible to settexture a selection in a tank optic

#

what im trying to achieve via a script is that when a certain type of ammo is loaded into the weapon of my tank, it will change the selection in the optic depending what ammo is loaded

rough idol
#

No, you would have to make UI to do something like that

terse elm
#

dammit

#

I dont think what im trying to do is possible with UI

#

basically I have 2 groups of rounds and I want each group to say a certain thing on the optic

#

another thing i need to work out is how to display an image when a round is loaded (ie a green light)

#

via the UI

rough idol
#

pretty sure it's possible to do via UI

#

I'm doing quite complex things via UI in RHS tanks - movable reticles, gun ready light, laser range finder readings etc

#

such custom UI obviously needs scripting

#

you can also use 3D objects in UI and animate them although this is bit more tricky to do correctly

terse elm
#

oooo movable recticles I need that for mine also need a slight lag on the recticle when the gun rotates if im gunna be suuper accurate.

#

just this stuff is alien to me haha

white jay
#

so I'm trying to make a part of my objects that players will collide with but ai can see through

#

I believe geometry lod controls what you collide with

#

but I don't know which lod controls what the ai "sees"

polar fiber
#

View geometry lod

white jay
#

thanks

#

if a view geometry isn't used what does it default to?

woeful viper
# pastel oyster I just look for them manually through the RPT, hasn't failed me.. yet

I apply the same method (using Addonbuilder) for years. As long as you mostly know what you are doing, it works... Occasionally i pboProject it to get rid of all the junk errors that accumulate over time (if you havent used it in a while, be warned, it may take a while to clear all the junk xD).

To your problem - you dont need a hide animation. Your muzzleflash proxy selection needs to be listed under section. sections[]= { "muzzleflash_selection",}; and then the same selection is to be put into the weapon config as selectionfireanim = "muzzleflash_selection";

pastel oyster
#

Yeah, you are completely right

#

My config was wrong, I forgot about that lmao

#

selectionFireAnim = "muzzleFlash"; when my selection is called zasleh

#

Thx a lot, I doubt I would've ever noticed that

woeful viper
#

it helps to post the full config via pastebin or something. Because most of the time when i have an issue, i find the error right away after i put the post here, just by looking at it in another "environment" xD

pastel oyster
white jay
#

does object builder have a loop select like in blender?

#

and also how do I get out of wireframe view?

small olive
white jay
#

I flipped the normals but still getting the same effect

woeful viper
pastel oyster
#

OB can crash 7 times in a row

#

So I guess it got that going for it))

woeful viper
#

not crashing is a convenient feature. Therefore OB does crash.

white jay
#

I just hoped I missed something

#

Object builder really sucks

#

is there a way to export straight from blender? I know there's an addon that lets me export p3ds assign lods but I haven't played with it much

woeful viper
#

thats the one you need

#

there is no other way. Not complete, anyway

white jay
#

so it's possible to go from blender to arma without having to touch object builder?

pastel oyster
#

No

white jay
#

oh

#

F

woeful viper
#

you can dramatically reduce work you have to do in OB with it however

pastel oyster
#

OB is not as bad as most say

pastel oyster
#

I always press 1 & 4. Looks the best, and increases FPS by a lot

white jay
#

thanks

stuck oyster
#

its possible for some type of objects

#

there are few OB specific things that can be done only in it

kind nacelle
white jay
#

I'm trying to make something destructible where it deletes the original model and a ruin appears without any other effects, any idea how to do this?

stuck oyster
#

destructionEffect ruin stuff

hollow imp
#

Can I use the ArmaRig by Macser to make custom characters, or do I need other tools?

stuck oyster
#

yes it can be used to assist in character creation

#

but perhaps depends on what you mean by custom character?

hollow imp
#

A fully new model that could be applied as a uniform.

stuck oyster
#

yes that it will work for

boreal breach
#

okay got my object done in blender uv mapped i think, but when i export as a p3d it gives me an error and it wont load into object builder

runic flare
small olive
boreal breach
# small olive what is the error exactly, can u send a screenshot?

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 423, in export_lod
writeFaces(filePtr, obj, mesh)
File "C:\Users\helms\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\ArmaToolbox..\ArmaToolbox\MDLexporter.py", line 111, in writeFaces
raise RuntimeError("Model " + obj.name + " contains n-gons and cannot be exported")
RuntimeError: Model tripod contains n-gons and cannot be exported

location: <unknown location>:-1

this is what i get

runic flare
#

n-gons

small olive
#

there is an option named "tesselate all non-quads" in the arma 3 tools menu in blender, select your object in object mode and click on that option

#

@boreal breach

boreal breach
#

woooahh thanks man that seems to have fixed it

polar fiber
runic flare
#

I have _co and _ca textures. Adding forceNotAlpha 1 to geo lod did not fix it

frosty rain
runic flare
#

Separate rvmats an textures

frosty rain
#

the sun is geometry btw, if you do your geometry it will disappear

#

actually i dont remember if its geometry/view geo or shadow lod

runic flare
stuck oyster
#

Have you tested it in game?

#

And which shader types are you using?

runic flare
indigo meadow
#

Hi you all!
I am playing arma now for 4 years and i like the game so much. But to make arma a bit more my own i like to make a own mod and models.
But in this i am a noob. I have looked on the internet and so far i find outdated tutorials. Do you guys have a tutorial or some site that can help me from 0?
Thanks in kind!

stuck oyster
#

you need to start just by learning how to model and texture things

#

after you know that, then you can learn how to model and texture for Arma

indigo meadow
#

Ah okey and how can i do that?

#

Is it just in general?

quick terrace
#

yes

#

find game assets tuts

#

a lot are free

#

google / youtube are your friends

stuck oyster
#

And choose a program.

#

Blender is free and good tool for example

indigo meadow
#

Blender it is.

#

Thank you both

stuck oyster
#

Happy learning!

stuck oyster
#

@warm spindle model stuff on this channel.

Anyway, maybe your shadow lod i clipping through it

#

or your normalmap has a bug

#

or your model soft/hard edges are not in right places

serene sparrow
#

Any reason why my headgear is showing up in the arsenal but the model is just not there?

stuck oyster
#

wrong texture path, no model.cfg setup, no head selection

stuck oyster
#

whats the name of the p3d

#

and does it use hidden selections

#

and I cant really tell if that file path is valid since I dont know if our file is in P:\thatPath

warm spindle
#

@stuck oyster ive tried several things so far , hide the shadow lod even more inside the model , converted to hard edjes the shadowVolume but the problem still persists , any other suggestions ?

stuck oyster
#

does it have normalmap?

#

and possibly AS texture in use?

warm spindle
#

it has both NOHQ and AS

stuck oyster
#

have you tried it without rvmat applied?

warm spindle
#

I used the substance painter template from zero to hero video

#

to extract it

#

no i havent

stuck oyster
#

try that

#

it should give some indication if there is problem with textures or the model itself

warm spindle
#

hmm i set the shadowVolume resolution to 0 and it seems to have worked

stuck oyster
#

👍

#

then it probably used wrong shadow close up

warm spindle
#

interesting, makes sence cause i had the same issue with other models as well

white jay
#

I usually only do that right before exporting since tris are a pain to model with

frosty rain
white jay
#

True

#

Triangulate faces works pretty well on flat hard surfaces but make a mess of curves/organic surfaces

warm spindle
#

Hello whenever i equip my model (helmet) in the arsenal it causes i massive lag spike ,what could be causing the problem ?

woeful viper
#

unbinarized model

warm spindle
#

I am guessing too many vertices , but its less than 5k though

#

Ohhh okay how do i do that?

woeful viper
#

how do you pack your pbo?

warm spindle
#

Pbo packer

stuck oyster
#

pboProject?

warm spindle
#

But i should probably use the official tool 😂

stuck oyster
#

whats pbo packer?

warm spindle
#

I dont remember the packer

stuck oyster
#

sounds like you have some shady tool there blobcatsweats

woeful viper
#

you dont remember the tool you used to pack your mod?

stuck oyster
#

but its likely the problem if you dont know what it is

frosty rain
warm spindle
#

Ooff yeah i am promptly switching to thw official one , looks like i have a bunch of pbos to repack !!!

rocky sail
#

is it still possible to open p3d models in 3ds max? or is there any program to convert to fbx or obj ?

kind nacelle
#

Alwarrens blender toolbox does can do that

#

So you could import into blender and export as obj

rocky sail
#

it is not possible to export in another format?
@kind nacelle

kind nacelle
#

Sorry

#

Meant obj

#

It is

#

I just wrote the wrong thing

bold flare
#

Arma 3 Tools Object Builder can export as fbx/obj

rocky sail
#

saw that it was possible using 3D Analyzer and O2, but apparently it's not working

#

@bold flareis there for dayz? Tools Object Builder ?

bold flare
#

yes

#

DayZ tools has the same

rocky sail
#

required original game steam right

bold flare
#

I think so...?

#

Where else would you have DayZ from 🤔

rocky sail
stuck oyster
#

However you can not use binarized p3ds

#

Only unbinarized samples

#

And yeah. Buy the game. 🤖

rocky sail
#

before that a good PC gamer

stuck oyster
#

Or better yet. Just make your own models instead

rocky sail
#

this is still a long way off, but I intend to

#

one door at a time

stuck oyster
#

Learning to model is the first door. You don't need any ready models for that.

kind nacelle
#

Hard surface is easy imo

#

Just time consuming if you are new

#

Just add and slide around verts until it looks good

bold flare
kind nacelle
#

Well for Arma that usually just means until it looks like the real thing :p

terse elm
#

Hi all, any ideas why action added by addaction in a script to a tank is only visible to the driver/ gunner but not the commander?

stuck oyster
#

can commander see the point?

#

and is commander in range of it

terse elm
#

No commander can’t see the point

#

And yes he’s in range

stuck oyster
#

well if he cant see the point where the action is then its unlikely to trigger for him

terse elm
#

Yep I’m just seeing if anyone has any ideas as it does not make sense

stuck oyster
#

what is the whole command used?

#

is it tied to certain memorypoint on the tank?

terse elm
#

yeah tied to a mem point

#

_vehicle addAction ["<t color='#FF0000'>Select L31A7 Hesh HE</t>", {call afuk_cr2_fnc_cr2load1;} , nil, 1.5, true, false, "", "true", 1.5, false, "", "reloadaction"];

stuck oyster
#

well try some point that is in front of the commander to see if the sees i then

terse elm
#

iv tried it with a 10m radius

stuck oyster
#

yes but I believe he also has to see the point

#

if it is like behind him or under him, he cant see it

buoyant nebula
#

I was wondering if anyone would be able to answer this question I have, is it possible to make a model twice the height of the player whilst still being a functional model? E.g., takes damage when shot, can walk around, etc.

median bough
#

i'm not sure if the skeleton translates to that scaling

stuck oyster
#

its possible, but it would require fully new animation set

#

Arma animations do not scale

#

depends on how much functionality you want but it is quite a lot of animations to make

#

its also pretty much undocumented stuff so you would have to learn a lot by yourself.

#

which is totally doable. Just needs a lot of effort invested

buoyant nebula
#

Interesting. I'll try to start working on it tomorrow but obviously it's uncharted territory so who knows, thanks for the tips.

stuck oyster
#

well

#

I know 😄

#

so I can tell its hard

#

but you can do lot of cool stuff with it

#

like mechs 😄

#

(though technically only the legs are character)

sharp coral
#

TIOW guys made a brand new skeleton and animations for their Astartes, Trebuchet also has one for Spartans so you could contact them and maybe someone would guide you through that

white jay
#

I thought about making animal models but I wouldn't even know where to start as far as animations, ai, etc..

#

I wanted to start basic and add some fish and squirrels that behave like rabbits

#

I figure I can do all the modeling and rigging but as soon as it hits arma I only know how to make static objects

stuck oyster
#

well start with what you know

#

and tackle ther rest later

#

animals are pretty simple compared to full playable characters

#

and there is a rabbit example I recall in the samples too

#

animals have only handful on animations they need to work

#

and the configs are not very complex

#

unless you want complex behavior

silver zenith
#

is there a specific incline where the player starts sliding down a surface instead of sticking there?

stuck oyster
#

ummm

#

60 degrees maybe?

#

may depend a bit from the stance too

#

different stances have different collision shapes

silver zenith
#

could be

ember salmon
#

Would it be possible to convert a 3D printer STL file to an Arma 3 model? Thanks.

stuck oyster
#

Well in a way yes with a lot of manual work

silver zenith
#

you're going to have a bad time though
STLs are built with no care for polygons and often have internal geometry for internal solidity or something
basically an entire different workflow from standard models

stuck oyster
#

indeed

feral cave
#

Hey all, making a turreted vic, got it all working properly except for one thing, i cant figure out the gun smoke, the muzzle flash works properly and follows the weapon but the guns smoke stays static in the front of the vic

#

i had it working previously but i have no idea what i did to fix it initially before i re imported a newer version of the model i was creating

polar fiber
#

Memory points in the model should match the ones for class GunParticles in the weapon class

feral cave
#

so if i defined it as a custom weapon thats where id find the selection name, awesome ty

#

i believe i found it

polar fiber
#

Yeah it's a matter of either changing the model to match, or making a subclass of the weapon with the positionname and directionname changed to fit the names already used on the model

#

both are valid approaches, since on multi-turreted vehicles you have to make those weapon subclasses anyway

feral cave
#

i believe i found my issue where on the model the selection is usti hlavne, and in the config for gun particle its usti hlavne2

#

so to fix just change either or and that should be fine?

#

the selection name in the model or in the config?

polar fiber
#

As long as they match, it should be fine

feral cave
#

fixed

#

ty

calm tapir
#

Do Launchers not work with muzzleflashes? or am i doing somethings stupidly wrong?

buoyant nebula
#

Quick question, to edit only the model of a tank sample which LODs have to be disabled in Blender? Is it only '0' or do any of the others (e.g., Geometry) have to be disabled.

stuck oyster
#

depends what lod you want to edit

buoyant nebula
#

I just want a visual change to the vehicle so instead of a tank it'd be a custom model. The rest can remain the same for now as I'm just testing some stuff.

stuck oyster
#

visual lods are the numbered ones

buoyant nebula
#

okay thanks.

buoyant nebula
#

using arma 3's tank sample to test a thing and tried packing with PBOProject and got this error. :

rapWarning: **********missing file(s)*************** Test_Tank_01\CfgVehicles.hpp circa Line 128: A3\Sounds_F\vehicles\armor\noises\servo_best Test_Tank_01\CfgVehicles.hpp circa Line 152: \A3\weapons_f\reticle\Optics_Commander_02_F Test_Tank_01\CfgVehicles.hpp circa Line 223: A3\Sounds_F\vehicles\armor\noises\servo_best Test_Tank_01\CfgVehicles.hpp circa Line 255: \A3\Weapons_F\Reticle\Optics_Gunner_MTB_02_w_F.p3d Test_Tank_01\CfgVehicles.hpp circa Line 259: \A3\Weapons_F\Reticle\Optics_Gunner_MTB_02_m_F.p3d Test_Tank_01\CfgVehicles.hpp circa Line 265: \A3\Weapons_F\Reticle\Optics_Gunner_MTB_02_n_F.p3d rapWarning: **********missing file(s)*************** rapWarning: **********missing file(s)***************

stuck oyster
#

sounds like you dont have the P drive setup up

buoyant nebula
stuck oyster
#

Id recommend using Arma3P instead fo the arma tools launcher

austere ermine
#

when importing buildings I have tried damage = 0; on my model but it still explodes anyway to fix this? Cheers

stuck oyster
#

damage = 0 is not valid method.

#

if it has a cfgvehicles class there is destrType="DestructNo";

pastel oyster
#

The muzzleflash model is from NIArms, with barely anything changed. In OB it looks fine, but when rendering the weapon with the proxy, it looks like that - same for ingame

woeful viper
#

do you have permission to use and change it?

pastel oyster
#

Yeah, NIArms is open source

#

All MLODs on toadies github

woeful viper
#

aha ok. Looks to me like the muzzleflash texture is at fault - not having alpha. Or rvmat issue that stops it from using the alpha channel

pastel oyster
#

There are a few textures in there - muzzleflash1_ca.paa, muzzleflash1.paa, and muzzleflash1.png

#

The first one looks to be proper/transparent, the last two have a black background

#

Otherwise they are identical

#

I tried deleting the last two since the model didn't seem to use them, but that threw errors, so I just copied the first one twice and renamed/resaved it

#

And there are 3 RVMATs, muzzle_flash_day, muzzle_flash_night, and muzzle_flash_night_lod

#

all are super short compared to the usual I've seen

#

e.g. the first onesqf class StageTI { texture="a3\data_f\default_hot_ti_ca.paa"; }; ambient[]={0.99,0.27,0.02,0.8}; diffuse[]={0.99,0.27,0.02,1}; forcedDiffuse[]={0.99,0.27,0.02,1}; emmisive[]={25000,20000,15000,1}; specular[]={0,0,0,0}; specularPower=0; renderFlags[]= { "NoZWrite", "NoAlphaWrite", "AddBlend" }; PixelShaderID="Normal"; VertexShaderID="Basic";

#

Not sure how PAA texture configurations work, but the transparent one is set to RGBA, None, DXT5, DXT5, the non transparent one is set to RGBA, None, DXT1, DXT1

#

Other than these things - don't know what else could be helpful

#

Also, again - the muzzle looks like it should on its own in Object Builder render, only turns black when on the gun

woeful viper
#

if there are those different flashes i assume that there is some script that creates the muzzle effect particle, instead of the regular muzzleflash engine system

#

"NoAlphaWrite" -> idk the exact effect of this flag, but it doesnt sound helpfull if you want something with alpha shown. Worth trying to remove it and see what happens

pastel oyster
#

True, I'll try without that, but it was the setting that was on by default I believe, since I made minimal changes

#

And no for script afaik, it's all regular muzzle flash

#

Didn't fix it, still not transparent

buoyant nebula
#

Anyone got any tips of how I can get my UV Map to fit on one image without having it look like a mess?

woeful viper
#

you have to become the puzzle master, then you can do it

buoyant nebula
#

I'm fed up with UV Mapping so I've resorted to Substance Painter.

#

I've had to get an entirely different model however.

frosty rain
stuck oyster
pastel oyster
#

Is it possible to have a source="hasoptics"; only hide/show for certain optics?

#

e.g. I have an a gun that can take a picatiny scope and a non-picatiny scope. I want the rail on the top to appear only when it gets equiped with the specific sight, while stay hidden when other sights are equiped

#

Closest thing to this I am thinking of is how RHS has different positions for grips and bipods, by defining two different underBarrelSlot's

#

||not sure if this is more appropriate for here or #arma3_config , but figured starting from the model is more logical||

stuck oyster
#

off the top of my head, gonna say no.

pastel oyster
#

Sadness(

frosty rain
#

in all channels

maiden sequoia
#

Is there any way to show textures for my object in object builder?

frosty rain
#

When using sbsource = visualex the sun doesn't go thru my windows, is there any fix for this?

stuck oyster
frosty rain
quick terrace
#

@frosty rain do you have any SVLods?

frosty rain
#

Nope, just using sbsource atm

#

just 1.0

quick terrace
#

engine doesn't take into account the fact that your windows have alpha textures

#

hence that is the expected behaviour

#

you can have alpha enabled special SVlods, but surely not with sbsource

#

what are your other named properties

#

besides sbsource = visualex?

frosty rain
#

As of right now I only have sbsource = visualex, not using any other properties rn

#

Just testing 1.0 and texturing

#

I'll either have to do a proper shadow lod or just leave the glass in another p3d

#

does sbsource = visualex work for vests/characters? it's not casting any shadows

quick terrace
#

sbsource should in theory at least work on any sort of class

frosty rain
#

Alrighty it got fixed

#

One last thing, if I have 2 different p3ds that use the same texture and rvmat is the game going to instance the sections?

quick terrace
#

not entirely, but won't buffer the textures twice, so yeah to some degree

#

there is a section count per proxy as well, in case you made proxied the windows

frosty rain
frosty rain
stuck oyster
#

visualEx should work with transparency too

#

what shader did the glass have?

#

I have proof!

#

unless of course this one doesnt use visualex

#

😅

#

I'll check

#

it does not

#

let me find something that does

frosty rain
#
ambient[]={1,1,1,1};
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,0};
emmisive[]={0.1,0.1,0.1,1};
specular[]={1,1,1,0};
specularPower=1000;
renderFlags[]=
{
    "NoZWrite,NoAlphaWrite"
};
PixelShaderID="Glass";
VertexShaderID="Glass";
class Stage1
{
    texture="#(ai,64,64,1)fresnel(1.44,4.15)";
    uvSource="none";
};
class Stage2
{
    texture="a3\data_f\env_co.paa";
    uvSource="none";
};
#

that's my glass material

stuck oyster
#

dis

#

I knew I was not crazy 🤪

frosty rain
#

could it be that im putting sbsource = visualex on my 1.0? I haven't created geo yet

#

and if so can I just put the property on an empty geo lod

stuck oyster
#

well afaik it should work from res lod too if geometry lod is not present

#

but blobdoggoshruggoogly

#

and yes empty geom lod should be valid too

frosty rain
#

alrighty i'll try empty geo lod with the named property

frosty rain
stuck oyster
#

and in case anyone wonders, no shadow lod present

#

they could yez

#

noZ and no Alpha could cause this

frosty rain
#

is there a wiki page that explains the render flags? i got sent this specific glass material and never understood what those did

stuck oyster
#

ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,0};
specular[] = {0.25,0.26,0.24,1,1};
specularPower = 600;
PixelShaderID = "Super";
VertexShaderID = "Super";
renderFlags[] = {"NoZWrite"};```
#

could be glass shader does not work with visualEx

#

this is what the above terminals glass rvmat uses

frosty rain
#

hmmm, i'll try that

stuck oyster
#

with the accompanying stages

frosty rain
#

can you paste the full rvmat please

stuck oyster
#

P:\a3\structures_f_exp\infrastructure\Airports\Data

frosty rain
#

alrighty thanks

stuck oyster
#

dont wat to spam huge messages here 😄

frosty rain
#

haha np

stuck oyster
frosty rain
#

found it PogTasty

stuck oyster
frosty rain
#

hmmm that didn't work

#

highly doubt this will change anything but could the named properties class, building and map affect anything?

stuck oyster
#

how transparent are the glass parts?

#

more or less than 50%

frosty rain
#

uhhh how can I see that?

stuck oyster
#

check your textures I suppose

frosty rain
#

is there a way to find it in photoshop?

#

like the exact %

#

oh wait it's _CO

#

do you think changing it to _CA would affect anything?

stuck oyster
#

maybe

frosty rain
#

let me try that

stuck oyster
#

_CO is 1 bit alpha

#

so either on or off

frosty rain
#

Yeah this glass texture is mostly just a placeholder for now before I properly uvmap my glass

#

but let me try that

#

I assume converting it from paa to png and back to paa as _ca wouldn't do anything since it would already be 1 bit alpha right

stuck oyster
#

right

frosty rain
#

I'll try with one of bohemia's _ca's

#

yep that worked

#

thanks! @stuck oyster

stuck oyster
#

👌

quick terrace
#

@stuck oysterhmmm, didn't use to work

stuck oyster
#

possibly works only with supershader

quick terrace
#

weird, will test when i get the chance

frosty rain
#

I assume it's forbidden to modify bohemia's textures right?

stuck oyster
#

I recall above 50% opacity is drawn solid

quick terrace
#

@frosty rainwhy would you?

#

not forbidden, no

frosty rain
#

Ah perfect

quick terrace
#

otherwise re-textures wouldn't really be possible

frosty rain
#

So there's this specific fake glass texture i really like from tanoa buildings

#

i just cropped it from the texture and made it tileable

#

I should be fine right?

stuck oyster
#

yeh

frosty rain
#

alrighty thanks

#

So the glass shader works fine for the transparency with visualex, but it gives me a lot more artifacts from shadows casting on it

pastel oyster
#

Trying to make a thing move when zeroing a scope - did this, it moves in Oxygen, but doesn't do anything in gamesqf class zeroRotate1{ type="rotation"; source="zeroing"; selection="zero"; axis="zero_axis"; minValue = 0.0; maxValue = 0.2; angle0 = 0.0;//rad 0.0; angle1 = 0.523598776;//rad 30.0; animPeriod = 0.0; initPhase = 0.0; };

#

Did I do smth wrong, is source="zeroing" not usable on scopes, any other things that are wrong?

polar fiber
#

Animations don't work on attachments, no. Well, apart from bipods - those have a special simulation that allows one kind of animation

pastel oyster
#

Sadness, again(

stuck oyster
#

make it part of the weapon

maiden sequoia
#

When i export a model from Object Builder should it be p3d old version or something else?

stuck oyster
#

you should just save it

#

not export

#

"save as"

maiden sequoia
#

ah ok thanks

#

ok now the vest is at my feet clipping through the ground

stuck oyster
#

it may lack weighting and/or model.cfg setup and/or autocenter named property in geometry lod

#

(refer to the sample models)

maiden sequoia
#

I got the model.cfg and the main plate carrier is on the chest, but everything attached is still on the ground.

maiden sequoia
frosty rain
#

I’m not a clothing expert but I believe that’s bad weightpainting/named selections

maiden sequoia
#

Is there a guide/wiki that would help explain/fix the weightpainting

#

i cannot find one

serene sparrow
#

Is there a way to show proxies in Object Builder

stuck oyster
stuck oyster
cinder meteor
#

Does sbsource=visualex not work for interior views ?

strong plaza
#

as far as I've seen I've had no issues with interiors of buildings using visualex

#

only thing that irks me is the damn shadow banding

stuck oyster
#

I think he may mean vehicle interiors

#

for which visualex might not work for

#

@rough idol might know

cinder meteor
#

Yeah, vehicle interiors

shrewd jay
#

Anyone know what this error message means? I get it even though I replaced my uniform model with the character template and model.cfg

#

c:\bis\source\dev\futura\lib\anim\animationmask.cpp(278)(func: TransformPointOp::operator ()) [AssertUSR] MainThread=19104 Group: Config Accessing undefined vertex bone references. Skeleton is probably missing. Shape: ???

stuck oyster
#

quite cryptic one.