#arma3_model
1 messages · Page 169 of 1
these parts seem to be non closed
just make the whole thing out of cube shapes and it will work
ok
or if you want to save youself some trouble just use sbSource = visualEx
and the engine will generate shoft shadows for the thing
from the visual mesh
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?
I may have to start doing that more often
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
i highly suggest learning blender
its such a nice powerful piece of software, and due to being open source there is a crapton of amazing addons for it
both payed and free
depending on your needs
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
reasons would be:
no autocenter 0 set,
no model.cfg setup,
no "Head" selection set
any 1 or any combination of these
Ah no model cfg
thanks brother
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.
did you name the modelcfg class same as the p3d name
nah sorry got plenty to do with my own stuff
lol ok
double check those things and make sure you actually packed the rigth pbo
gl, ill see if anyone I know can help, it seems really weird to me thanks for ur time
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.
do your paths contain P:\
have you checked if the textures work in Object Builders Buldozer preview?
None of the paths contain P:\ and the bulldozer view works perfectly
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.
At least from the tutorial I copied the config and model.cfg from
is it packed with pboProject?
With addon builder in arma tools
reason for this is taht Addon Builder contains next to no debugging on errors you can make, it just packages the stuff
Oh gotcha didn't know there was an alternative. I did see a distinct lack of error codes and debugging tools
Thanks
In the Arma 3 Samples / Character / you got a example of a model.cfg to use. And check the stuff HorribleGoat told you already, then it should work 👍
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?
you need merge faces with that different rvmat into single section
you can either use auto sorting
or use Faces -> Move Bottom
if I remember correctly, you might need to switch between LODs to refresh the section count
I was able to sort it out, thanks reyhard. I did it a bit differently, I just did it in blender basically. Seperated the lenses from the body as a seperate object. That worked fine
Its now 3 sections as it should be, scope - mount - lense. Cheers!
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
I'm using Blender Version 2.83lts
Oh, alr. I'll go see a tut on how to triangulate in blender
Tesselate all non-quads is useful as well https://prnt.sc/13etjii
I managed to get it into Object Builder, but now the Helmet appears inbetween my legs.
Which I have a model.cfg that it is using, so confused on why it's doing that
A different issue would be the textures, which is just my issue with Substance Painter and exporting the textures from it
Don't have a head selection. Thanks
Not only did I not have a head selection... my class name was wrong too. At least it's fixed now
Nevermind... autocenter = 0 in the Geometry LOD. Camo1, Camo2, Head Selections, and a model.cfg
It still is in my crotch
is the modelcfg class named the same as the p3d
Yes
well those are the requirements
nothing else affects it
maybe your head selection is empty
or model.cfg has a typo
My geo has the autocenter = 0
and my head selection has the helmet selected. https://imgur.com/a/mBXKBrx
It might be the model.cfg
It was my model.cfg, just copied the one from Arma 3 samples
👌
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?
Somehow maybe, easily, no.
@bleak heart https://community.bistudio.com/wiki/Super_shader
Heyo I am having some problems installing the ArmAToolbox with Blender 2.8
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
A you need to have correct version of the toolbox
and B you should use the Blenders internal addon installer to install the tools
could be the github zip has one extra folder in its structure
you may need to unzip it and zip it back up one folder up
I am stupid, thx ^_^
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
What are you using for texturing?
damn
i used to love using Quixel suite
then it became to slow to respond to changes and then they abondoned it
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";
};
can you explain again? your current animations dont make quite sense
currently my animation makes my selection always visible. I would like to make sure that when I activate my animation this selection disappears
everything is by default visible
you dont need animation for that
how are you executing the animation?
its an animation for a rotating beacon
yes but how do you run the animation?
your first animation Gyro_Off there is looped by time and has unhide value of 0 so its basically always unhidden = visible
your gyro_off_turn_on is user animationsource Gyro_source with also unhide value of which makes it always visible
these animations do not make any sense
okay i see, i will search anymore
can you explain again how do you want it to work
should it be invisible at first?
and visible with a user action?
or how do you want to activate the animation?
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
ok so you just need 1 hide animation
with the user source
and make its hide value 0 and unhide value 1
then its starts as hidden and shows when you play the animation to 1
okay thanks 🙂
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
and its 2 outta the 4 textures im currently using that dont work
Supershader or multimats?
changing the texture to a different one, doesn't work either. same for removing the rvmat
Oh
strange thing is, it was working before i edited the model
Check your uvmaps, if you join stuff with uvmaps with different names it can fuck up
how many uvsets do you have?
just 1
wonder where my UVs decided to fly off to.
now if it would only let me copy the damn UV maps over.
Seams from islands, unwrap on the other uv
Not copying it, but as close as you’re going to get
Or you can select the meshes from the 2nd uvmap, separate them and rename the uvmap so they match
Then join
i just made the material the same as whats on my active object, joined then pulled the backup back off
seemed to work lol
i lied
(╯°□°)╯︵ ┻━┻
whoosh i found my backup
now if i can fix the missing head lol
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?
2.92 needs the latest version
hey where do i install the arma toolbox for blender?
i think you add it via the blender plugin installer thingy
@median boughyou do...you sketchup nooby
what was the keyboard shortcut that got you to the menu where you can make a texture stick to the ground in object builder?
it had options like "on surface" and "above surface"
shift+E
ty
I'm making a decal and I'm trying to get it to grass cut, anyone know how to do that?
I think the geometry lod does grass cutting but I think it also effects what the AI "sees"
ie; there would be a big cube the ai couldn't see through
unless you can use a 2d plane and make it stick like a decal
roadway lod does the cutting
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)
you subscribe to the mods you want on the workshop, load it in the arma 3 launcher and then run the game
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
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 )
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?
yes
you use mikero tools pboProject
what is mikero tools pboProject
oh boy......
what tutorial did you use?
lemme guess, you did all your modding setup (p drive, ect) with the arma 3 tools...?
yes
that's where you started to 🦆 up a lot of stuff...
gimme a sec
backup your project
like create a backup file?
no. copy your project to a save place NOT on p drive, because that's about to get wiped
ok
once you've made a copy, unmount your p drive
then follow this
https://pmc.editing.wiki/doku.php?id=arma3:tools:setup-p-drive
from now on you will mount your p drive with a bat file and never launch the arma 3 tools from steam ever again
if you need to access some tools, like image converter or oters, run it directly from the tolls installation folder
How long does mount the p drive from Mikero tools take usually?
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
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
usually it's caused by landContact point being below ground/PhysX wheels
make sure that your landcontacts are following physx wheels
hmm yeah just noticed the front ones are indeed under, lemme try
yep that did it TY!
always something simple like that
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
Do you have the Arma 3 tools from Steam installed also? And have run the tools app to accept the license agreement
yes I have Arma Tools
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
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?
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
oh, okay the thing is, what i code in there it depends on what names i put on object builder i assume?
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
cfgModels class has to be the name of the .p3d file you intend to animate
So u separate the diferents parts with a comma in order to work properly?
Only two in a row for i can see?
They're paired as "child","parent" to establish the link between the bones
Isolated bones without the need for a a parent have "bone",""
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?
Hi I am attempting to unmount drives from mikerotools anyone know how to do that as I have too many drives mounted
If u restart the pc they will be gone
I’d suggest looking at the gun samples
I get that on my binlog but all my addons are fine, so I’ve just ignored it lol
you dont need to worry about that
pboProject bypasses that
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?
Output log no issue other than that the binary failed Binary log says "Loading of model .p3d has failed"
maybe you have a faulty model then
But the model add on completes in add on builder if I don't use the binary
well that means nothing
addin builder has close to no error checking
addon builder validates nothing
it just shoves your stuff into a box and labels it pbo
if pboProject doesn't pack something, you can be very certain something with your stuff is 🦆ed
(yes yes it validates a few things but that is not relevant in this case)
Only if you want a ban too
still
ripping is IP theft
we dont do that here
the models they have made is their IP
not the ship
you can make that ship yourself
and the model is your IP
extract, lol
This attitude is of course your own choice, but so is it our choice to provide answers to your questions in the future.
your subsequent comments seem to show you dont care as much about IP rights. which is where I too point you to the 🚪
its very simple.
dont take stuff someone else made
there is no debate in this matter
well dont respect makers of stuff and dont expect answers from makers of stuff
you are arguing against ip rights
this has wasted enough of my day. Im gonna go make stuff
@gloomy hemlockoi, let me rephrase
- this model makers channel, with an emphasis on making - extracting is not part of this channels name for a reason
- you asked, you were given an answer. just because you don't like the answer, doesn't mean it doesn't apply to you
- it doesn't matter that elsewhere is different, here this is how it is - you make your own stuff. simple
- 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
Man, I don't understand how these people are so incapable of just reading the room
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?
does your weapon have a ViewPilot lod?
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
making a blank physx Lod was an idea I had but I presume that would just simply stop all collision including with terrain
I though collisions between objects/cfgvehicles were with geo lod?
really? thought that was only if there was no physx lod (atleast between physx objects)
Afaik it physx lod
try applying disableCollisionWith command. If it's still colliding it's using physX, if not it's geo collision
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
yeah units use geolod for collision with vehicles
Geometry lod might be used for people 🤔
Physx wheels keep vehicle on ground
Andthey generate their own simple x collision too
What is the use case?
Because this does sound like something the simulation is not meant for 😅
like the turret flying off a tank when being destroyed
sometimes the turret might collide with the tank and it causes Arma Stuff
just tried an empty physx lod and it just disables physx entirely on the object
so it's floating in the air, setVelocity does nothing etc
Maybe just very small one then?
that might be an idea yeah
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
How about using particle?
Yeah
So you'd want them to collide with the vehicle as they fall off?
id rather they didn't - cuz physx seems to hate that - but have it collide properly with the ground
atleast from what ive seen with cartridge particles the collision on them is just a simple sphere
Object particle should work
Well you can turn them into physx objects when they touch ground if you like
But use particles to get them safely off the vehicle first
Most games where this kind of stuff happens, they do it with pretty simple collisions
mm
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
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
I have a question about the rvmat, i need one rvmat for every p3d that I create?
For example
I have a model with two textures separatly, that goes to the same p3d
you would likely use 2 rvmats then too
i know that i need to put the route of the .paa files (nohq,smdi,etc..)
yes depending on the type of the rvmat
okay i understand that
I create one for one texture and one for the other
and, Can I link them both after?
In blender I mean
yes but Blender itself does not read them
if you use thr arma toolbox addon you can link arma texture and material path to blender materials on your model
i can link more than one rvmat?
i found it
But this I dont know
No, actually, it doesn't. I figured this LOD would be generated automatically from the res 1 LOD
you would think so, but you do need ViewPilot for attachments to work properly
just duplicate your first LOD and rename it
well you would perhaps want to optimise the first person lod too
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
!code
```sqf
// your code here
hint "good!";
```
↓
// your code here
hint "good!";
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
thank you! much appreciated
would this work for a structure/building? (of the same parameters i mentioned before)
it works for basic object
if you need some specific functionality, use different inheritance
yes, it does
thanks for the info everyone! :)
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.
you can post pictures to links of images
Getting an image uploaded right now
Threw in reference material, as well as what I've got now (which in that area is next to nothing)
well for most realistic nozzle movement you would model and animate all the segments
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
you should be starting with something far far more simpler really
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.
Even with experience, I’d still take goat’s advice
But one way you could do it would be a translation animation for each part of the nozzle thingy
rotation is what they do for real
Thanks, my guess is each part of the outer layer would have to be a separate mesh, but I'm a bit curious if that'd be required for the inner layer
and wold work better
Had a feeling that was the case
I know how they work but in this specific case the inner layer kind of confuses me
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
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
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
then have it animate to the non-expanded state when say, the engine turns on, I'm guessing?
well it can be animated to that state by default
then have it expand again with speed or whatever source you feel like using
Probably going to go with throttle
Arma flight model does not have after burner simulation so you may need to experiment with that
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
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
Wait it'd be possible to do that while keeping the outer layer segments separate meshes?
So that way they don't stretch themselves
each segment would be its own animated part/selection/vertex group
but the mesh would be all one
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
alright thanks
As long as I can do that without the ends of the segments changing in width I'll be happy
yah its only the middle part that deforms
the segments only rotate by axis at the bottom edge
ohh

i use translation, works better.
especially if you want to add thrust vectoring on top
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
The amount of stretch deformation with translation is quite minimal
Either way works
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?
1 meter in blender is 1 meter in Arma
and Arma Toolbox Addon is what you are likely looking for
ty!
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
It depends... What kind of model?
A tank? 40k seems good
A pistol? Eeeeh, nope
more like a tank i guess
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?
@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
thankyou very much
would appriciate if you can tell me the price anyway and where can i buy it?
Silvador?
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?
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
you really dont need it to make flowers
im so happy i can make in blender
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 ?
depends entirely on what you want it to look like I suppose
^
It's really big
that's what she said
you must define the selections in the model config @bleak heart
can you try define in skeletonBones as well?: https://prnt.sc/146mwr1 @bleak heart
does your animations working properly?
model.cfg animations
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
you can create an armature that mimics the movements of model.cfg animations
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?
- Might be a bone weight issue
- Might be a model.cfg issue
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
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
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!
your P drive develeopment environment setup is likely wrong
Does sbsource = visual / visualEx work for weapons?
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
Is sbsource = visualex unoptimized?
Like if i were to use it in a building
no its the the most optimized shadow as far as I know
pretty much all after Apex buildings use it
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";
};```
The way NIArms does it, tried that one too, had no good results
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
Already did, copy pasted it earlier from NIArms sources with no results. Trying again now through, just in-case
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
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
class muzzleflash_hide
{
type="hide";
source="hasSuppressor";
selection="zasleh";
minValue = 0.0;
maxvalue = 0.25;
hideValue = 0.01;
};```
Thats different from what I was using, will try that too
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;
};```
When you don’t want the muzzle flash to appear when firing, use the code I sent
This what I've got, works for the intention
muzzlebreak proxy
That works, it's when nothing is attatched that I am having trouble with
Is it constantly showing?
Yeah (not to constantly showing), I have 2 - zasleh and the proxy itself
sec, binirizing just finished
Zasleh needs to be proxied into your res and view pilot
Yep
Then, model config your zasleh selection
You should have zasleh and the proxy
Should both be the same thing
Yep
Is your zasleh code what I sent still?
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
It shows as 5 and -5
Then, if it does work and your muzzle flash goes all over the place, you need auto center on your geo lod
Wonder - if that will work, how come thats the case? I've got other weapons where 5 & -5 is what I use
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
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
That’s strange. I just do 1 for muzzle flash and 1 for suppressor
Using hasSupressor and all that
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
Though, your selection should be your zasleh proxy
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
Ah, usually people just toss on the suppressor without removing anything since it’ll be under something
Wouldn't work in my case, since the default muzzle attachment is quite big))
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?
I usually, make a proxy, link it to a muzzle flash, redefine zasleh and do that model.cfg code and it works
exactly what I did
Does it happen on only one weapon? Or all
Only this
Hmmmm
And this gun is copy pasted from the prev one
Where it worked
Same selection, same code, same proxy
I tried re-copying, didn't work. If these last two don't work I'll just do it from scratch
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
Yeah, had that happen before too
Just didn't think it would happen with a 3-vert proxy
What are you packing with
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
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?
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
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;
};```
Your selections in obj builder
Don’t need to show the model or whatever, just crop a pic of all your selections
Too late
Proxy selected
Zasleh selected
Just to also show that those are correct too
These what you wanted, right?
Yeah. Looks fine
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
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
No, you would have to make UI to do something like that
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
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
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
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"
View geometry lod
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";
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
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
geometry
Yeah, same. I just forgot that muzzel flash was even defined in the config, so throught it was a model only issue
does object builder have a loop select like in blender?
and also how do I get out of wireframe view?
I figured out how to use solid view but I bumped something and now my mesh is flat colored and I can't see what I'm clicking
https://cdn.discordapp.com/attachments/566060230824165383/851577512018313236/flat_color.png
Yep, all works now
looks like it's about normals, select everything and press F5 for recalculate normals
I flipped the normals but still getting the same effect
This is Objectbuilder... The answer to any question of the sort "does OB have <insert convencience feature>" is NO.
not crashing is a convenient feature. Therefore OB does crash.
yeah I figured
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
so it's possible to go from blender to arma without having to touch object builder?
No
you can dramatically reduce work you have to do in OB with it however
OB is not as bad as most say
also, press these buttons until satisfied:
https://cdn.discordapp.com/attachments/524960828139765761/851586617278070854/unknown.png
I always press 1 & 4. Looks the best, and increases FPS by a lot
thanks
its possible for some type of objects
there are few OB specific things that can be done only in it
I'm lucky, it doesn't even launch on my system
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?
destructionEffect ruin stuff
Can I use the ArmaRig by Macser to make custom characters, or do I need other tools?
https://www.moddb.com/games/arma-3/downloads/armarig This one, for reference
yes it can be used to assist in character creation
but perhaps depends on what you mean by custom character?
A fully new model that could be applied as a uniform.
yes that it will work for
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
Hi, I have a model and want to have glass and metal parts. When using glass rvmat metal parts are transparent, sun and objects behind metal parts are visible. I did sort alpha, move top, move bottom, ... still same issue
https://i.imgur.com/jsiRJzz.png
https://i.imgur.com/Qc8Oa5b.jpg
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
n-gons
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
woooahh thanks man that seems to have fixed it
Metal and glass parts need to be two separate textures _ca.paa for the glass, _co.paa for metal. If the problem persists even when the glass is on another texture, adding forceNotAlpha named property to the geometry LOD with a value of 1 should fix it
I have _co and _ca textures. Adding forceNotAlpha 1 to geo lod did not fix it
do you have an rvmat for each? or are you using the same rvmat
Separate rvmats an textures
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
@frosty rain
https://i.imgur.com/nstdNLv.jpg
https://i.imgur.com/M3IQ7Mo.png
closed and convex geometry
Removed glass parts:
https://i.imgur.com/hXv5HHa.jpg
in game: https://i.imgur.com/dYF9SiE.jpg
metal:
PixelShaderID="Super";
VertexShaderID="Super";
glass:
nextPass="a3\data_f\Glass_veh.rvmat";
PixelShaderID="Glass";
VertexShaderID="Glass";
glass rvmat: https://pastebin.com/2SnfjTkU
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!
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
Happy learning!
@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
Any reason why my headgear is showing up in the arsenal but the model is just not there?
wrong texture path, no model.cfg setup, no head selection
for future. configs go to pastebin.com
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
@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 ?
it has both NOHQ and AS
have you tried it without rvmat applied?
I used the substance painter template from zero to hero video
to extract it
no i havent
try that
it should give some indication if there is problem with textures or the model itself
hmm i set the shadowVolume resolution to 0 and it seems to have worked
interesting, makes sence cause i had the same issue with other models as well
A good habit to keep in blender is to use select by trait > faces by sides> greater than 4. It'll select any ngons, then triangulate faces.
I usually only do that right before exporting since tris are a pain to model with
An even better habit is doing that and closing them manually so you know how the ngons are triangulating 
True
Triangulate faces works pretty well on flat hard surfaces but make a mess of curves/organic surfaces
Hello whenever i equip my model (helmet) in the arsenal it causes i massive lag spike ,what could be causing the problem ?
unbinarized model
I am guessing too many vertices , but its less than 5k though
Ohhh okay how do i do that?
how do you pack your pbo?
Pbo packer
pboProject?
But i should probably use the official tool 😂
whats pbo packer?
I dont remember the packer
sounds like you have some shady tool there 
you dont remember the tool you used to pack your mod?
but its likely the problem if you dont know what it is

Ooff yeah i am promptly switching to thw official one , looks like i have a bunch of pbos to repack !!!
is it still possible to open p3d models in 3ds max? or is there any program to convert to fbx or obj ?
Alwarrens blender toolbox does can do that
So you could import into blender and export as obj
it is not possible to export in another format?
@kind nacelle
Arma 3 Tools Object Builder can export as fbx/obj
saw that it was possible using 3D Analyzer and O2, but apparently it's not working
@bold flareis there for dayz? Tools Object Builder ?
required original game steam right

However you can not use binarized p3ds
Only unbinarized samples
And yeah. Buy the game. 🤖
Or better yet. Just make your own models instead
Learning to model is the first door. You don't need any ready models for that.
Hard surface is easy imo
Just time consuming if you are new
Just add and slide around verts until it looks good
I know it
provided you got a sense for what looks good 😄
Well for Arma that usually just means until it looks like the real thing :p
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?
well if he cant see the point where the action is then its unlikely to trigger for him
Yep I’m just seeing if anyone has any ideas as it does not make sense
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"];
well try some point that is in front of the commander to see if the sees i then
iv tried it with a 10m radius
yes but I believe he also has to see the point
if it is like behind him or under him, he cant see it
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.
i'm not sure if the skeleton translates to that scaling
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
Interesting. I'll try to start working on it tomorrow but obviously it's uncharted territory so who knows, thanks for the tips.
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)
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
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
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
is there a specific incline where the player starts sliding down a surface instead of sticking there?
ummm
60 degrees maybe?
may depend a bit from the stance too
different stances have different collision shapes
could be
Would it be possible to convert a 3D printer STL file to an Arma 3 model? Thanks.
Well in a way yes with a lot of manual work
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
indeed
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
Memory points in the model should match the ones for class GunParticles in the weapon class
so if i defined it as a custom weapon thats where id find the selection name, awesome ty
i believe i found it
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
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?
As long as they match, it should be fine
Do Launchers not work with muzzleflashes? or am i doing somethings stupidly wrong?
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.
depends what lod you want to edit
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.
visual lods are the numbered ones
okay thanks.
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)***************
sounds like you dont have the P drive setup up
I'll try updating all of it.
Id recommend using Arma3P instead fo the arma tools launcher
when importing buildings I have tried damage = 0; on my model but it still explodes anyway to fix this? Cheers
damage = 0 is not valid method.
if it has a cfgvehicles class there is destrType="DestructNo";
Happened in the past and I fixed it by recalculating normals F5 in the proxys model, not it's happening again and F5 doesn't fix it
https://cdn.discordapp.com/attachments/524960828139765761/853430864704831559/unknown.png
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
do you have permission to use and change it?
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
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
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
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
Anyone got any tips of how I can get my UV Map to fit on one image without having it look like a mess?
you have to become the puzzle master, then you can do it
I'm fed up with UV Mapping so I've resorted to Substance Painter.
I've had to get an entirely different model however.
you need to uvmap to use substance painter, if you mean you're using the automatic substance unwrap then i would suggest learning how to unwrap manually
if you want to make stuff you got to learn how
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||
off the top of my head, gonna say no.
Sadness(
Is there any way to show textures for my object in object builder?
When using sbsource = visualex the sun doesn't go thru my windows, is there any fix for this?
If you path them to original tga or png in your data folder instead of paa it works. Packing process will automatically swap it to use paa
Ended up just putting the glass on another p3d without sbsource = visualex, if anybody does know of a fix i'd appreciate it
@frosty rain do you have any SVLods?
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?
i suggest you have a look over some sort of example you wanna replicate, and use this
https://community.bohemia.net/wiki/namedProperties
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
sbsource should in theory at least work on any sort of class
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?
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
does the game ever actually completely instance the sections? maybe with 2 of the same object?
Windows were their own material so they were going to be their own section, so there shouldn't be any issues with that
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

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
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
well afaik it should work from res lod too if geometry lod is not present
but 
and yes empty geom lod should be valid too
alrighty i'll try empty geo lod with the named property
could the render flags affect anything?
and in case anyone wonders, no shadow lod present
they could yez
noZ and no Alpha could cause this
is there a wiki page that explains the render flags? i got sent this specific glass material and never understood what those did
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
hmmm, i'll try that
with the accompanying stages
can you paste the full rvmat please
P:\a3\structures_f_exp\infrastructure\Airports\Data
alrighty thanks
dont wat to spam huge messages here 😄
haha np

found it 

hmmm that didn't work
highly doubt this will change anything but could the named properties class, building and map affect anything?
uhhh how can I see that?
check your textures I suppose
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?
maybe
let me try that
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
right
👌
@stuck oysterhmmm, didn't use to work
possibly works only with supershader
weird, will test when i get the chance
I assume it's forbidden to modify bohemia's textures right?
I recall above 50% opacity is drawn solid
Ah perfect
otherwise re-textures wouldn't really be possible
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?
yeh
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
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?
Animations don't work on attachments, no. Well, apart from bipods - those have a special simulation that allows one kind of animation
Sadness, again(
make it part of the weapon
When i export a model from Object Builder should it be p3d old version or something else?
it may lack weighting and/or model.cfg setup and/or autocenter named property in geometry lod
(refer to the sample models)
I got the model.cfg and the main plate carrier is on the chest, but everything attached is still on the ground.
http://prntscr.com/15g975o - Model in OB
http://prntscr.com/15gadvq - ingame
I’m not a clothing expert but I believe that’s bad weightpainting/named selections
Is there a guide/wiki that would help explain/fix the weightpainting
i cannot find one
Is there a way to show proxies in Object Builder
Only if the proxy P3d is unbinarized
You can do search on this chat and there are numerous generic guides for any popular 3d program
Does sbsource=visualex not work for interior views ?
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
I think he may mean vehicle interiors
for which visualex might not work for
@rough idol might know
Yeah, vehicle interiors
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: ???
quite cryptic one.
this is from rpt right?
