#arma3_model

1 messages · Page 170 of 1

shrewd jay
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Yeah

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I just threw everything away, rewrote it from scratch, used a model from another CUP pbo and that one's model.cfg, getting the same goddam error.

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Slowly losing my sanity...

stuck oyster
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if you remove that particular unit and run it does it still appear?

shrewd jay
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It's the only unit.

stuck oyster
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shape ??? is not much to go on with. :L

shrewd jay
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Nope

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FFffffff... looks like my tools are fubar, when someone else builds it, it works 😐

stuck oyster
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😵

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dafuq?

shrewd jay
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Hmm, not that either... got the PBO from the other guy, doesn't work here either...

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Reinstalling the dev branch now -_-

cinder meteor
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"the other guy" -_- meaning his brother

shrewd jay
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Didn't want to bog down with details 😛

stuck oyster
silver zenith
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has anyone ever experienced pboproject giving an error for a p3d that no longer exists?

stuck oyster
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invalid file can mean the file just cant be read

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for example it being corrupted

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since oni_05 is not vanilla file anything could have happened

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and it lacks mod prefix which often means it may be made in not as good practices

silver zenith
stuck oyster
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well something is referring to it

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is that a terrain you are packing?

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@silver zenith

silver zenith
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terrain and objects

stuck oyster
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pls dont put those together

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:C

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and pls use tag_ s

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and it means your terrain thinks there is such object

silver zenith
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isn't oni the tag?

frosty rain
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Are you clicking full build? @silver zenith

stuck oyster
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@silver zenith I dunno

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Im not building the thing.

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but honestly

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it sounds messed up if you got objects packing along with the terrain

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that is very very bad practice

silver zenith
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oh didn't know that

silver zenith
stuck oyster
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the terrain has a template thats trying to find that object but it cant be found if it does not exist

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fix terrain, export wrp and pack again

silver zenith
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oh must be the reason

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thanks

late root
runic plover
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You tried F5 (recalculate normals) while you selected whole model in OB?

late root
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I will do so now

runic plover
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You can check it in Bulldozer too

late root
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Does not appear to fix it

runic plover
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For me it looks like faces are turned inside in the last part to the right

late root
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Hmm nope no inside out faces

runic plover
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Have you also checked structure / topology / find nonclosed if there is a error

late root
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I have, faces that have been deleted are all back faces. So naturally they flag

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going to try reset xform in max and see if that fixes a plausible export gremlin

runic plover
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How is it showing in the bulldozer / OB viewer

late root
stuck oyster
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do they have normalmaps?

late root
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They no, I tried removing the rvmat and had the same issue

stuck oyster
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do they have sharp edges?

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OB does not really work in smoothing goups

late root
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as a test I told it to smooth everything in OB

stuck oyster
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did that do anything?

late root
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Nope

stuck oyster
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if you turn everything to sharp edges does that do anything?

late root
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Attempting now

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hmm hard to tell in Bulldozer. Building real quick

stuck oyster
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it would show in dozer

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something bonkers going on if it does not

stuck oyster
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looks like some of that has to be inverted faces

late root
stuck oyster
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what does it look like in solid draw

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in ob

late root
stuck oyster
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id say the vertex normals are somehow pooped

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how about without textures on

late root
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Im going to back and check all the normals again tomorrow.

stuck oyster
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what format were they imported in?

late root
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Fbx

stuck oyster
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for comparison you could try bring it in as obj

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just to see if theres ant difference

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but something very funky is going on with it

late root
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I'll try in the morning. And I agree lol

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Wouldn't be arma if it wasn't a fight lol

woeful viper
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if you used max for modelling - every time i get poopy normals (usually thats already visible in max), i create a box primitive, convert it to editable mesh (not editable poly). Then i attach the mesh with poopy normals to the box. Convert to editable poly and delete the box. Normals are "reset" to default by that.

mint socket
stuck oyster
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oh have not heard from cervantes since some time

mint socket
stuck oyster
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yes we discussed the optical camoflage stuff you see on the video some time ago

mint socket
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I see. well we must get in touch with this man

stuck oyster
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you probably could try his youtube comments

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or BI forums

mint socket
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those subs he was displaying a year ago got me excited. yeah Ive tried the youtube comments... nothin yet

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and bi forums

stuck oyster
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ah too bad.

mint socket
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well maybe it will be released when its done

stuck oyster
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perhaps

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🤞

analog swallow
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So my old buddy gave me a small mod that has placeable asphalt in it, I have since edited the PAA file in photoshop to make the placeable asphalt smaller. Now I am in the predicimate on how I would even get this back in the game so I could place it in eden?

vital geyser
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you wouldnt use asphalt to make it smaller

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you would scale down the p3d

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then pack with pbo project

round bloom
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If I want to essentially give a user action to attach a player to a model (chair) inside a building, whats the easiest way to do so? Should it technically be set up like a car with seats or just mem points & an attachTo?

stuck oyster
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attachto/setpos/switchmove maybe.

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unless you are also making the chair

civic forge
stuck oyster
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probably need to make sure your shadowlod does not poke out of tour mesh

woeful viper
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has anyone experimented with making everything on characters (and hand weapons) soft shadows? I'm just tired of the stupid shadow LOD poking through clothing - esp. if you have parts that have really low thickness to them (like a coat/ skirt type of thing)

polar fiber
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I think S&S uses soft shadows

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There's also some backpacks in CSLA that have them, but dunno if it's intentional

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Personally I find them way too fuzzy for Character equipment

stuck oyster
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I think some things did not work right with them and characters

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I'll try to dig up what the issue was.

vital geyser
runic plover
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@stuck oyster if you mean visualex, in view pilot you dont see the shadow

stuck oyster
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👍

merry gorge
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is it possible to unwrap a face inside object builder?

stuck oyster
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yes

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it has UV editor

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its just not very great

woeful viper
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🟦 face or 😙 face? if its the later... you might as well drink dishwasher soap or something... its equal torture. (for real: dont drink dishwasher soap... its actual torture).

merry gorge
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yeah it looks like the best option is to just go in and out of blender

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for context, adding a face to the bottom of like 20+ walls for wall damage simulation

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currently faceless 🙃

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which is an issue ofc, doesn't look good

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tried for a long time to have the wall crumble with damage building, similar to the CUP mud wall

stuck oyster
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I've been thinking if walls would look better with ruins model instead of tipping over

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but for that it might need more demanding simulation type

merry gorge
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well for us the wall was getting destroyed, spawning the ruin model

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but the wall would remain in place with no geometry

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so the issue was not being able to get the wall to actually disappear after being destroyed

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for whatever reason

stuck oyster
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likely the destruction type and destructioneffect stuff were not all kosher

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I've noticed its very easy to break them xD

woeful viper
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if the ruin has rubble pile with collision ... i can sense an orbital launch pad for vehicles

stuck oyster
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yeah thats true

merry gorge
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thats also what we considered

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was just another reason to revert back to default wall sim

white jay
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I noticed alot of vanilla trees and bushes have cricket sounds attached to them

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Any idea how they do that?

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I plan on using unique cricket and bird sounds for my vegetarian

stuck oyster
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there are memorypoints in the objects that ambient sounds system finds and plays sounds on

white jay
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is it possible to have a objects swing on a single axis being effected by wind?

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like a sign chained to a roof or a swing set?

stuck oyster
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only with tree simulation

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so kinda, but bit difficult

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And a bit unreliable

white jay
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Ah

devout heron
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Is there not a channel for static objects such as buildings or is it basically the same and you just need to modify the config file?

stuck oyster
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they are pretty much the same yes

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no point on splitting channels by every type of thing one can make

devout heron
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ok got it, just wanted to be sure... so I guess the thing to do is unpack a building and see the config file looks

stuck oyster
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there is one in the arma 3 samples

devout heron
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oh ok thx!

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didn't get that far yet loll

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spent two weeks learning blender who knows if I'll actually get anything in game or not loll

stuck oyster
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start with something simple

devout heron
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yeah I just did a cube and get it into ob

stuck oyster
devout heron
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If I could figure out terrain making, I think I might be able to get this, only thing is theres no walkthrough like pmc

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🙂

stuck oyster
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the information is more spread around

devout heron
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ok cool yeah I think I get the general idea, like you're compiling same way you did in terrain, etc.

stuck oyster
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but also its not as straight forward as there are a lot more variations on what you can make

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yes all mod things are build from same basic blocks

devout heron
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yep just been getting these peeps off my back they all want free map work for their unit lol

stuck oyster
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yeah everyone always wants stuff

devout heron
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I just directing them to creators channel now so I don't even chat them anymore

woeful viper
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hmmm... i have some door animation on my structure (class name Land_H_Bunker_c17, inheriting from Strategic). But the animation is instant, instead of smooth if i use an animateSource script command. Same command on a vanilla house leads to smooth transtion of door (so its not the script command).
What could the cause be? Some flag i'm missing in geo or something?

stuck oyster
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check its simulation type

woeful viper
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in geo? or config

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"class" property in geo is house

stuck oyster
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config

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is this terrain placed object or editor placed one?

woeful viper
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editor

stuck oyster
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then only config should apply

woeful viper
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simulation="house"

stuck oyster
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whats the animperiod set in the animationSource

woeful viper
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1

stuck oyster
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could be worth to try inherit from house_f

woeful viper
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pffff derpaderp, i have config and model in seperate pbo and i was constantly packing the model, but not the config

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guess the animationsource didnt exist in config (only in model.cfg) -> instant transition

stuck oyster
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:3

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classic

analog swallow
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Anyone happen to still have Arma Toolbox from armaholic for blender? If so could you send it to me please (=

stuck oyster
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its latest version is on github

analog swallow
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Ah thank you (=

turbid cove
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!purgeban @foggy urchin 0 3D assets piracy

high scarabBOT
stuck oyster
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Oh

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that kind of import

frosty rain
turbid cove
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¯\_(ツ)_/¯

near pawn
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@turbid cove Whoa guy, I was working with Mike on our Vietnam asset project, he got permission from a rs2 dev to use the dead body assets from the game.

orchid spruce
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how did you get that kind of permission?

turbid cove
woeful viper
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@bold flare would it be possible to give RPT warning messages in arma3_diag.exe when a selection or memorypoint position is not found and defaults to 0/0/0 ?

white jay
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I don't really know what channel this should be in but is some kind of tracking mod feasible for arma 3? As making it more obvious where players have been with 'better' footsteps, foliage displacement etc

stuck oyster
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with lots of custom objects if you want proper visual clues

bold flare
white jay
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Hey so does anyone know how to put a turret view on a UAV i am making?
i already have the model and i coded everything for it to fly and control view but i just can't get the turret view
can anyone help by commenting a website used for making turret views for UAVs

white jay
stuck oyster
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Blender possibly. There are no exact guides for this kind od things.

woeful viper
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especially for some more obscure memorypoints with AI purpose (e.g. bounding point, or aimpoint) it can remain undetected for very long time, as that is not quite as obvious, as a turret rotating into space because of incorrect rotation center

bold flare
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there are many places where memory points can be read

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adding it to all of them is probably too much work and you probably don't even need it

woeful viper
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i was hoping/thinking that there is some internal method that reads the p3d returns the position, and then if no position is found returns 0/0/0, and in that case could have given a blurb in rpt

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i guess thats not the case then

stuck oyster
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engine expected memorypoints VS memorypoints in p3d

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if expected memorypoint does not exist in p3d, give a list

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so possibly just list of expected memorypoints could be used with the selectionPosition command

rough idol
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wouldn't that spam rpt? Not all memory points are needed after all

stuck oyster
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it probably would

woeful viper
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yes, but a) its diag.exe and b) there is already lots of spam on startup anyway, esp. when you debug WIP models.
i mean... every single vertex gets one line per wrong UV, or too many bones, or etc etc

elfin dagger
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I'm getting into modeling a gun in blender but what's the recommended vertices count for Arma before things begin to lag out

polar fiber
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It shouldn't, if you make proper LODs

elfin dagger
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Any specific tutorials or documentation on what an LOD is/how to apply one as someone new to blender

stuck oyster
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if you reach 100k you are way overboard

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for the game model

polar fiber
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An LOD is a version of the model with less detail to improve performance at distances where it's unnecessary to render the full detailed model. For arma you half the vertex count in each LOD and keep making them until you're below something like 200 verts

woeful viper
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10k is an acceptable polygon count for an assault rifle or something similar

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ahhh man what a shame....
i wanted to use the property of view cargo LOD of always displaying on top of everything else to make an underground shelter that you can sit in -> a vehicle, where the only visible thing is an access hatch, while several meters below the hatch in cargoLOD only the proxies and interior model is located

But the camera glitches out when inside as passenger and doesnt want to go below terrain level... all plans ruined. Happyness 😐

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i could put the cargoLOD into "space" but that would make the bounding box of the vehicle gigantic.

rocky umbra
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How can I create vehicle mods for ARMA 3? What kind of knowledge is required?

desert notch
rocky umbra
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Ok. I don't know anything on that list, which one is the most important?

stuck oyster
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Simplest to start from the modeling and texturing

tight fractal
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anyone does have a sample for a prop plane?

tight fractal
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what?

frosty rain
tight fractal
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no worries haha

stuck oyster
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There is plane sample in the Arma 3 samples on steam.

woeful tartan
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model makers, here you can check how looks central european urban area after being hit by F3 to F4 tornado : #offtopic_arma message

frosty rain
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I am having a very weird problem, I am working on a building atm and when I send it to my friend all my emmisive tvs/panels get a staticky effect

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Like black lines

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On my pc it’s completely fine

marsh canyon
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That's an GPU issue I believe. Nothing to do with your model

frosty rain
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Sending it to another friend rn to test

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Yep same issue with the other friend

marsh canyon
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Which GPU you and your friends have?

frosty rain
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I have an RX580, let me ask them

marsh canyon
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I used to have an AMD then started to use an Nvidia one since the former one is broken, then it starts to happen for me

frosty rain
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Friend 1 has a 3070

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Friend two has a 980Ti

marsh canyon
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IIRC I had RX570 and now GTX 1060 3GB. Sometimes it happens for me also, even on official models

frosty rain
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Ah fuck

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Welp i guess there’s nothing i can do to fix that right SadgeCry

stuck oyster
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@frosty rain what rvmat type do those use?

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are there multiple players?

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if normal arma stuff work right its just your materails being wonky

frosty rain
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ambient[]={1,1,1,1};
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,1};
emmisive[]={5,5,5,1};
specular[]={1,1,1,1};
specularPower=300;
PixelShaderID="Super";
VertexShaderID="Super";
class Stage1
{
    texture="#(argb,8,8,3)color(0.5,0.5,1,1,NOHQ)";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};
class Stage2
{
    texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};
class Stage3
{
    texture="#(argb,8,8,3)color(0,0,0,0,MC)";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};
class Stage4
{
    texture="#(argb,8,8,3)color(1,1,1,1,AS)";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};
class Stage5
{
    texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,SMDI)";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};
class Stage6
{
    texture="#(ai,64,64,1)fresnel(1.44,4.15)";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};
class Stage7 {
    texture = "Myke_Client5\buildings\lab\data\tex\enviroment\bathroom_co.paa";
    useWorldEnvMap = "false";
    uvSource = "tex";
    class uvTransform {
        aside[] = { 1, 0, 0 };
        up[] = { 0, 1, 0 };
        dir[] = { 0, 0, 1 };
        pos[] = { 0, 0, 0 };
    };
};
frosty rain
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That's how it looks on my pc

stuck oyster
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oh autocorrect

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was meant layers

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ok so what do you expect it to look like?

frosty rain
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On my pc it is fine, it looks like this on my two friends pc’s

frosty rain
stuck oyster
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do they have same video settings?

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what does it look like in buldozer?

frosty rain
frosty rain
stuck oyster
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buldozer might reveal stuff

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are you using filepatching locally?

frosty rain
stuck oyster
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then likely not

frosty rain
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I’m starting to think it might be the gfx

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Since I’m amd and both my friends are NVIDIA

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my bulldozer crashes OB when I start it up 😔

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might be because it's kinda high poly lol

stuck oyster
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whats high poly

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and..

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why its made like that notlikemeow

frosty rain
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alright let me explain peepoHands

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So I am doing a very detailed laboratory with lots of props, it's only going to be put once in the entire map and on a very far away island, i am making each floor it's own p3d so it lods individually, so you're not loading the entire lab if you're on the 3rd floor for example. The only thing is since I am testing atm It's all combined into one p3d for ease of exporting and testing, etc.

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But it's like 300k vertices rn notlikemeow

stuck oyster
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that is kinda a lot..

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aand that can cause issues too I suppose

frosty rain
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yeah I am trying quite a bunch of optimization loopholes, the only thing is if it does end up being laggy then I can just start removing props since they're the main source of the high poly count

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I was testing yesterday with like 10 people inside it and it was fine, had stable and good framerate, but nobody told me about the static issue notlikemeow

frosty rain
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@stuck oyster So a friend of mine was having the same problem on another building but after he disabled AO in the settings it got fixed, do you think this could be rvmat?

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The actual tv doesn't have an ao map

frosty rain
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Well

stuck oyster
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procedural ao is still ao

frosty rain
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The problem for some reason was that the textures were placed in photoshop, after I exported them from SP with padding it's fixed notlikemeow

stuck oyster
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is it _CA or _CO suffixed?

frosty rain
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_CO

stuck oyster
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does it have transparency?

frosty rain
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at the end yeah but 1 bit transparency would suffice

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like the parts of the uvmap that don't have any textures

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they are transparent

stuck oyster
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do they need to be?

frosty rain
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nope, they can be black

stuck oyster
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then remove alpha channel

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textures that are not supposed to be transparent should have no alpha at all

frosty rain
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alrighty let me try that

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yep that worked too

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thanks @stuck oyster peepoLove

stuck oyster
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👍

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I believe what you saw was AO of surfaces beyond the screen shining through due to the engine drawing the solid texture in transparent phase

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because of the alpha it had

frosty rain
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so could forcenotalpha have possibly been one of the ways to solve the issue? 🤔

stuck oyster
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It has its own issues. Alpha should be only on transparent textures

frosty rain
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alrighty

red charm
woeful viper
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do you have a Geometry Buoyancy LOD?

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and do you have a buoyancy property in your geo LOD? whats its value?

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@red charm do you have canFloat=1 in your config? If yes you should set that to 0 (your truck dont look like it could swim)

molten fractal
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Is there any documentation available for the ArmaToolBox for Blender?

frosty rain
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Do you need help with it?

molten fractal
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Yeah. How do I set up the hidden selections?

frosty rain
molten fractal
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Ah, gotcha. Got those set up already then.

molten fractal
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Alright. I've exported to OB and don't see my model. I see the selections and LODs on the list, as well as the texture paths but I don't see the object itself.

stuck oyster
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its probably wrong scale in Blender

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as in you have scaled it in Object mode

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and not edit mode

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and you will need to apply the scale and rotations in object mode so that scale is 1,1,1 and rotation is 0,0,0 and objects center/origin is at world 0,0,0

molten fractal
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So, to get it where I want it to be, I have to apply whatever transformations I wish in edit mode?

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And not touch them in object mode?

stuck oyster
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you need to apply transformations in object mode

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no need to do anything in edit mode

molten fractal
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I'm not sure I understand. I set the scale to 1,1,1 and rotation to 0,0,0 and origin to world 0,0,0 and now my object is massive and in a weird position.

stuck oyster
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I did not mean that

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apply transformation is separate tool

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Id recommend using google for that

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well its apply -> all transforms

molten fractal
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That did it. Thanks!

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I think I messed something up in my Arma tools configuration some time ago and it's coming back to bite me in the ass.
Are the Arma tools supposed to exist inside my P drive? I set up a P drive separately and it just contains my project files, no bulldozer or anything.

stuck oyster
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no they are not supposed to be on P drive

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and buldozer should be configured to run from arma3 exes

molten fractal
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How would I do that?

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Nvm. I didn't tell Arma tools where my P drive was.

stuck oyster
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sounds like you are not following the common tutorials on how to set up the tools and P drive notlikemeow

molten fractal
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Yeah I forgot about that part. I got bulldozer working now.

white jay
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Is there a way to render both sides of a 2d plane other than duplicate it and flip normals?

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Like some magic backface culling check box I've missed?

frosty rain
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Nope

white jay
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F

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So duplicating faces it is

stuck oyster
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polycount always matters.

white jay
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Each one is like 4-6 planes

stuck oyster
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with clutter, less is always better if it still looks good

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yeh cant really fo lower than that

white jay
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I considered just 2 in a +

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But I feel like that'd look terrible

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Make for a lower res lod I'll drop to 2 planes

stuck oyster
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you can quite easily see how arma clutter is made if you look at it up close

#

the grass is mostly just crossed planes

white jay
#

Yeah

#

From the top it looks bad but it's not often you look straight down at it

#

As long as it's dense enough

#

Does grass typically have any other lods? I'm assuming at least 2 visual lods and a view geometry

#

Not sure what I'd need for the flattening effect when you're prone

frosty rain
frosty rain
#

The memory point is for the insect sounds i think

#

Firegeo is for the shooting thru vegetation sound, not sure if all vegetation has this tho

#

I’m sure goat can explain better than me blobcloseenjoy

white jay
#

I like the idea of the unique insect sounds

stuck oyster
#

they have reslods but they often cause popping when they switch too aggresively in heavey scenes

white jay
#

I guess it's about subtlety with the lods

stuck oyster
#

indeed

#

you can check list of lods on vanilla clutter objects with eliteness

white jay
#

Huh

#

I never used eliteness, I'm assuming you can open vanilla objects outside of just the arma 3 samples?

stuck oyster
#

it shows diagnostics data of p3d

white jay
#

Ah

stuck oyster
#

this is not a clutter object just in case

woeful viper
polar fiber
#

Does it have autocenter 0 anywhere in the model? I know that makes for some problems with water interaction

woeful viper
#

yeah he has autocenter 0

polar fiber
#

Get rid of it (i.e. make the vehicle have autocenter 1) and see if it changes

rough idol
#

Buoyancy property needs to be set to 1

woeful viper
#

even if its not supposed to float?

rough idol
#

Yes

molten fractal
#

What are the triangles floating all over the test character in the Arma samples for?

frosty rain
#

Proxies are a way of putting external p3ds in your model

#

It’s used for muzzle flash, magazines, etc, etc

tired coyote
#

anyone have a weird problem where packing addons with the Addon Builder causes p3d's to be unable to load?

frosty rain
tired coyote
#

Ok thanks Ill give it a try!

stark cairn
#

Hey, so I've got a model that a friend sent me to import to Arma 3. He sends it as an FBX/OBJ and then I put it into Object Builder to save it as a p3d.
In Arma 3 the size of the object is fine, but for some reason the bounding box is massive compared to the object (object is a handset typically used for connecting to the intercom or a radio backpack).
Where is the bounding box defined? Is it in the model.cfg? Or is it in the model itself? Right now I haven't touched the model.cfg

white jay
#

Maybe stray vertices floating around

stuck oyster
#

model itself yeh. Doggo is likely right there. you probably have parts floating somewhere around it

tired coyote
#

PBOProject seems to be giving me issues on every pack I try to make, it cant pack any pbo (i even tried packing a vanilla addon)

median bough
#

read the output log, find the issues, fix them, repeat

tired coyote
#

but shouldnt it be able to pack a vanilla pbo?

median bough
#

not really iirc

stuck oyster
#

nope

#

repacking pbos is not a thing

#

packing original content into new pbos, now thats a thing

tired coyote
#

Ive done it hundreds of times

#

re texture projects, updates etc

median bough
#

which is a violation of the EULA (repacking and releasing a model)

stuck oyster
#

re textures are not made with repacking pbos

tired coyote
#

assuming there is one

#

and not my own content lol

stuck oyster
#

I guess you are not here to make stuff then

#

good luck with that then

tired coyote
#

can you read?

median bough
#

you never repack a model from another source just for a retexture!

#

you reference it

tired coyote
#

lol you guys make a lot of assumptions about shit

median bough
#

not assuming, just telling. i never said you did

tired coyote
#

working on a project with multiple people, sends me pbo, I test, extract, change, repack, send

median bough
#

anyway, what's the error you get from pboProject?

tired coyote
#

then why are you saying it to me?

frosty rain
median bough
#

no worries, just to keep the memory fresh 😉

#

so, what's the error?

tired coyote
#

can I not re-texture my own stuff?

#

ok lol

median bough
#

do you want help, or ride a dead horse?

frosty rain
median bough
#

what's the error?

tired coyote
#

there are some files listed under missing files so Im assuming these are the ones causing the errors?

frosty rain
#

yes

median bough
#

exactly. either they are missing, or wrong path

frosty rain
#

pbo project will nitpick a lot, but it will help you in the long run

median bough
#

post the "missing file summary" please

tired coyote
#

rapWarning: missing file(s)*****
C:\Users\Me\Documents\Arma Editing\Vehicles\planes\Armored\planes\Planes\606t\data\606tinterior_02.rvmat circa Line 12: Armored\planes\Planes\606t\data\606tinterior_02_ti.paa
C:\Users\Me\Documents\Arma Editing\Vehicles\planes\Armored\planes\Planes\606t\data\606tinterior_02.rvmat circa Line 24: Armored\planes\Planes\606t\data\606tinterior_02_nohq.paa
C:\Users\Me\Documents\Arma Editing\Vehicles\planes\Armored\planes\Planes\606t\data\606tinterior_02.rvmat circa Line 60: Armored\planes\Planes\606t\data\606tinterior_02_as.paa
C:\Users\Me\Documents\Arma Editing\Vehicles\planes\Armored\planes\Planes\606t\data\606tinterior_02.rvmat circa Line 72: Armored\planes\Planes\606t\data\606tinterior_02_smdi.paa
C:\Users\Me\Documents\Arma Editing\Vehicles\planes\Armored\planes\Planes\606t\data\606tinterior_02.rvmat circa Line 89: a3\data_f\etv_co.paa
rapWarning: missing file(s)*****

median bough
#

your first issue:
no p drive

tired coyote
#

sorry for getting all defensive to, I just really dont like people assuming or indicating that Im doing something bad

#

ok thanks I got my P drive setup afterwards, should I move the stuff there?

median bough
#

yes. use a folderstructure as follows:

#

p:\<your_mod_prefix>\prefix_addonname\vehiclename\config.cpp
example:
p:\cup\cup_airvehicles\vehiclename\config.cpp

#

in your case:
p:\<your_mod_prefix>\prefix_planes\606t\config.cpp

#

rule #1 when editing paths: NEVER include the drive letter!

#

paths will then be like:
<your_mod_prefix>\prefix_planes\606t\data\image.paa

#

in some cases (i can't remember which) you need to start the path with a leading \

tired coyote
#

Ok thanks so much! Ill give that a shot

median bough
#

👍

stark cairn
stuck oyster
#

what type of object is it?

stark cairn
#

How do you mean? It's a model of a handset. Has 714 vertices, currently in p3d format

#

And looks like that

#

I select the object, then invert selection and nothing is selected

stuck oyster
#

config wise

#

what is it configured as

#

as you meantioned its bounding box is big

#

is it item?

red charm
stuck oyster
#

vehicles dont work with autocenter 0 from my experience

stark cairn
#

model.cfg

class CfgSkeletons
{
    class Default
    {
        isDiscrete=1;
        skeletonInherit="";
        skeletonBones[]=
        {
            "bspeaker",
            ""
        };
    };
    class TFAR_handset_Skeleton: Default
    {
    };
};
class CfgModels
{
    class Default
    {
        sectionsInherit="";
        sections[]={};
        skeletonName="";
    };
    class TFAR_handset: Default
    {
        skeletonName="TFAR_handset_Skeleton";
    };
};

CfgVehicles.hpp

class Item_TFAR_handset : Item_Base_F {
    scope = PUBLIC;
    scopeCurator = PUBLIC;
    displayName = CSTRING(Handset);
    author = "Arend, Gary Sinise";
    vehicleClass = "Items";
    class TransportItems {
        MACRO_ADDITEM(TFAR_Handset,1);
    };
};

CfgWeapons.hpp

class ItemWatch;
class TFAR_handset: ItemWatch {
    author = "Arend, Gary Sinise";
    displayName = CSTRING(Handset);
    descriptionShort = CSTRING(Handset_Desc);
    scope = PUBLIC;
    scopeCurator = PUBLIC;
    // picture = QPATHTOF(microdagr\ui\microdagr_icon.paa);
    model = QPATHTOF(handset\data\TFAR_handset);
};

Honestly, I've never done modelling before so this is all new to me. Thus, I've just copied the configs from the TFAR handhelds addon, since I'm working on a contribution to TFAR

stark cairn
polar fiber
#

Bounding box size in the editor is likely from the container. Not the item itself

#

Most magazines and items in the editor have a big bounding box from the cfgvehicles container

stark cairn
#

Alriiight so. In that case.............. don't register it as an item within the TransportItems of the class in CfgVehicles?

#

Surely I need to have some kind of entry in CfgVehicles though?

polar fiber
#

Well if you want it placeable in eden, yes you do

stark cairn
#

I actually don't

#

I just want to have this thing spawnable by script

#

But I assume the same would apply

polar fiber
#

Then you don’t need cfg vehicles

stark cairn
#

Hang on, can't I just use the model and make a Vehicle instead of a Weapon? I won't ever need to actually have a character interact with it

polar fiber
#

If you just want it scripted you don’t even need that afaik. You can create simpleobjects just with a p3d path

#

Having it as a cfg weapons class makes it able to be carried in inventory

stark cairn
#

Ah, ok. So where do I tell it what texture to apply? Because right now it's just a white object, and I want it to be black

#

I thought that had to be done in CfgX

#

So, that, and I would also like to set a "selection". Essentially, that handset needs to have a rope attached to it. It would be awesome if I could define a "selection" to be the bottom part of it.
I thought I had created a selection bspeaker (see model.cfg). I made this using Object Builder, so I assumed that Object Builder would export the model correctly so that this selection would work... but when I tried to attach the rope to that selection, it didn't work as expected.

I now realise that this may have been because I'm attaching it to the CfgVehicles entry actually.... hang on

polar fiber
#

You assign textures in the p3d model. The config stuff is just for retexturing

#

Not really sure how rope attachment works but I imagine it looks for memory LOD points, not polygon selections

stark cairn
#

Eh. Eh.......

#

So where do you set LOD points?

bold flare
#

create memory point lod

#

and just create a single point/vertex

stark cairn
#

In Object Builder?

bold flare
#

yes

frosty rain
buoyant nebula
#

Hey, would someone be able to tell me what the BubblesDir and BubblesEffect vertex groups do in the Memory LOD of a base arma character?

frosty rain
#

I’ve never done a character so idk tho

buoyant nebula
stuck oyster
#

that would be it yes

stark cairn
frosty rain
stark cairn
#

Alright, I click on that and nothing happens. I did just notice that then I select a single vertices, it seems there are two selections for me in the editor, a subset of vertices don't get selected with the rest of the model. Would these selections carry across to Arma?

stuck oyster
#

Perhaps pictures would help to explain what you are experiencing

worn flax
#

Hello, for the same config file, I have several trucks (8 wheels) which work very well but this one (12 wheels) brakes on its own from 93 km/h to 62 Km/h https://youtu.be/K59wU49_z9M I can't find where the error can come from.

stuck oyster
#

are their configs the same?

#

have you adjusted the 12wheelers physX settings to match the different set of wheels?

worn flax
#
class Wheels : Wheels {
            class LM:LM{
                sprungMass = 550;
            };
            class RM:RM{
                sprungMass = 550;};
            class LB:LB{
                sprungMass = 550;
            };
            class RB:RB{
                sprungMass = 550;
            };
            class LF:LF{};
            class LF2:LF2{};
            class RF:RF{};
            class RF2:RF2{};
            class LM2 : LM {
                sprungMass = 550;
                boneName = "wheel_1_5_damper";
                center = "wheel_1_5_axis";
                boundary = "wheel_1_5_bound";
                suspForceAppPointOffset = "wheel_1_5_axis";
                tireForceAppPointOffset = "wheel_1_5_axis";
            };
            
            class RM2 : RM {
                sprungMass = 550;
                boneName = "wheel_2_5_damper";
                center = "wheel_2_5_axis";
                boundary = "wheel_2_5_bound";
                suspForceAppPointOffset = "wheel_2_5_axis";
                tireForceAppPointOffset = "wheel_2_5_axis";
            };
            
            class LB2 : LB {
                sprungMass = 550;
                boneName = "wheel_1_6_damper";
                center = "wheel_1_6_axis";
                boundary = "wheel_1_6_bound";
                suspForceAppPointOffset = "wheel_1_6_axis";
                tireForceAppPointOffset = "wheel_1_6_axis";
            };
            
            class RB2 : RB {
                sprungMass = 550;
                boneName = "wheel_2_6_damper";
                center = "wheel_2_6_axis";
                boundary = "wheel_2_6_bound";
                suspForceAppPointOffset = "wheel_2_6_axis";
                tireForceAppPointOffset = "wheel_2_6_axis";
            };
        };

stuck oyster
#

this does not really say much to me since these all depend on many other things

#

but I assume the answer to the question is "yes"

worn flax
#

yes, and the first 8 wheels are inherited from the 8-wheel trucks that work

#

the first one for exemple

class Wheels {
            class LF {
                boneName = "wheel_1_1_damper";
                steering = 1;
                side = "left";
                center = "wheel_1_1_axis";
                boundary = "wheel_1_1_bound";
                mass = 30;
                MOI = 12.3;
                maxBrakeTorque = 15000;
                maxHandBrakeTorque = 0;
                suspTravelDirection[] = {0, -1, 0};
                suspForceAppPointOffset = "wheel_1_1_axis";
                tireForceAppPointOffset = "wheel_1_1_axis";
                maxCompression = 0.15;
                mMaxDroop = 0.15;
                sprungMass = 1200;
                springStrength = 48781;
                springDamperRate = 12724;
                longitudinalStiffnessPerUnitGravity = 4800;
                latStiffX = 25;
                latStiffY = 220;
                frictionVsSlipGraph[] = {{0, 1}, {0.5, 1}, {1, 1}};
            };
            
            
stuck oyster
#

and what is it you try to do with this selection?

red charm
stuck oyster
#

do you still have the boyancy lod?

#

also what is the water leakiness value of it

#

as that afffects how fast it "fills with water" and sinks

red charm
#

I don't have the buoyancy LOD. waterLeakiness = 10;

stuck oyster
#

does it just float or does it sink in time?

red charm
#

it floats only

stark cairn
stuck oyster
#

which lod?

#

memory?

#

as in you want that selection as memorypoint with named selection?

#

so what you can do is you can copy those selected verticles with crtl C and create a new lod in the lod list and make it a memorylod

#

and then paste the copied points in to the empty memory lod

#

then you can hid D to merge them into single point

#

and then create a named selection of the name you want to have

full bridge
#

Hey guys I m new here so look after me

#

I just started modding by porting arma 2 content into arma 3

#

I ran into an issue, my weapon model has weird shine on one side but other side is fine

stuck oyster
#

wheres the arma 2 content from?

full bridge
#

Old mod which I had before armaholic went down

stuck oyster
#

those models are off limits unless you have a permission from their original author

#

this is after all model_makers, not model_takers

full bridge
#

Its was an open mod with unbinarised files and the author allowed it's use

#

How do u think I was able to edit p3d file if it was binarised

stuck oyster
#

you would be surprised what kind of stuff people bring here

full bridge
#

I m being honest with u I just need a little help that's all plus this Is for my personal use

#

It's going be a private mod

polar fiber
full bridge
#

Does anyone know what might be causing a weird shine on one side of my weapon model

polar fiber
#

On one side? Normal map probably isn't properly formatted

full bridge
#

I baked it in substance painter

#

Nohq and smdi both

polar fiber
#

was it called _nohq before you converted it to .paa?

#

Or did you rename it after

full bridge
#

I renamed it after

polar fiber
#

Gotta name them right before converting. The suffix is used for encoding the .paa format

full bridge
#

I converted them using tex view and named them properly

#

I think my substance painter has some issue

#

Do u know the export settings for arma 3

deft heron
#

Hey guys I made this table and I havent put a shadow lod on it yet it has got a shadow. Whats happening?

stuck oyster
#

no shadowlod = it draws shadow buffer shadow from the resolution lod

deft heron
#

Marvel at how there is no "no shadowlod ="

#

@stuck oyster

#

Yet it has shadows. I seems to remeber that objects under a certain poly count could do this. However its pretty high poly count so unless La Bohem have changes it . I dont really understand.

#

Im sure its not optimal though.

#

Unless of course it just does it with out the property values being entered, is this the case @stuck oyster

stuck oyster
#

there is default shadow buffer draw and there is the sbSource = visualEx

#

which would be better to use

deft heron
#

Ah that makes sense. Why do people literally enter the text into the properties for the no shadowlod = ? also what does sbSource = visualEx actually relate to mate? What is sb and Ex?

#

Hhhmn interesting . So how optimal is that method in comparison to a shadow lod model. I guess it still has to be an immovable object to ustilise this technique. Right? @stuck oyster Also sorry to keep bothering you buddy . I know you are always busy.😉

stuck oyster
#

visualEx is the best perfroming shadow draw method. but it produces soft edged shadow instead of sharp and it also does not work in all situations

deft heron
#

Nice. Accurate answer as always Mr Goat thank you.

stuck oyster
#

theres more about the stuff in the wiki

deft heron
#

Thank you you rock goats. 🌞

#

🦆

woeful viper
full bridge
#

How can I make rail system visible only when I apply scope attachments

small olive
full bridge
#

Should I copy arma 3 samples model config

#

It should have has optics right??

small olive
#

yes but arma 3 samples' weapon has a animation for folding ironsights when has optics

full bridge
#

Thanks emre

small olive
#

also don't forget to define your selection in that animation on selection="yourrailselectionname";

elfin dagger
#

So my model is currently 36k Verts and 36k Faces I assume this is too much to import into Arma 3?

Also after toying around with the Bulldozer and Arma 3 Toolbox I've been able to export my model as a .p3d file but I can't open it in the Objectbuilder and this is my only error that pops up. Any solution?
https://gyazo.com/5bbf6e66b4ce062e3dc6c9bf586dbf1a

stark cairn
frosty rain
#

Can you try triangulating and exporting again?

marsh canyon
#

If it is 0kb, make sure you checked the property. I don't remember what it says tho

elfin dagger
#

Sorry for my lack of knowledge but how would I go about triangulating a model? I've also selected the 'Arma Object Properties' for all parts in my model setting them to Resolution 1.00 if that helps explain my situation.

marsh canyon
#

If you're using Blender 2.8+, you can search the command by "triangulate"

#

Oh what, every model is a Res 1.00?

frosty rain
#

I don’t think you can export it separate like that

#

So join them into one object and export

marsh canyon
#

If you meant to export them into separated LOD, don't

elfin dagger
#

Hmm it also looks like I'm getting an n gon error with some of my parts after I've joined them together to test with a separate saved version. Does .p3d not handle or allow for n gons in Cylinders and such?

marsh canyon
#

I believe no

#

You can only make it n <= 4

#

But sometimes 4 makes an issue so triangles are always preferred

elfin dagger
#

So after triangulating everything I'm able to export it with or without joining all the parts together. I still can't open it in the Objectbuilder though.

marsh canyon
#

Make sure it isn't 0kb

elfin dagger
#

It is indeed 0kb. I can assume there is some fix for that

marsh canyon
#

Check Arma Object Properties

#

It defines the current selected Blender object is included to the p3d as an LOD

elfin dagger
marsh canyon
#

Arma ToolBox doesn't consider the object's orients but the mesh's (weird but keep it mind the difference of two)

#

So, the change in Object mode never considered

stark cairn
#

So, when you set a texture in Object Builder, is that texture baked into the p3d, or do I need to keep the texture file in the same place?

frosty rain
frosty rain
stark cairn
#

Alright cool, thanks for the help guys! Model is working perfectly fine now

stuck oyster
#

You can reference example file and folder structure from the unpacked A3 data on your P drive.

jade flare
#

How do i get a model out of Blender to P3D all the video tutorials are old

frosty rain
#

Install arma toolbox for blender and export as p3d

#

You can also export as fbx and some other file formats then in object builder import as fbx, etc

#

But i’d recommend arma toolbox

jade flare
#

Cool, so I used toolbox can see my object in object builder whats the next step?

#

(sorry super new to modding for Arma 3)

#

(I know i need LODs and Geo)

#

But like once i set them up? then its engine ready?

stuck oyster
#

depends what it is. It will need configs for it to load in game and have animated parts if its that kind of thing

jade flare
#

its a bearskin hat, but im not at the config stage

#

i need to know what to do with the model, so LODs and Geo? then its engine ready? once i make configs for it?

stuck oyster
#

there are sample models on steam you can check for reference

jade flare
#

FHQhieghts error?

stuck oyster
#

probably not the correct part of the error that has any menaning

frosty rain
#

Make sure your model is triangulated and your geometry has mass

jade flare
#

has mass?

#

like weight painted?

frosty rain
#

You need to assign mass to geometry for it to export in toolbox

frosty rain
jade flare
#

I did custom then in object builder set the custom lod to geo?

frosty rain
#

Let’s start from the beggining, what are you trying to export and what lods do you have

jade flare
#

well the object isnt that big anyway

#

id post images but pretty sure you cant

frosty rain
#

Is it a static object?

frosty rain
jade flare
#

its annoying tho even tho discord support images

frosty rain
#

Then you’d have people spamming channels, etc, prob why we can’t post them

stuck oyster
#

had you checked the samples, geometry lod is empty for hats

jade flare
#

didnt find hats?

#

well found a cap

stuck oyster
#

thats a hat

#

it does have a named property though so you will need it

jade flare
#

ah it had like just a dot so thought it was a bad import

#

at 1k tris do i need to do LODs?

frosty rain
#

Yep

#

I’d do 1-2

jade flare
#

2 at how many tris would you suggest?

frosty rain
#

More than that is kinda pointless

frosty rain
#

Each lod

#

So 1k-500-250

jade flare
#

man if i crush this to 500 may make holes, ill see

stuck oyster
#

there is something wrong with the model if that happens

#

can you show the wireframe of it?

frosty rain
#

Also remember to remove sections if you can bohemia_interactive

jade flare
#

remove sections?

frosty rain
jade flare
#

looking pretty good at 508tris

#

I have one texture? if thats what you mean?

frosty rain
#

Then you’re fine

jade flare
#

so do I need Geo or bin it off?

frosty rain
jade flare
#

so do i add a empty in blender?

#

set it to geo?

frosty rain
#

Not sure if it will let you export an empty geo lod, you can just create one in OB and add the named property

jade flare
#

ah

frosty rain
#

I think it’s autocenter=0 but don’t remember 100%

frosty rain
jade flare
#

do i need to do anything fancy in Object Builder?

frosty rain
#

Shouldn’t, no

jade flare
#

sorry for all the newbie questions

frosty rain
#

Only thing is creating the geo lod and doing the named property

frosty rain
jade flare
#

also i modeled this against the bust(head) from samples

#

without like making a config anyway to test this in engine?

#

like making a mission then importing it into eden via console?

stuck oyster
#

not going to be really useful

frosty rain
#

To test in game you’ll need to write a config, but i believe you should be able to see it in bulldozer

stuck oyster
#

👆

jade flare
#

ah nice

#

do i just launch bulldozer from P drive?

frosty rain
#

On object builder there’s a red icon, that you press play on

jade flare
#

right then it launches it for you

frosty rain
#

Yep

jade flare
#

not bad

#

so now i got the hat working in OB and Bulldozer its just figure out the config file and then im golden

inland pawn
#

Config is relatively easy for simple objects. Shouldn’t be too difficult

jade flare
#

is there any good sample configs?

stuck oyster
#

In the Arma 3 samples yea

jade flare
#

CfgWeapons.Bearskin_BASE: Undefined base class 'H_HelmetB'

marsh canyon
#

Your config is wrong then

jade flare
#

what is H_HelmetB from? A3_Data_F?

marsh canyon
#

It doesn't matter. You didn't declared H_HemletB whatsoever, that's the issue, no matter where it came from

jade flare
#

oh

#

right yeah

#

my bad

#

thanks sometimes you miss the simple stuff

marsh canyon
#

Who said you're bad? Not you but your work

jade flare
#

so getting a issue with texheaders.bin

#

nvm seemed to work with addon builder

inland pawn
#

Addon builder doesn’t error check

#

At all

#

Outside the most extreme stuff

jade flare
#

tbh i seems to have an issue with my item display paa file

#

as i just nabbed one from another mod going to test it then see what happens

#

okay new issue

median bough
#

Use pboProject.............

jade flare
#

i do

#

look at the image the hat is at the mid section of the player model? is this just a Z height thing?

frosty rain
jade flare
#

yeah at 0

frosty rain
#

Did you do the named selections?

jade flare
#

unsure what you mean by that still

frosty rain
#

Look at the hat/cap sample

#

It has named selections

jade flare
#

you mean LODNoShadow?

inland pawn
#

Look at the sample...

jade flare
#

I have it open in blender

#

but i dont see "named sections" in arma toolbox

inland pawn
#

Go to vertex groups

jade flare
#

oh

#

so do i just generate this with the arma tool box and then name em?

frosty rain
#

You need to do it manually

inland pawn
#

No, you need to select parts of your model and make them

jade flare
#

do i need both the Head and camo vertex groups?

inland pawn
#

Camo is if you want it to be retextureable

frosty rain
#

Camo is for hiddenselections, retexturing etc

inland pawn
#

^

jade flare
#

right then yeah probably

frosty rain
#

head is just to define it going on well, the head lol

jade flare
#

okay, next question how does the head vertex group work?

inland pawn
#

Check the sample and what the head selection is

jade flare
#

the cap example has the whole hat selected for it's head vertex group

inland pawn
#

Then do that

jade flare
#

okay thanks again

#

still not on head?

#

and i checked in builder

stuck oyster
#

you probably dont have model.cfg set up correctly

gilded totem
#

so... this might just be a really easy thing to fix... (or im an idiot... just tell me XD)

so me and some friends have been making a map for some time, and decided to make some custom billboards.... i wanted one that looked "old and torn off" so i made some stuff transparent in the png file hoping the natural "blank" texture of the billboard would show through..... but to my surprise and disappointment i can see right through it haha.... is this even possible? did i do something wrong??

Current status of the board: https://i.imgur.com/XtHrTDK.jpg

stuck oyster
#

yeh not possible like that

#

you would have to have the bilboard texture filing that part

gilded totem
#

damn... oh well

stuck oyster
#

the new texture replaces the billboards texture

#

not adds to it

gilded totem
#

yea i was hoping it would like overlay in a way

stuck oyster
#

you should be able to get the texture for editing from the A3 data

gilded totem
#

but there goes hoping i guess haha

#

yea ill take a look

#

thanks for clarifying

stuck oyster
#

👍

jade flare
#

so do i need to call the model.cfg in the config.cpp

stuck oyster
#

no

#

model.cfg infromation is combined into the p3d when the pbo is binarized

#

you just have to have correct things in it

#

and it has to be in correct place

tepid harbor
stuck oyster
#

broken vertex normals

tepid harbor
#

Did I make an error with the materials?

#

ah

stuck oyster
#

for example exported with Armatoolbox p3d export but no o2script path set

tepid harbor
#

but after fixing that I got the other issue

#

@stuck oyster Do you know how I might fix the inverted faces (I fixed it by flipping vertex normals) without having the shadow issue?

stuck oyster
#

do you have o2script setup in the blender addons settings?

tepid harbor
#

no, I just have Alwarren's Arma toolbox

stuck oyster
#

yes

#

it needs o2script.exe path set up

tepid harbor
#

Correct me if I'm wrong since I'm relatively new to making Arma assets. O2 is an old tool that's now replaced by the Object Builder?

frosty rain
tepid harbor
#

No, I get that, I was just wondering where I'd find the exe

#

Thanks for the help, I found the rest of the information in the Arma Toolbox Manual

jade flare
#

I'm still having issues with the hat not been on head.
https://pastebin.com/jND4M81t - config.cpp
https://pastebin.com/29qhv9Pw - model.cfg
Folder Layout
P:\MALCADORS_FAITHFUL_2
| $PREFIX$
| config.cpp
|
+---Camos
| CAD_Vest_Brown.paa
| FlakVest_M90.paa
| Pink.paa
|
---Headgear
| Bearskin.p3d
|
---Textures
bearskin_display.paa
bear_skin_hat.paa

stuck oyster
#

still no model.cfg?

jade flare
#

i moved it out to see if it would work without

#

or with same issue

stuck oyster
#

the classname in model.cfg needs to match the p3d name

#

so bearskin_base -> bearskin

jade flare
#

oh so its not the class as in the class that it was called in config.cpp

stuck oyster
#

no

#

modle.cfg has couple of wiki pages that are good read

jade flare
#

tbh, I learn easier from trying failing and asking, i know the old adage of read the docs but i read the docs and still have no clue

stuck oyster
#

yeh most people say that

#

its just that those people dont stay to pass on the answers 😅

#

so after a few 100 times things get a bit more short

jade flare
#

yeah i get that and you and Myke are legends for helping so many folk

stuck oyster
#

👌

jade flare
#

that did it

#

Nice one

#

just need to adjust where its sat on the head

stuck oyster
#

@slim relic ❓ green_question blue_question

slim relic
stuck oyster
#

sure, but since you can only post links, you should explain what you are posting

slim relic
#

I'm doing a version of flakpanzer roland

#

a prototype of antiaircraft that was offered in Argentina

#

I am trying to understand the config to make it work properly but for now I am just finishing the 3d model

stuck oyster
#

👍 thats cool

#

keep up the good work

slim relic
#

thanks, textures and RVMATS are costing me a lot, they look weird

quick terrace
#

costing?

subtle bison
#

out of curiosity - was there anything we could do to make backpacks block bullets?

mint oar
subtle bison
#

ok but dropping backpack is something completely different :p

marsh canyon
#

You can probably do a quick test by using an armored vehicle as an backpack

warm spindle
#

hello , how many vertices are there usually for a vest ?

stuck oyster
#

few thousand

#

depends a bit how many bits and bobs it has for details

warm spindle
#

thanks

bleak heart
#

Where can I find the folder for the Hunter HMG belonging to the coat of arma?

marsh canyon
#

What exactly do you need?

little spear
#

Hi I cant find any tutorial on how to import into arma 3 and how to animate doors, if anyone can help with that?

stuck oyster
#

for animations there are wiki page called "how to animate a model" and also a page that explains how model.cfg works

#

for importing, I suppose you could check you el tyranos tutorial series

#

or read up on the topic at BIforums editing section

little spear
#

Do you have any links for them? :)

#

for the importing part*

runic plover
#
little spear
#

i saw this i thought it was outdated

frosty rain
#

FYI if you're going to do buildings, etc, then I recommend looking at multimats too while you're at it

stuck oyster
#

Blender ui has changed but other than that the tutorials are still valid

bleak heart
stuck oyster
#

unknown, but if you can get addon builder to give error it is something seriously wrong

#

Id recommend using mikeros pboProject as it has more debug information

bleak heart
boreal sundial
#

is there any way to have multiple hiddenSelections on one model?

small olive
#

@boreal sundial yes you can do that like this, hiddenSelections[]={"a, b"};
hiddenSelectionsTextures[]={"textureA, textureB"};

boreal sundial
#

this is my first model, making a backpack - got it in game with a base texture (No material file yet) so the model works just not the hidden selections

small olive
#

you need to assign selections on the model for defining where the textures going to applied with hiddenselections

#

name them as "camo, camo1"

boreal sundial
#

is that possible to do in blender or do i need to move to Object builder

small olive
#

yes, you can do it in blender as well

boreal sundial
#

i have vertex Groups set up as camo and camo1 already

small olive
#

can you show your config?

boreal sundial
#
class CfgPatches
{
    class Miitto_New_Backpack
    {
        author="Miitto";
        name="Miitto_TestBackpack";
        units[]={};
        weapons[]={};
        requiredVersion=0.1;
        requiredAddons[]= {
            "A3_Characters_F_BLUFOR",
            "A3_Data_F",
            "A3_Weapons_F",
            "A3_Characters_F",
            "A3_characters_f_exp"
        };
    };
};

class CfgVehicles
{

    class B_Soldier_base_F;                    
    class B_soldier_NewPack: B_Soldier_base_F
    {
        author = "Splendid Modder";            
        scope = 1;                            
        identityTypes[] =  {"LanguageENG_F","Head_NATO","G_NATO_default"};        
        displayName = "Person";        
        camouflage = 1.5;                    
        sensitivity = 2.5;                    
        model = "Miitto\ReTexture\NewBackpack\Body_1.p3d";            
        uniformClass = "MW_UKSF_Uniform_Base_B1";                            
        backpack = "Miitto_NewBackpack";        
        attendant=1;
        hiddenSelections[]=
        {
            "Camo",
            "Camo1",
            "insignia",
            "clan"
        };
        hiddenSelectionsTextures[]=
        {
            "MW_UKSF_Uniform\tx\Crye_g3_Black_co.paa",
            "MW_UKSF_Uniform\tx\Black_co.paa"
        };
        class Wounds
        {
            tex[]={};
            mat[]=
            {
                // Removed to save space
            };
        };
    };
    
    class ReammoBox;
    class Bag_Base: ReammoBox
    {
        scope = 1;
        class TransportMagazines {};
        class TransportWeapons{};
        isbackpack = 1;
        reversed = 1;
        mapSize = 2;
        vehicleClass = Backpacks;
        allowedSlots[] = {901};
        model = "\a3\weapons_f\ammoboxes\bags\backpack_fast";
        displayName = "Bag";
        picture = "\A3\Weapons_F\Ammoboxes\Bags\data\ui\backpack_CA.paa";
        icon = "iconBackpack";
        transportMaxWeapons = 1;
        transportMaxMagazines = 30;
    };

    class Miitto_NewBackpack: Bag_Base
    {
        scope = 2;
        weaponPoolAvailable = 1;
        displayName = "New Pack";
        picture = "\A3\weapons_f\ammoboxes\bags\data\ui\icon_B_C_Compact_dgtl_ca.paa";
        model = "\Miitto\ReTexture\NewBackpack\backpack.p3d";
        hiddenSelections[] = {"camo", "camo1"};
        hiddenSelectionsTextures[] = {"MW_UKSF_Uniform\tx\marine_kitbag.paa"};
        maximumLoad = 400;
        mass = 15;
    };
};
#

i have seen something about CfgModels but was using a mod that doesnt use one so not sure i needed one

small olive
#

you have two camo selections, but you only defined the one texture
hiddenSelections[] = {"camo", "camo1"};
hiddenSelectionsTextures[] = {"MW_UKSF_Uniform\tx\marine_kitbag.paa"};

boreal sundial
#

didnt do anything even when i had both textures :/

boreal sundial
#

when i make a selection do i make it as a Vertex group in the 0,1,2 etc, View Pilot or as a completely new object

small olive
#

in the same object

stuck oyster
boreal sundial
#

im probably missing something really obvious - ill put up the files onto github if anyone wants to look through

stuck oyster
#

does your model.cfg for the backpack have the camo sections defined?

boreal sundial
#

i do not currently have a model.cfg - looked like you didnt need one from the mod i was working off that had 4 sections working

stuck oyster
#

perhaps it was using a model frome somewhere else

#

and model.cfg is baked into the models on binarization

#

so you wont see it in unpacked files

#

hiddenselections dont work withouth them being defined in the model.cfg

boreal sundial
#

ah that may be why

#

thank you

white jay
#

Not really sure where to ask this but would anyone know how to permanently disable the sound that PboProject makes when you crunch your mod?

#

I keep going through setup > on completion and it works until I close and reopen pboproject

stuck oyster
#

that should be it

#

if it does not save the settings ask Mikero

white jay
#

huh

stuck oyster
#

if the settings do not save right, ask Mikero, the maker of the Mikero tools package, for help

bleak heart
#

no axis what should i do?

stuck oyster
#

if you need axis then add axis

bleak heart
#

Is there a forum or something?

stuck oyster
#

BIforums <-

#

and also model.cfg wiki pages

bleak heart
#

I looked but couldn't find anything.

bleak heart
#

How do I change the MRAP_01_gmg_F outfit to a car model.cfg?

stuck oyster
#

you cant edit the Arma 3 vehicles

bleak heart
#

I'm looking for model.cfg for a car I made, but I couldn't find it.

#

Same logic car as MRAP_01_gmg_F

median bough
#

model config files (model.cfg) are not available for arma 3 models

bleak heart
#

is there any online? (except odol)

median bough
#

no

#

not that i know of

#

why would you need an arma 3 model.cfg anyway?

raw beacon
#

Is there a limit to how far away memory points can be inside of a model?

polar fiber
#

No. Where you place memory points depends on their purpose

#

Not all mem points do the same thing

raw beacon
#

Well lets say i wanted an axis like 100m off of the model

#

Or 1000m

#

Is there a sizable limit to such things?

frosty rain
#

If you’re moving geometry/roadway it may stop working when it passes the limit, not sure tho

raw beacon
#

ya ik that geo stops working like 30-40m out

#

I was just wondering if it was possible to have a large bounding box before i had to go through and configure a mock vehicle

polar fiber
#

bounding box can be bigger than the geometry, and mem points can be used to extend the bbox

#

but it's not clear how extending model bounds beyond the 50-ish meter geometry limit effects simulation

raw beacon
#

But what if I wanted to keep my geometry well inside the limit and put like an mem point for an action like 1km away

polar fiber
#

as I said, it's not clear what will happen

#

You'll have to find out yourself

raw beacon
#

Alrighty

stuck oyster
#

the geometry wont work 1 km away

#

the limmits are from the model 0,0,0 origin

bleak heart
median bough
#

this makes absolutely no sense

stuck oyster
#

arma 3 samples on steam has example model.cfg

#

all model.cfgs are unique to a vehicle, so copying them will not work properly

bleak heart
#

yes there is but my car is military and the gun on top of it should work.

stuck oyster
#

it wont as copying it means you dont understand how it works

#

you will need to learn to understand how it works

livid kelp
#

Sorry for pulling out such an old comment.
I'm running currently into the same problem.
The AI is opening the door but dose not wait for it to be fully opened.
What was your solution for it ?

fervent steppe
#

Tbh I forget it was so long ago. Try adjusting the location of the memory points.

livid kelp
#

can anyone else help me figure out why the ai is not waiting for the animation to be finished?

#

do you mean Face > Face Properties or E?

stuck oyster
#

@livid kelp what kind of animation?

livid kelp
#

door opening

#

actionBegin1 /actionEnd1 is bound to the paths lod and it works ingame, but the animPeriod is 10 and the ai don't want to wait for it, so he is running through the wall

fervent steppe
#

If you lower the animperiod does he wait then?

livid kelp
#

even with a lower animperiod >2 hes not waiting

stuck oyster
#

I'll check what I did with my big doors. Im pretty sure AI waited for them to open

livid kelp
#

thanks

white jay
#

I'm making a bush and I'm not sure what lods to use, so far I got:
2 res lods
An empty geometry lod with the named properties map = bush, class = bush and damage = tent
a geometry physics lod
a land contact lod
and a view geometry lod with a3\vegetation_f_exp\data\foliage_sparse.rvmat as the material

white jay
#

I guess I'd probably want a fire geometry

stuck oyster
#

its still selected. viewmode does not matter

#

if you try to move it you see

#

OB does not have that kind of thing

#

you can hide/unhide selected verticles but thats it.

#

not moving where?

#

did you read the wiki pages?

#

so you know that for model.cfg to work the modelcfg class needs to be same name as the p3d

#

your model name

#

your classname

#

yes

#

are you testing it in buldozer?

#

use buldozer, much faster to test

#

is your model.cfg in the same folder as the p3d?

#

. . .

#

I see you are not using P drive

#

I cant help further before you set up your tools and mod development environment correctly

white jay
#

So I almost got my bush done, I just need to figure out how to make it so that you can walk through it but if a vehicle collides with it then it squishes

#

I gave it destrType = "DestructTent";

stuck oyster
#

you can give it a small geometry

#

that vehicles can bump into

#

otherwise, not possible

white jay
#

when you say small like a tiny cube?

stuck oyster
#

or stick like thingy

white jay
#

ah

stuck oyster
#

so that vehicle can collide with it

white jay
#

should I give it mass?

stuck oyster
#

if you want it to be collideable

edgy ledge
#

Hello, how can I know the p3d model of a character from A3 vanilla?

white jay
#

so geometry lod is infantry and geometry phys is vehicles and physics props

stuck oyster
#

@edgy ledge you cant edit vanilla models

#

or open them

stuck oyster
#

I suppose you could try making empry geometry lod and have a blob as physX lod

#

could work

edgy ledge
#

class Vlk_FR_supporter : C_man_1 {
author = "Vlk";
scope = 2;
uniformClass = "Vlk_FranceShirt";
** model = "\A3\Characters_F_exp\Civil\C_Tanoan1_F.p3d";**
hiddenSelectionsTextures[] = {"\Vlk_Clothing\Data\France.paa"};
};

#

I want to know how I can get what is in bold

stuck oyster
#

get how?

#

for what use?

#

just the path?

edgy ledge
#

Yes

#

Just the path, for apply some .paa to the model.

stuck oyster
#

you would have to find the models class in the configs

#

like you have done for the above

edgy ledge
#

This previous one I have not done it, it was just an example

stuck oyster
#

you can use the in game config viewer

edgy ledge
#

Here?

stuck oyster
#

yes

edgy ledge
#

Thanks!!

white jay
#

"Setup proxies for Pilot, Commander, Gunner and Cargo" (/wiki/Arma_3:_Ships_Config_Guidelines) So it is not necessary to put them also in the geo lods? In some samples it seems to be so 😮

polar fiber
#

They're needed in fireGeo LOD if you want to be able to shoot and kill occupants. So in some cases they may be in regular geo LODs if they don't have separate, more detailed fireGeo

stuck oyster
#

model mass is defined by geometry lod in the model. there is a "mass" dialog in OB. Also could be you dont have correct memorypoints for the physX wheels

#

or your physX parameters dont fit your vehicle

bleak heart
#

I didn't put physX.hpp, I guess it could be because of that.

coral sparrow
#

and set on geometry lod of your vehicle the mass . pay attention to mass distribution

bleak heart
#

thanks looks like it will be good for mass

red charm
#

Hi guys, I still try to figure out what causes my problem of floating vehicle in water. My vehicle doesn't sink even if I use the same named properties as vanilla vehicles.
I have noticed, that vanilla vehicles have the cross sign of the center of mass in the Geo Phys LOD? May it have some effect? Why my vehicle does not have this cross in the Geo Phys LOD?

stuck oyster
#

the cross does not show in DX draw mode

#

but if you dont have it in the non DX mode, then that is alarming

#

has your geometry lod any mass?

#

as the blue cross shows the center of mass of the lod

#

which affects the vehicles handling a lot

red charm
#

I have it in the Geometry but not in the Geometry Phys, where I have no mass.

stuck oyster
#

physx does not have mass

#

and does not have the cross

#

only geometry lod

molten fractal
stuck oyster
#

what resolution shadowlod you got in the p3d?

molten fractal
#

Arma toolbox in blender was set to 1, OB says 1000

stuck oyster
#

you used wrong shadow in Blender

#

stencil is the sharp edged shadows at p3d resolution 0-10

polar fiber
molten fractal
stuck oyster
#

yes

molten fractal
#

Awesome, it's working now. Thanks!

red charm
tender radish
stuck oyster
#

you can make surfaces slightly uneven perhaps, other than that, no

tender radish
#

yes, i was thinking about that too, but if there's no other way to fix it, i'll do that, thanks 😄

halcyon ore
#

Hi guys. I'm curios how invisible geometry (such as collision, fire geometry, etc) affects on performance? For example, I have broken brick wall with missing bricks in some places. So for the fire geometry I made multiple blocks that corresponds to the shape with missing bricks. In some places there are not one or two such blocks but many. Collision and view geometry is a bit simplified. Should I optimise these geometries or impact on performance is not huge and optimisation is not worth it?

dusky grotto
#

dose anyone know what the memory points are called for a fence to use snaping in terrainbuilder?

stuck oyster
#

theres couple of threads about it on BIforums I recall