#arma3_model

1 messages · Page 171 of 1

stuck oyster
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perhaps even on the wiki 👍

white jay
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The shadow is working but I have some dark shaded spots ingame on my object. The Shadow LOD is triangulated, closed and sharp edges. What could it be? Tried to scale the Shadow LOD down but it will destroy the whole shadow 😛

stuck oyster
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if its shadow lod bleeding over the mesh then you have to make a better shadow lod

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if its not shadowlod then you have problems with your textures/materials

charred bolt
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@halcyon ore Component count in the Geometry LOD's is probably important in the following order:
(very simple) PhysX/Buoyancy < View Geometry < Geometry < Fire Geometry (most complex)

severe plover
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I’m conſidering making an attempt at modular buildings, but given that no one ſeems to have really done this before, I’m curious : Is there a reaſon ſuch a thing is not done ?

white jay
white jay
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ok just moved some verticies to the right spot. it is now working 😄

frosty rain
severe plover
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Oh, intereſting—I’ve only ever ſeen that laboratory one, the Extended Fortifications one, and that attempt ſomeone did with a few wooden pieces ; I think it was iBuild. Oh, and PLP Materials.

analog mason
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I seem to have an issue when exporting a model from blender as a .p3d where the decimate modifier isnt applied to the lods so when I open it in OB I am looking at several lods with no change in verts. Is there a setting or step I have missed?

stuck oyster
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you have to apply modifiers and scale and rotations before you export

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or use latest blender and latest toolbox version and apply modifiers on export

analog mason
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I had done the modifiers before I exported, in Blender I can see the changes the modifiers made.

stuck oyster
polar fiber
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But did you apply them or are they still in the modifier stack?

analog mason
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is there a specific button to apply? I pressed enter

frosty rain
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Dropdown and apply

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If it gets applied it’ll get “deleted” from the modifier stack since it’ll be applied onto the model

analog mason
sharp field
bold flare
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Do you have the source models and permission to edit them by whoever is the author?

sharp field
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nope, just want to do it for fun for myself without sharing them

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just have them installed in my game

bold flare
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Then you can't

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you need source files and permission

sharp field
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hwhack

bold flare
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you can try asking the author(s) to give that stuff to you

woeful viper
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dont count on it though...

sharp field
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yeah seems not possible

molten fractal
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How do I change where an item is physically located when placed on the ground? Currently, if I drop the backpack I made, it floats about a meter off the ground while the interaction zone is located around ground level.

woeful viper
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dedicated ground model

molten fractal
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How does that work?

stuck oyster
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create a model that is used when the object is on ground and path it to correct config parameter

woeful viper
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@stuck oyster in SOG you wrote "basically cleaned up fire and view geometry lods to be simpler so they perform better and adjusted the assigned penetration materials and viewgeometery foliage materials"
what materials did you use/ whats different in those compared to their old materials?

stuck oyster
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some of the older trees/foliage dont have the visibility materials from vegetation_exp data. They allow partial AI visibility through a blob of visibility geometry

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for penetration materials we used just the normal ones from Data_F\penetration

woeful viper
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ah ok.. no magic involved then. Shame

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:]

stuck oyster
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no magic, just simplification to optimize performance and adding some missing materials here and there

molten fractal
runic plover
bleak heart
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What is cargoAction?

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I couldn't find any info on the wiki.

orchid spruce
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animation(s) used for passengers

bleak heart
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I guess it is needed to increase the number of seats. that's all i know.

bleak heart
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What should I do to increase the number of seats here?

stuck oyster
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if you want each seat to have different sitting animation then yes you define them in there

orchid spruce
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you need more proxies if you want more seats

bleak heart
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yes i put

orchid spruce
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the amount of animations in that array should match the amount of cargo proxies you have

bleak heart
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"passenger_MRAP_01_back2", will it work if i do?

stuck oyster
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you need the cargo proxies in the p3d

bleak heart
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I put them in the config do I need to do something?

orchid spruce
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you don't put proxies in the config

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you put more proxies in the model

bleak heart
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ok thanks i added more proxies i guess it works.

stuck oyster
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you need the actions too

bleak heart
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When you press the brakes in the car, the back of the car lifts.

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I did a mass change, it doesn't work without multiplying the numbers.

hexed condor
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Currently working on a bullpup weapon model that will have an additional GL model, putting together most of it in Blender with ArmA toolbox before taking it into Object Builder. Right now my knowledge of it is :

Resolution LODs determine the resolution of the weapon over distance
Shadow LODs are pretty obvious
Geometry & Buoyancy LODs determine how the object interacts with the environment, and Fire Geometry is essentially the hitbox for the weapon
Proxies need to be applied to the resolution and shadow LODS, these determine weapon attachments and the like
Memory LOD is used for animating things like camera/viewpoint position, shell casing ejection, etc.

Beyond these I'm struggling to digest tutorials and the wiki articles so if anyone has a comprehensive workflow of how to properly put a weapon model into ArmA 3 that'd be greatly appreciated since all I can find is a four year old one on a WW2 weapon and a google Doc that doesn't utilise Blender for it.

woeful viper
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did you check links in pinned messages?

hexed condor
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I did, hence why I pointed out I'm struggling to digest the wiki articles : there's a lot of information in there that I can't find any relevancy for the process of just taking a weapon model that has all the proxies, memory points etc organised and where to go from that point in OB.

woeful viper
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did you look at the A3 sample weapon ?

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you need a config for ingame implementation and a model.cfg for animation, and then pack it as mod

hexed condor
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So, assuming I have the proxies, resolution LODs etc, after all that has been set up on the model that's all I need to do, animations and the like in the model.cfg?

stuck oyster
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sounds like it

woeful viper
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yes, if you didnt do any errors (which would be a miracle on first try...)

severe plover
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Importing a weapon does ſeem a bit troubleſome and tedious. It makes it difficult to want to try it being unſure whether it would work. I am curious how exactly the hand animations work.

stuck oyster
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hand animations work in relation to the weapon bone location in the underlying character pose

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and only the hand and finger bones are used

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all the rest comes from blending with the holding pose

severe plover
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So, if you wanted to make a one-handed piſtol animation, you’d only animate the one hand, and let the other to the ſide ?

stuck oyster
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well you could try that

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but one hand animations in Arma dont really work well

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due to the underlying poses always using 2 hands

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and moving the other hand away does not really blend well

severe plover
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nodnod That makes ſenſe. Thank you. I muſt ſay, I admire your helping everyone with queſtions like this—you ſeem to always give good advice.

stuck oyster
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blobdoggoshruggoogly I try to give back

severe plover
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I have a few other queſtions regarding weapons, if I may : With the magazine, is it beſt to have it as a ſeparate model from the weapon, or connected to the main weapon ? With bullets that are to be ejected, muſt they be modelled, or is including the Nabojnicestart and Nabojniceend memory points enough, and Arma will ſimply add in its own bullet models ?

woeful viper
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shells are ejected (not bullets) - its an effect and you can use existing ones if they are good enough for your use case

severe plover
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You’re right—I miſſpoke, thank you for pointing that out.

stuck oyster
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magazines are also proxied now

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so different type of magazines can be used on same weapon

severe plover
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I did read that on the Wiki. So it’s, then, beſt to leave out the magazine from the main weapon model and let it be ſeparate. Thank you.

sharp field
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Does anyone want to help me build a realistic, modular shoot house?

frosty rain
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Well most of us are busy with our own creations, but you can ask for help on specific things

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Do you already know how to model and texture?

red charm
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I have tweaked the buoyancy LOD and now the vehicle behaves much better in a water. Thank you guys for your help @polar fiber @woeful viper @stuck oyster

white jay
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What have you tweaked? Im on a boat, all is working fine but it is turning really really slow, just thinking something with buoyancy lod is wrong notlikemeow

red charm
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I've made a simple box for my truck vehicle and tweaked its size and position. My issue was, that my truck could not sink in a water.

undone pine
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Hi, does anyone know how to make custom flags that are smaller than the vanilla one ?

hexed condor
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If anyone is versed enough in the workflow of importing weapon models to A3 I'd really appreciate a bit-by-bit walkthrough on how to go about it, right now my main issue is that I'm finding it difficult to "translate" the stuff from the sample model.cfg to information that's digestible and makes sense, and in general this is the first time I've done anything other than basic facewear models like the A2 shemagh so I'd appreciate any help I can get in the way of being told stage-by-stage how to actually get this kind of stuff done without having to hop between the wiki pages for every line of code.

frosty rain
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that should explain model.cfg in regards to guns

stuck oyster
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model.cfg is basically same for all types of objects

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though characters utilize it a lot less

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the learning part on your own is quite crucial to get hang of though since you cant always rely on someone to walk you through the next obstacle. Model.cfg is very well documented in the wiki too so what you need to start with is with just 1 simple moving part

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and then progress from there

hexed condor
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Weapons are pretty much the hardest thing I'm doing right now, I'm familiar with character weightpainting and retextures and the like, weapons are completely new to me and it's, yeah, scary to be doing for the first time to say the least. I tend to learn a lot better when I've got some sort of tutoring going on.

stuck oyster
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most people learn better with tutoring, its just may not be realistic to be available

white jay
stuck oyster
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there is slope landcontact that walls and stuff like that use

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it does not completely preserve the shape though, its somewhat skewed

white jay
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is it something you'd find in the shift E menu in object builder?

stuck oyster
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no its namep property

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but it also works in terrain builder

white jay
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ah

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something like
placement = slopelandcontact

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in geometry lod

stuck oyster
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placement = slope was better working if I recall right

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slopelandcontact might have had some bug in it

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maybe

runic plover
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@white jay

In config you can also add KeepHorizontal = 0;

white jay
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hmm that makes me curious

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I'm assuming KeepHorizontal = 1; will place to flat to sea level

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so I could probably use that for my street signs

runic plover
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With 0 it also looks out for the terrain surface, with 1 its just keeping it horizontal

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As example trees on hills grow straight up too and dont grow like the terrain's surface is formed, so trees have a 1 to keep it straight up.

white jay
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nice

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it would be nice to force them to be visible at any distance since they're so big yet so low poly

strong plaza
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you can with featuretype or featuresize, I don't remember how it works exactly, but I'm sure you can google it, as for the disappearing in the peripheral I think the only solution is to cut it up into chunks with a smaller diameter than the terrains land grid size I believe

white jay
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I might make the parts smaller

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that immediately increased the draw distance

strong plaza
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with featuretype/featuresize I think you're only limited to 500 static objects per map too if I recall correctly

white jay
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yeah

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500 of that type or 500 at all?

strong plaza
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you can force regular objects to render out to a max of 12 km if you make a huge geo lod, one trick is to just put a vert in the geo lod like 100m over the model

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500 at all

white jay
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oh

strong plaza
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pretty lame

white jay
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it fixes the issue of clipping when looking away from the middle

strong plaza
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neat

white jay
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so when you say 500 static objects that includes objects that don't reference Land_spp_Tower_F... like normal rocks, trees and buildings

strong plaza
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it should only apply to those models with that property

white jay
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oh okay that should be fine

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I probably won't use more than 10 or so

strong plaza
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Added: A new "featureType" config parameter replacing "featureSize" Added: A new setFeatureType script command (parameters: 0 - disable, 1 - object is always visible to object view distance, 2 - object is visible to terrain view distance, the limit is 500 for terrain / static objects and 200 for dynamic objects including config features and auto features (flying helicopters, airplanes))

merry gorge
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max object length/height is 50m right?

marsh canyon
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No height limit IIRC. And 50m is a approx value

merry gorge
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would the geometry not work at all? or would it stop working at the limit point?

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I have a building where the geometry works up until a certain point/length

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but cant see any issues with the geometry itself

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building is like 72m width btw

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I'm pretty sure the size is the issue either way, it's the only logical explanation since everything else is fine

runic plover
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➣ Width / Length is around 50m - 65m limited
➣ Height is so far unlimited but can cause visual bugs like if you turn your view to the right or left it can just disappear

Also sometimes it depends where you place your object on the map, sometimes the geometries etc work, sometimes not. A very old bug since Operation Flashpoint times

merry gorge
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thanks

stuck oyster
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It's the size yeah. It just stops working when it's reached.

white jay
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I think roadway has a limit of like 70m

bleak heart
stuck oyster
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make sure their source is right in the animation class

bleak heart
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axis name: wheel_1_1_damage - wheel_1_1_damper - wheel_1_1_hide - wheel_1_1_steering - wheel_1_1_unhide

stuck oyster
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if they dont move you probably have them in 2 animated selections

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you must have moving part only in 1 animated selection

bleak heart
silver zenith
stuck oyster
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perhaps no compponent names in geometry lod?

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somethin about there being no vertex groups to write

silver zenith
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that was my initial though
but redid geometry components and still gave me the error

stuck oyster
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or no objects with arma properties?

silver zenith
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nope

stuck oyster
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or objects wihout arma properties trying to be exported

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try export only selected objects

silver zenith
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everything has properties and correct lod

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geometry exports fine
resolution and roadway give me the error
and since roadway came from the resolution I guess there is something wrong with it

silver zenith
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it was just bugged I guess
gave the res lod a few vertex groups and then removed them to fix it

stuck oyster
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¯_(ツ)_/¯

molten fractal
silver zenith
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flipped normals?

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can you see that part if you move the camera inside the tube?

molten fractal
stuck oyster
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id wager wrong way face normal yeh

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best to turn on backface culling in Blender

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saves from many suprises

polar fiber
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Yes, there are scaling tools

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Work best if you press shift+C to activate the pin at the grid origin though

kindred goblet
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I created a backpack model and was able to get it in game. but is shows up in the crotch region. Any ideas on what I messed up or missed?

vast juniper
kindred goblet
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I added autocenter to my geo LOD and it fixed it thank you!

white jay
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I feel like a shallower angle would help

stuck oyster
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shallow angle is pretty much only way

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and long enough ramp so character can get under water

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same rules as with terrain/beach/water transition

molten fractal
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is it possible to change the position of the object/light in Bulldozer?

frosty rain
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You should be able to rotate the object/light i think

stuck oyster
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right click+drag rotates object, F2 toggles free look fly camera

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time of day cant be changed

frosty rain
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my glass texture disappears when looked at from certain angles, already moved top, any ideas?

stuck oyster
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what shader does it have?

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is it a big object?

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and big glass piece

frosty rain
frosty rain
stuck oyster
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how big?

frosty rain
stuck oyster
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and is it just the glass that disapears?

frosty rain
frosty rain
stuck oyster
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I suppose you could try assigning it just normal solid texture to test if the transparency is the problem

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for some reason

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then perhaps splitting it up in half or into 3 segments to see if that affects anything

frosty rain
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texture is not the problem, disappears with a random texture i assigned too

vital geyser
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without an rvmat it disappears?

frosty rain
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testing now

stuck oyster
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at what angle does it dissapear?

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and in what angle/direction relative to the objects center?

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better yet.. Pictures?

frosty rain
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so, without rvmat it doesn't disappear, i'll get some pics now

frosty rain
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problem started after i separated the entire building into different parts due to geo, etc, it was all 1 p3d before while testing and it worked fine

vital geyser
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is the building below the glass a separate object?

frosty rain
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yep

stuck oyster
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it does sound like it would be rvmat problem

vital geyser
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why separate vertically?

frosty rain
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don't want people on a 5th floor etc be loading stuff on first floor

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might have to combine lobby and 1st floor in this case tho

stuck oyster
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fairly sure its a tower

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or towers 😄

frosty rain
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😂

stuck oyster
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Try Johns rvmat and try the default super shader rvmat

frosty rain
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johns

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now it doesn't disappear, but the transparency gets fucked

vital geyser
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strange

stuck oyster
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its likely the reflection

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and in yours the the reflection/specularity its so fudged it makes it dissappear in certain angles

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you just need to tweak it untill it works

frosty rain
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i'll try the default supershader rvmat, if that doesn't work i might try making that glass a part of the lobby p3d, if that doesn't work prob just combine them both

vital geyser
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if you lower the 1st floor s bit but keep it in the same position does it still happen?

frosty rain
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yep

runic plover
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@frosty rain maybe remove env map

frosty rain
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ill just combine both objects and hopefully it fixes itself since it was fine before separating

runic plover
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@frosty rain what happens if you set specular to 1000 or more

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Somewhere i had such issue too in my mod, i think it was in the tiberium refinery, tiberium storage tank

frosty rain
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i just ended up combining both p3ds and it's fixed, thanks a lot everyone for the help AoW

merry gorge
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question, how does a pathlod actually work? Imean, I know how it works but how to the AI perceive it? Does the mesh need to be a certain shape? I know they look for the entrance/end points and then navigate from there, are they just locked to the pathLod mesh when moving? do they just go from vert to vert?

stuck oyster
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They move along the edges, so vertex to vertex. In practical sense they are locked to the path track since they can not navigate object surface. If ai perceives it falls off the track it will likely fall back to clipping out of the object

merry gorge
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I see a lot of tris in pathlods but sometimes I see a plane joining in/end points

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mesh shape doesn't matter then I guess?

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I think I understand anyway, starting to picture it

acoustic fractal
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not sure if this is the right channel to ask but are there any QoL tools/tricks I should know about related to making buildings and collision lods and such since most of the posts I find online are quite a few years old and themselves reference really old OFP guides

frosty rain
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can't ever go wrong with primitives

stuck oyster
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no automagics for that

frosty rain
acoustic fractal
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thats kinda what I was thinking just make the main mesh then make increasingly reductionist versions

stuck oyster
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I like to go the other way

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I make the primitive version first so I can test it works

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then make the detailed version

acoustic fractal
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ah yeah

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well my plan was to remake from scratch some of the sahrani buildings so I already a bit of a base of what its suppose to look like

acoustic fractal
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oh whats the newest version of the blender tools?

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since before I got them from armaholic

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and uh thats kinda dead

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oh found their github there we go

stuck oyster
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thats the one

elder heath
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getting back into arma mod making, and trying to work out how to export a door animation from blender? It works perfectly in blender just need to know how to export it so i can trigger it in game etc.

stuck oyster
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You will need to learn to understand model.cfg animating for that. Wiki has good pages on that.

elder heath
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right ok, its jsut its a roller door which looking at the samples theres no examples of anything like that?

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and i've seen it being done by other mod makers

stuck oyster
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ah that is somewhat more tricky to do I suppose.

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there are couple of model.cfg exporters too but you will still need to understand model.cfg to use them. And roller door might be simples to be made enclosed so you dont have to worry about the rolling part

round bloom
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Does anyone know if there is any equivalent of the Move to Top function that OB has in Blender?

stuck oyster
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there is no equivalent as far as I know

round bloom
stuck oyster
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what you can do is set up vertex groups and run those in correct order in OB

round bloom
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I do it in OB based of the relevant glass texture just would have been nice to be able to do it in Blender instead as I usually forget lol

elder fulcrum
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Don't know if this is the best place to ask, but i'm working on making a static object explodable (artillery semi-fixed projectile), but it doesn't explode when shot. I've set up a damage property and everything on my model, and i've setup the config properly, but nothing really happens. Here is what my config looks like and here is what happens in-game.

class CfgVehicles {
    
    class Items_base_F;    // External class reference
    class M1_HE_PD_shell: Items_base_F
    {
        author = "Coldfront15";
        mapSize = 0.44;
        scope = 2;
        armor = 2;
        scopeCurator = 2;
        editorCategory = "101st_obj";
        editorSubcategory = "105_how_ammo";
        displayName = "105 HE, M1 PD";
        model = "\101_objects\objects\105_M1_HE_PD_Shell.p3d";
        cost = 200;
        icon = "iconObject_1x2";
        placement = "vertical";
        class SimpleObject
        {
            eden = 1;
            animate[] = {};
            hide[] = {};
            verticalOffset = 0.105;
            verticalOffsetWorld = 0;
            init = "''";
        };
        class DestructionEffects
        {
            class HouseDestr
            {
                intensity = 1;
                interval = 1;
                lifeTime = 0.1;
                position = "";
                simulation = "destroy";
                type = "DelayedDestructionAmmoBox";
            };
        };
        class HitPoints{};
        class Damage
        {
            tex[] = {};
            mat[] = {};
        };
        class AnimationSources{};
        class UserActions{};
    };
};```
stuck oyster
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items dont have such effects

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it would have to inherit from house/or some other such class

elder fulcrum
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Ouch, well I want my item to be interactable and not completely static. Will it keep its properties as users interact with it?

stuck oyster
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no

elder fulcrum
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Damn, is there a workaround for this? Maybe making an eventhandler for when damaged to spawn an explosion effect? https://forums.bohemia.net/forums/topic/225827-exploding-objects/

This mod seems to replicate what I wish but without the constraints of using a house as a the inheriting class, in fact it uses Item_base_f for its fuel container.

stuck oyster
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Dont know, maybe

elder fulcrum
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Maybe its utilization of transportFuel allows this to happen?

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Definitely intersting. I appreciate the clarification though dude, really helps :).

cosmic mantle
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has anyone here ever worked with SOF uniforms?

stuck oyster
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what is SOF uniforms?

cosmic mantle
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uniform pack with very nice G3s

white jay
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is there a way I can dissolve edges in object builder like blender where it deletes the edge but doesn't break the UV's?

orchid spruce
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I think you're asking a bit too much out of object builder

stuck oyster
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Yup. Don't recall OB having such feature

white jay
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I figured as much

summer elm
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Selection X needs a section. The shadow volume may not work well.
Anyone know what this means? And how would I go about fixing it?

frosty rain
summer elm
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I can't even reach that sight seems broken 😦

summer elm
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Thanks for looking tho

frosty rain
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link was posted by pufu so he may be able to help

kindred goblet
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anyone have any idea on why my uniform I made shows up on my solider I spawn down ,but when you click the uniform in the arsenal it is invisible?

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soldier

stuck oyster
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explanation hard to follow. Pictures might help?

kindred goblet
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It wont let me post pictures in the chat can I PM them to you?

stuck oyster
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you can link them here

kindred goblet
stuck oyster
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your uniform item is not linked to your new character

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its linked to B_Soldier_new

kindred goblet
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so should it be linked to B_Soldier_base_F or Union_Soldier

stuck oyster
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which one you want it to look like when worn?

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Id assume Union Soldier

kindred goblet
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Okay I understand. Thank you!

molten fractal
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Is overlaying UV islands on top of each other if theyre extremely similar parts a good idea?

white jay
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Yes

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If you have some basic concrete or metal texture you can pile islands over eachother

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Just make sure the seems arent too noticeable and keep the resolution consistent

frosty rain
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saves texel density, just keep in mind how tiling it'll look

frosty rain
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Oh also if lightmapping/baking ao you’ll most likely want to use a second uvset for that

molten fractal
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Hmm?

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Overlapping UVs seems to be a bit messy when the objects aren't flat. I can see the triangles in SP so I'll just redo the Uv.

dusky grotto
#

Hey guys, quick question, in Object Builder i turned on Autoconvert GIF & TGA textures. When i start bulldozer a window is showing that tells me:Converting resources, please wait ----------- but its not converting them. I changed the path for imagetopaa in the binmarksRules.txt but it still dosent work. Any ideas whats wrong? It working the past

polar fiber
#

Do you accidentally click the debug window that comes up? Sometimes I do that when buldozer starts and it just seems to halt the conversion process until I run it again

rough idol
#

you can click enter to continue

dusky grotto
#

no i did not, its never working

stuck oyster
#

if you have a lot of textures or use 4K it will take a looooooong time

#

preferably you would convert them yourself

#

for example with imageToPaa

dusky grotto
#

before it told me what it dose. Like it told me what texture its converting atm. But not i get just --------------------------

stuck oyster
#

that way you can also spot if there are problems

#

like wrong resolutions or wrong formats that the process cant handle

dusky grotto
#

as far as i know the autoconverter is using imagetopaa and dose spot wrong textures

#

the cool thing about it was that i knew what image was changed and it did not just convert all images in the folder. This way it was very fast to work with

polar fiber
#

Autoconvertion uses the system behind imagetopaa (pal2pace), not imagetopaa itself

#

Error reporting might be different

dusky grotto
#

i would still like it to work again. Dose it work for you?

#

maybe an update of the tools destroyed the function?

stuck oyster
#

I recall it works on my end when I forget to convert my textures. It just takes some time

dusky grotto
#

hmm than its on my end 🙄

hybrid frigate
#

I am building a large Type 75 Landing Helicopter Dock.

Are there any tutorials on how to allow multiple objects to be placed with a single eden entry?

Think how the CUP LHD places. Something like that.

frosty rain
#

but keep in mind if you're trying to get around the geometry/roadway limitations that won't work

hybrid frigate
#

What does proxy mean?

Is there some way to run the attachto function on separate models?

#

The ship is intended to be a static, not sailable

frosty rain
#

so like the pilot of a helicopter is a proxy if that makes sense

#

but if your structure is going to be bigger than the roadway/geo limit you'll have to divide them into individual p3ds, proxy won't work

white jay
#

he's got multiple p3ds

frosty rain
#

well i never found a solution for placing multiple p3ds at the same time so i usually just take my time in placing them manually, save the sqm and send it to the map developer to put in terrain or whatever

white jay
#

I know the uss freedom has some work around

hybrid frigate
#

What country said

stuck oyster
#

you will have to look into how the Freedom carrier is configured in the vanilla configs to find example

#

no tutorials about that

stuck oyster
frosty rain
#

any idea in what folder those configs would be?

stuck oyster
#

well

#

it wont work for terrain objects

frosty rain
#

only mission?

stuck oyster
#

its just for editor placement for things like the Aircraft carrier

stuck oyster
frosty rain
#

that should be fine, i'll just leave it on mission

silver zenith
#

hey I'm starting to thinker with headgear for the first time
figured a mask was a good starting point since it has no moving parts
question is how do I rig it so that it follows the character head?
never done anything like this so forgive my basic terms

inland pawn
#

You’ll need to attach it to the head part of the ARMA skeleton/weight it to it

silver zenith
#

yeah thats the part I'm confused about
is there something I have to do model wise? or is it just config/model.cfg?

frosty rain
#

yes

#

named selection(s) on model

#

and config/modelcfg

silver zenith
#

oh nice

molten fractal
#

Would 10k faces be considered to many faces for a backpack?

silver zenith
#

likely

hybrid frigate
frosty rain
#

Be smart about what you model and what you can put in textures

molten fractal
frosty rain
#

would definitely help with polycount

silver zenith
#

so something you can do is remove these highlighted edges since they have no purpose other than I guess give a less rigid feel to the model, but that can be achieved through ambient occlusion and other texture means

#

let me get an imgur link

#

you can keep a few to mantain that fabric feel but some aren't very necessary

#

but I'd wager baking the antenna pieces will reduce it drastically yeah

molten fractal
#

The link doesnt seem to be working

silver zenith
#

yeah it goofed on me

#

weird seems to be broken?
I'll DM you the pic

molten fractal
#

go ahead

silver zenith
#

this question has probably been asked several times
but why is my helmet in the correct position but does not follow my head if I rotate/move it?

runic plover
runic plover
frosty rain
runic plover
#

Could be yes, its some month ago i tried it 😅

silver zenith
stuck oyster
#

have you modeled the helmet on the head of the sample character?

silver zenith
#

yeah

#

and I gave it the head named selection
then I used a default model.cfg

#

I probably messed with the model cfg but unsure how

stuck oyster
#

did you add a class that classname of the cfgmodels class matches the p3d name

silver zenith
#

probably not

#

oh found what I need to change

frosty rain
#

Autocenter=0 on geo lod @silver zenith

silver zenith
#

that worked thanks

#

how can I decide how ground decal objects react to each other?
trying to have one object appear always on top of another
is it alpha sorting?

frosty rain
#

Alpha sorting is deciding which faces go on top of others on the same object i believe

#

But since they’re decals they deform with terrain no? Not sure if there would be a way to do what you’re trying to do unless you can somehow specify a very small offset for that specific decal

silver zenith
#

yeah tried offsetting the model downards the 0,0,0
but to no avail
I don't understand what decides what goes on top and below

stuck oyster
#

with decal type objects possibly the size

#

you can make decal objects that are house/building type too which you can use object height in TB to arrange them

#

decal types are problematic

silver zenith
#

I may have fixed it by using the "below ground" option

bleak plume
#

Hello, I am making a building model in Blender and when I export as a P3D it shows my file is 0 kb, is there something I need to do? I modeled the building and exported, not sure if I need to do anything extra.

stuck oyster
#

yes. you need to enable Arma properties for the objects and set appropriate lod types for appropriate objects

bleak plume
#

is there a video for that?

stuck oyster
#

it might be shown in El Tyranos Blender To Arma series

#

the Blender version used in that is older, but principle is the same

bleak plume
#

I saw that video it was just very confusing

jade harness
#

how many tris should a weapon model have?

stuck oyster
#

depends a bit on the weapon, but around 5k

jade harness
#

just an assault rifle thanks for the information

inland pawn
bleak plume
#

let me look

subtle bison
#

the wiki about view geo for plants says: Their "viewDensity" values are hardcoded...they can be overridden only by material used on Apex bushes called foliage_sparse and foliage_dens does that mean only exactly these materials can be used for that or can i still make a copy of them and tweak the values?

subtle bison
#

ok, i finally got it to work. jeez, what a pain. so it seems you can make your own files like that. no need to rely on existing stuff.

stuck oyster
#

@candid pilot #creators_recruiting is the correct channel. And honestly if you want someone to get interested write down what is it you are after instead make someone chase you.

candid pilot
#

Thank you

small heart
#

someone should put the ak-50 in arma

#

XD

stuck oyster
#

feel free to do so! be the change you want to see

marsh canyon
#

Be the someone. It happens. Ez!

small heart
#

guess its time to learn tho

stuck oyster
#

never better time than now!

small heart
#

time to suffer

small heart
woeful viper
frosty rain
#

D:

stuck oyster
#

😅

small heart
#

god help me

small heart
#

your all devils XD

#

||makin me learn how to model -.-||

white jay
#

Search Blender guru donut tutorial on YouTube @small heart

white jay
#

He hits all the most important points on modeling and texturing

pale veldt
#

For render. 90000 face donut not so great for games.

frosty rain
white jay
#

90000 face or 90 face, it still teaches the basics of modeling and texturing

#

And with a 90k face model you can retopologize over it and bake the details

woeful viper
#

ive seen some tutorials of his and imo hes not that good of a teacher... there are a plethora of other tutorials out there

stuck oyster
#

no single tutorial explains everything

#

but any tutorial is a starting point

quick terrace
#

arimus 3d

#

ppl who callthemselves gurus are wank

median bough
#

what about "guru of wank"? 😄

quick terrace
#

thats the bloke

silver zenith
#

I don't hate the guy but honestly I've started with the donut tutorial and in retrospective I don't think I learned anything useful
maybe how to use a modifier but thats about it

#

I guess its good for very basic stuff

molten fractal
#

i learned some of the keybinds

sullen depot
#

is there seriously no t-62 mod

foggy finch
#

We were waiting for you to model it.

molten fractal
#

Does my base model have to be triangulated or just the shadow LOD?

frosty rain
#

preferably yes

#

im sure goat or any of the more knowledgeable guys here can go in more detail but in layman's terms the engine only sees triangles, so i assume its easier on the engine to just feed it triangles instead of leaving the quad-tri conversion up to rv4

molten fractal
#

man, i hate doing rvmats notlikemeowcry

molten fractal
#

theyre annoying to make, all the paths and values to edit

#

especially if you have like 4 of them

frosty rain
molten fractal
#

No shadow when I wear it (it's a bag), but it does have one when I put it on the ground

frosty rain
#

lodnoshadow=1 on res lods @molten fractal

molten fractal
#

is that a named property?

frosty rain
#

yep

molten fractal
#

awesome

frosty rain
#

but

molten fractal
#

thanks

frosty rain
#

make sure you validate the shadow lod

#

like make sure it's closed etc

molten fractal
#

yeah, it's a cube with just extrusions

frosty rain
#

did it work? @molten fractal

#

also shadow lod needs sharp edges on the entire thing too

molten fractal
#

I'm off my computer now but I will let you know tomorrow.

white jay
polar fiber
#

If you're working in other 3D software though, you should triangulate your mesh before exporting it as .fbx. Baking etc. should be done on a triangulated mesh too. It makes for more consistent orientation of vertex normals and UV placement across different software

frosty rain
#

And you can always just quadrangulate the mesh if you need to edit it

stuck oyster
#

pro tip

#

keep a editable non triangulated copy...

polar fiber
#

Yeah, especially if you haven't done resLODs yet

frosty rain
#

Well yes, I mean like if you lose the backup/don’t have a quad mesh you could quadrangulate

woeful viper
#

"lose the backup"... if you lose a backup you dont have enough backup of the backup

stuck oyster
#

its not even backup

#

you make a secondary copy of the mesh when you export and triangulate that etc

#

with blender and latest toolbox you can even put on a triangulate modifier on the export object and let the export function apply that

#

and turn it off if you need to edit stuff

frosty rain
#

Personally since I’m not baking high to low rn I used to just use the triangulate modifier on export, but for some reason if there’s multiple glass/transparent objects behind each other it gives me problems while triangulated even after I sorted the alphas/moved top. So I just have a copy of my quad 1.0 in the blend and triangulate everything but transparent textures when exporting

molten fractal
#

Yeah, I have like 3 files with the same model in case I bork one. I have the one I export to p3d, one before I sculpted deformation, and one with the base arma man for positioning.

stuck oyster
#

wee!

#

👍

molten fractal
#

Thanks! Workshop release coming soon ™️

sullen depot
#

has anyone made a t-62

#

im amazed and disappointed i have not seen one

stuck oyster
#

@sullen depot

#

maybe

sullen depot
#

yeah i saw that

#

but that man failed

#

its literally just a t-55

molten fractal
#

DIY

sullen depot
#

i wish 😞

#

only modeling im good at is blender

median bough
#

and that's what many here use too

stuck oyster
#

Blender is just fine for making just about anything

sullen depot
#

really

#

wait

#

i can put my blender models in arma

median bough
#

if you use the arma 3 toolbox for blender by alwarren, sure

sullen depot
#

ok

#

what about the coding

median bough
#

that you'd have to learn.

stuck oyster
#

well also

#

a model in Blender may not be game ready

median bough
median bough
inland pawn
#

@sullen depot Vehicles are relatively hard to do when just starting config. If you’re just learning, start simpler with like....a static object

#

Then maybe, a weapon

sullen depot
#

yeah

#

idk

#

im just sad that CUP or rhs has not made one

median bough
#

!request

#

damn... wrong discord 😄

#

😉

dusty dove
#

Anyone know how the editorCategory and editorSubCategory in the config.cpp works? How do I give my mod a title in editor?

silver zenith
#

editorCategory and editorSubCategory are the dropdown "folders" in your editor list

stuck oyster
#

categories got a wiki page

silver zenith
#

the "title" is the displayName

#

or you mean the master name for the mod
in that case it would be editorCategory

dusty dove
#

mapSize = 0.25;
scope = 1;
scopeCurator = 0;
icon = "iconObject_2x3";
editorCategory = "?????????";
editorSubCategory = "????????????";
destrType = "DestructTree";
model = "\A3\Weapons_F\empty.p3d";
cost = 100;

#

I created a mod of billboards.

silver zenith
#

I guess in its current state you can't even find it in the editor

stuck oyster
#

do you want a custom category for them or do you want them to go to the default location

silver zenith
#

since it has no displayname

stuck oyster
#

it might inherit it if the config is smart

#

also the model path is to empty.p3d?

dusty dove
#

It is listed in editor, but with no title.

#

Should I just add a displayname?

#

I have a total of 14 billboards, which works fine.

#

Just no title on the category.

crystal zodiac
dusty dove
#

Would like to do a custom category.

stuck oyster
#

instructions are in above link

dusty dove
#

Thank you.

silver zenith
#

so in the case of "Ski Mod"
you'd need to create them outside of the cfgvehicles

you'll have to create this

class CfgEditorCategories
    {
        class SKI_Mod_main  //<---- master class
        {
            displayName = "Billboards mod"; 
        };
    };
class CfgEditorSubcategories
{
    class SKI_Mod_billboards   //  <----sub class
    {
        displayName="billboards";
    };
};

then in the class of your first billboard you use the master class and sub class
editorCategory = "SKI_Mod_main ";
editorSubCategory = "SKI_Mod_billboards";
and to give the billboard a recognizable name you use
displayName = "first billboard";

dusty dove
#

Super helpful, thank you.

dusty dove
#

Worked perfectly, thank you!

stuck oyster
#

borked shadowlod

#

maybe camo selection slipped in or textures

molten fractal
stuck oyster
#

you can. does not hurt

molten fractal
#

would that also go on view-pilot?

#

Could it be a texture or rvmat issue in any way? the shadow itself is fine now, it still has the broken shading on the model itself now

stuck oyster
#

broken shading?

stuck oyster
#

perhaps something broke with the export then

#

uv mapping or texture assgining

molten fractal
#

From what I can tell, there does not seem to be anything wrong with the uv maps or texture assigning

rough idol
#

Broken normals?

#

You can try to regenerate them in ob via f5

molten fractal
#

Ah, damn. That seems to have worked.

#

What could have possibly caused them to break? I have not touched the model itself, only named properties.

rough idol
#

What tool did you used?

#

Is it your model?

molten fractal
#

Yes, my model. I exported it using the blender arma toolbox.

small olive
#

when I put "!Workshop\Zeus Enhanced" into the target in arma3diag using -filePatching -mod, it's only taking Zeus, because of the space between words, what should I do to load Zeus Enhanced mod into the arma3diag?

bold flare
#

put quotes around it

#

"-mod=..."

stuck oyster
#

@molten fractal your toolbox settings likely dont have path to o2Script set up

small olive
#

it's working, now life is easier when testing mods, thanks Dedmen

polar fiber
#

Have seen models with normals all facing downwards a couple of times when exporting from Blender toolbox. Think if you open the .p3d in object builder and save it again they usually reset

stuck oyster
#

thats when the o2Script path is not set up

molten fractal
#

I'll check that out. I don't recall doing that when I first set it up but it also didn't give me thst issue.

polar fiber
#

indeed. mine's no longer set since reinstalling everything. So it's probably that

small olive
#

When I put an unit or vehicle in Zeus Editor on Arma3Diag version, my game is closing suddenly, any ideas?

stuck oyster
#

you probably have some modded stuff going on that break it

small olive
#

I just tried with no mods and it's still same

compact turret
median bough
#

what tools did you use to pack it?

compact turret
#

ARMA 3 Addon Builder

median bough
#

meh... that's your issue

#

use pboProject (mikero's tools)

#

it will tell you where you effed up

#

(better error checking)

compact turret
#

I will try it right now. Thank you

stuck oyster
#

your P drive setup is wrong

compact turret
#

@stuck oyster please help me to fix it

stuck oyster
#

these folder paths dont match

compact turret
#

Good... now I go to realise another error from model.cfg ) So I think he eated this p3d ) Thank you
Halleluja!

frosty rain
small olive
dusty dove
#

I created my billboard model, when I place it in editor and run scenario, it is stuck in a loop, rises about 5 meters then resets, keeps doing it. Any ideas?

molten fractal
#

is there a poly count limit for shadow lods?

dusty dove
#

No idea. Where do I find that?

#

Not sure how I messed that up.

#

class CfgVehicles
{
class ThingX;
class House;
class House_F: House
{
class DestructionEffects;
};
class Ruins_F;
class Land_bmg_billboards_base: ThingX
{
mapSize = 0.25;
scope = 1;
scopeCurator = 0;
icon = "iconObject_2x3";
displayName = "BMG Billboards";
editorCategory = "BMG_Mods";
editorSubCategory = "BMG_Mod_billboards";
destrType = "DestructTree";
model = "\A3\Weapons_F\empty.p3d";
cost = 100;

#

Think this has anything to do with it?

frosty rain
#

The lod biki page has info about it

fierce dagger
#

hopefully someone can give me some advice here, I'm getting my feet wet in model config/creation by porting an A2 vest with Blender/Arma 3 Toolbox.

TL;DR: export was completing just fine before, then I went back through and started correctly configuring each LOD's named properties and now the export fails to finish and I get this from Blender: https://i.gyazo.com/23b003817ef972ca272427afcb503961.png

It does export a .p3d that I can open in O2, but initially the Shadow Volume, Geometry, and View Pilot LODs were missing. I started copying the A3 sample vest LODs over directly and removed the View Pilot from export (it is not present in the A3 Sample Vest), and I still get an error on export but now O2 has a 0.000 LOD (which is the geometry) and a ShadowVolume 0.000 (which I assume to be the correct naming scheme).

Anyone have an idea what I might have wrong on the Blender end? Or what I can do to fix this via O2 if necessary?

molten fractal
fierce dagger
molten fractal
#

thanks

fierce dagger
fierce dagger
#

ended up just pasting my other LODs into the vest template via O2 and it worked (yay)

#

current problem is with texture paths

I initially used the Blender Arma Tools to set the paths of all the required textures by browsing to their location and getting this result:

tmtm\pack\addons\vests\data\*.paa
tmtm\pack\addons\vests\data\*.rvmat

which give me an untextured model in bulldozer, and "cannot load texture" in game

if I use the A3 Blender tools again to browse and set the path now I get

//data\*.paa
//data\*.rvmat
#

which doesnt look right lol

#

it is 1:40 am my time and my brain is fried, if anyone sees what I don't or has advice, please @ me

quick terrace
stuck oyster
desert notch
#

Do weapon models always point to [-1,0,0]? (negative X axis)
or can it be changed via config, etc.?

proven nacelle
#

When making a face mask or anything for arma, what do I need need to look out for, or remember

stuck oyster
#

@desert notch in what sense? on vehicles? on characters?

desert notch
#

characters

stuck oyster
#

weapon points where the animation makes it to point

#

config can not affect it

desert notch
#

I mean the weapon model itself

stuck oyster
#

that too

desert notch
#

when you make it, where does it have to point?

#

as you can see, when I spawn a weapon model, the muzzle is always pointing to [-1,0,0]:

stuck oyster
#

umm wherever thee sample weapon points?

#

well game world space does not really matter

#

its the models own space that matters

#

when modeling

#

if you elaborate on what you are trying to do, perhaps I can give better answers

desert notch
#

I'm just trying to calculate the muzzle end when a weapon is in a unit's hand (using scripting)

#

also in Object Builder it does point to [-1,0,0]

stuck oyster
#

muzzle end in world space?

desert notch
#

yeah

#

just want to make sure that all weapon models point to [-1,0,0] (in other words, the muzzle end points to [-1,0,0] in model space)

#

I tried many models

#

and they all did

#

but not sure if that's a universal thing

stuck oyster
#

yes all hand held weapons are made the same way

#

assuming the maker wants them to shoot straight

desert notch
#

oh, ok. thanks for confirming!

rough idol
#

you can have weapons with muzzles in different dir if you want

#

there is muzzle pos & dir memory point so you shouldn't have to worry about model orientation

desert notch
rough idol
#

thats pos & dir

desert notch
#

you mean: dir = pos - end? (vector from end to pos)

rough idol
#

yes

silver zenith
woeful viper
#

memorypoints most likely

silver zenith
#

why would it need mem points over there?

woeful viper
#

head lights + headlight proxy most likely

#

(could probably be corrected)

dusty dove
silver zenith
#

makes sense
most vehicles have that space

stuck oyster
#

headlight proxy is pretty safe bet

dusty dove
#

class Headlight; ?

stuck oyster
#

eh?

#

was not answering your question

dusty dove
#

Sorry, thought you were.

stuck oyster
#

buut likely you need to check what vanilla signs use

#

terrain objects dont even need classes if you dont need to place them in editor

dusty dove
#

I used House, that seems to have fixed it.

stuck oyster
#

that works

#

if you use 3den to place them its alright

#

but when you finalize the map, it would be better if they dont have class

#

that way they are simpler objects and perfromance is better

round bloom
#

If you use a hide animation on part of a p3d does it still technically load the whole thing and have the same performance impact or not?

stuck oyster
#

Id suppose it migth reduce the load on gpu a little

#

you wont really notice such though

#

unless you are hiding millions of polygons

polar fiber
#

Perhaps if the engine is able to determine that it should not do anything with zero-area polygons. Hide anim collapses verts to 0,0,0 position in model space, so polygons then have no area

woeful viper
#

hiding does result in the hidden faces not being rendered. Extremely noticeably when you have troop transports full of people, and then hide the proxies + interior on closing the cargo ramp

#

hidden proxies also means way less draw calls (the amount of draw calls per infantry unit are kind of extreme... 1 per item on the body at least, if not more)

polar fiber
#

Does shooting them inside the vehicle (penetrating shots) still work if those proxies in the fireGeo aren't part of the bone that's hiding in the resLOD?

stuck oyster
#

they should

#

just like if you position proxies differently in visual and fire geometry lod, the fire geometry lods position dictates where it takes hit

delicate holly
#

hey there, I'm trying to export a texture set for a custom model I made for arma but I'm very confused by all the different texture maps, does anyone know how to setup the map export preset in substance painter?

woeful viper
#

search texture makers channel or google that, its frequently asked

delicate holly
#

oh my bad, I didn't notice that channel

slender yew
#

hey! im trying to get into modeling/texturing for arma- is there a specific discord hub centered around that somewhere?

median bough
#

this discord, the channels in the "creative editing" category in special

slender yew
#

gotcha, thanks!

crimson cypress
#

Can you proxy weapon mounts?

e.g have a blackhawk with proxies for either minigun or m240's?

Or will each variant require it's own p3d and model.cfg?

stuck oyster
#

all moving parts would need to be separate P3Ds

woeful viper
#

except pylon proxies? them gunpods have muzzleflashes iirc

crimson cypress
woeful viper
#

you dont need proxies to be able to switch between m240 and minigun weapon models visually, if that is what you where after. But it increases amount of necessary bones and animations in the model (of which you have only a limited number). On my tanks in swap secondary and tertiary weapons by hiding the unneeded ones.

crimson cypress
#

Visually and literally, both guns would need to function as intended.

Okay, thanks, I'm not the modelling guy, so I'll have to find out what the limfac is.

Theoretically could you then switch out the doorguns with the pylon settings? or is that asking too much

woeful viper
#

idk, if it did, it would make it a lot more complicated to achieve. You can swap it with scripts, or by just having 2 different helo classes ingame (but still using the same model file)

#

depends on how unique the doorgunner has to be. If he needs to use other animations, other weapon optics, etc, then you need another class. If its just visual swap with other weapon/magazine item and nothing else you can hide/unhide on the fly with scripts.

crimson cypress
#

Yeah that makes sense, could you have separate anims for the different guns within the one model? Would you need to create two seats on the same point with different anims?

I'm starting to think why someone said we need to duplicate the p3d

woeful viper
#

yes you can have different animations. Its just a question of how many animations/bones you have spare until you hit the limit of 255 - which can happen if you have really detailed interior (dials etc) and lots of other stuff

#

duplicating p3d is the most ... shall we say ... primitive way to do it. Double Memory imprint, double model maintenance efford, ...

#

it works, as long as you only have very limited options (2-3). one of my tanks has 3 options for secondary weapon and 5 for tertiary plus other options ... so i would have to use 15 different p3d's, which is ridiculous

crimson cypress
#

We have a fully interactive interior with plenty of switches animating, so I dare say we're nearing or at the cap.

There's also a variant with a GAU mounted in the cargo area already.

Plus, give or take 5 different exterior customisations

#

Anyway, I appreciate your insight, I'll have to pass it on to our new modelling guy and see what he can do

stuck oyster
#

bone limit is 255 so it does come up fast

#

if the mounts are vastly different then id recommend 2 separate vehicles

#

if they are same mount but different gun, then it might work

finite beacon
#

Hello All,

I get the following error message in the binlogs of Mikeros:
18:03:26: Warning: Test_l\h18.p3d:1, vertex: 836, sum of weights is 50, should be 100
18:03:26: Warning: Test_l\h18.p3d:1, vertex: 836, sum of weights is 50, should be 100
What exactly is wrong? I already googled but did not find anything explicit.

Could someone possibly help me with this?

stuck oyster
#

it says it in the error

crimson cypress
#

Also I have a weird issue with animSources in the garage not hiding/showing. I'm fairly certain they've been configured properly, I even went back and followed the example on the wiki

Could anything other than my shitty config be the cause of this? It works if I script the animSource to show it

stuck oyster
#

you have weighted selections that dont add up to 100

crimson cypress
stuck oyster
#

its likely config issue

crimson cypress
#

Thanks. I'll completely strip it down and start at one

stuck oyster
#

new p3d will make it easier to make

woeful viper
#

depends on how much stuff you run into that you want to fix/change/add later

crimson cypress
#

true.

woeful viper
#

just count amount of animations / bones you need for the 2nd set of doorguns and then check if you are inside limit

finite beacon
woeful viper
#

whats the model and how did you make it?

polar fiber
crimson cypress
#

as in

            {
                type = "hide";
                source = "Skis_Show";
                selection = "skis";
                minValue = 0;
                maxValue = 1;
                hideValue = 0;
                unhideValue = 0.5;
            };```
This wouldn't work because the class is named differently?
polar fiber
#

even if you are using the useSource flag in the config for the source to make garage use animateSource rather than animate command

#

Yeah you either need to call the source skis, or call the animation class Skis_Show

#

It isn't important for making the anim actually work, just the garage/customisation interface

woeful viper
#

who had that idea? Seems like a bad practice to me...

#

selection, animationname and source named the same - 101 on how to make it confusing...

polar fiber
#

Karel I guess

crimson cypress
#

My gitkraken recently fucked out, so I don't actually know what I tried.

I think in the garage section i used skis_show. So that would then most definitely be the reason it doesn't work in the garage but, then I can use _this animateSource ["skis_show", 1];? Have I understood that correctly?

polar fiber
#

Initially the garage only used the animate command. I think they had to add the useSource flag for multi-part animations in a later patch. Before that you had to add a script onPhaseChanged

#

You shouldn't need to use that command in the onPhaseChange now. There's a simple bool for it which will tell the garage to use animateSource instead of animate

#
            {
                AUTHOR_MACRO
                displayName    = "hide CIP";
                source        = "user";
                useSource    = 1;
                animPeriod    = 0.00001;
                initPhase    = 0;
            };```
crimson cypress
#

oh f me.

Okay, it's that easy.

So that fixes the discrepancy between the class name and the actual animation name?

polar fiber
#

No, it just means you can use the same garage option to trigger more than one animation. You still need at least one of those anims to match the source name

crimson cypress
#

Okay sorry, spell it out for me,

Should I rename the classes to be the same?
cfgAnimationSources

    {
            source="user";
            animPeriod=0.2;
            useSource = 1;
            initPhase=0;
    };```
animations in model.cfg
```            class Skis
            {
                type = "hide";
                source = "Skis_Show";
                selection = "skis";
                minValue = 0;
                maxValue = 1;
                hideValue = 0;
                unhideValue = 0.5;
            };```
polar fiber
#

Still either you'd need to do class Skis_Show { type = "hide"; source = "Skis_Show"; selection = "skis"; minValue = 0; maxValue = 1; hideValue = 0; unhideValue = 0.5; };

#

or class Skis_Show { source = "Skis_Show"; }; class Skis: Skis_Show { type = "hide"; selection = "skis"; minValue = 0; maxValue = 1; hideValue = 0; unhideValue = 0.5; };

#

I can only assume what ever commands apply the animation from the garage use animationPhase to check whether it needs to add an animation to the unit, rather than checking animationSourcePhase

crimson cypress
#

Rgr,

Thanks a bunch

fleet nacelle
#

Can anybody please point me toward a good tutorial for making a vehicle mod in Arma? Ive got some experience with weapons and uniforms, but vehicles are a new frontier for me

stuck oyster
#

basics are the same.

#

there are very little in way of "complete tutorials"

median bough
bleak heart
#

my wheels is spinning too much. How can I fix it spinning?

#

Should I edit config or model.cfg?

#

if i am going to fix them where should i do it?

small olive
#

@bleak heart try to decrease the value of the angle at your steering animation in model.cfg

stuck oyster
#

wheelCircumference config parameter affects that too

#

it should be set to same size as your wheel

bleak heart
#

but it still spins the same.

small olive
#

@stuck oyster actually he is meaning the rotation not spinning

stuck oyster
#

angles are easier to put down with angle = rad(degree value) like rad(180)

#

and if you change it you need to restart buldozer

fervent hornet
#

Is there anything that needs to be done within a model or its model.cfg to allow rvmats to be assigned via hiddenSelectionsMaterials? I have several rvmats that work perfectly when assigned within the model but their textures won't load using hidden selections. Changes made to spectacularity do reflect when the asset is loaded however. "hiddenSelectionsTextures" works as it should using the same selections.

small temple
#

Is there a tool to get pictures of assets and their classnames?

#

or rather a tool to make a picture based on the classname

#

and save it with the classname

stuck oyster
quick terrace
stuck oyster
#

yeh I recall that worked

polar fiber
#

Test it with setObjectMaterial and if it works can use VhC/BIS_fnc_initVehicle with materials[] defined instead. If setObjectMaterials doesn't work I think it's a problem loading the paths from the .rvmat

fervent hornet
#

@stuck oyster Thank you! I've got it working now. I've been beating my head against this one as have several people on the BI forums. I'll update my posts there and get back to work actually creating.

molten fractal
woeful viper
stuck oyster
#

@molten fractal if you want different rvmats to be usable with hiddenSelectionMaterials

#

most of the time its not really an issue as 1 rvmat works for different colors

#

but if you wanted for example swap matte painted surface to high polished surface you would need to have both rvmats present in the p3d in order for them to be swapable. Or use the system da12thMonkey posted above

junior saddle
#

This is dumb on my part, but I've had to reconstruct a lot of my mod infrastructure due to getting a new rig. I've gotten a lot of my assets back in shape, but there is one major problem. The wheels on each of my tanks are all spinning around a central axis instead of their individual axes. Also, the overall behavior seems like there isn't enough mass. It has been about 9 months since I've edited one of my tank configs; has something changed? If not, then there might be a file path issue, or... I've extracted an incomplete model.cfg, perhaps. Anyone ever have such an issue?

#

To clarify, all the other components of the tanks seem to be working properly, such as hatches, turrets, and main guns.

woeful viper
#

no there was no update in the last months that affected physx

junior saddle
#

Okay, thanks. That eliminates a good chunk.

junior saddle
#

I think I see what happened. Eliteness seems to add or change the axis name, and then puts //*probably*. This forces an axis that doesn't exist, so the extracted model.cfg isn't as effective as the original. sigh

woeful viper
#

why do you work of of binarized models?

median bough
#

in OB, how can i zoom in in smaller steps and not huge jumps (scroll wheel)?

stuck oyster
#

alt+both mouse buttons+drag

median bough
#

thx

#

is it possible to move selections with arrow keys and not having it to move it with right-mouse+move?

stuck oyster
#

mm probably not

#

this is OB afterall

#

OB is a bit limited in that kind of features

median bough
#

ok, thx

stone merlin
#

Would anyone have any idea what would cause a tank's geometry to only mostly work? Sometimes units you run over just go through the tank, you can't walk through it most of the time but you can "step over" into it and that lets you clip trough the rest of the vehicles geometry. Components are convex, all have mass, none are huge cause it's just a tank, there's only around 15 of them, tried triangulated and non triangulated. Sorta running out of ideas. Doesn't even seem to be one component in particular as you can do it from pretty much any part of the vehicle.

frosty kraken
#

Should Object Builder retain an object's rotation that has been rotated in Blender and then imported into OB? It seems that it does not but I might be missing something somewhere.

fervent hornet
#

Are you resetting your rotation in Blender before export? @frosty kraken

frosty kraken
#

edit, was not because of this: Ahh, there's a "Apply Modifies" check box in the export screen. I have that unchecked so might that be the reason then

fervent hornet
#

In Blender, whenever you rotate, scale, or move an object you need to reset the object. Ctrl-A and reset all

#

With the object selected

frosty kraken
polar fiber
#

You have to apply transforms before exporting

round bloom
#

What is the usual cause of an RPT spitting out Cannot intersect with test\test.p3d - missing skeleton bones? It's a fairly basic model for a static object but the person who did it didn't leave a model cfg, would that be the cause?

stuck oyster
#

possibly

obtuse rain
#

Any best practices for modeling stairs so AI can use them? I've set up a gentle stair angle, the geometry LOD is a ramp, the roadway is slightly elevated above the geometry, and I've got pathway LODs above that, but the AI refuses to follow waypoints to the top of the stairs.

woeful viper
#

is your stair a seperate object? Or is it part of a bigger model?

obtuse rain
#

Part of a larger model. It's a cubic room with a stair leading up to an elevated landing.

woeful viper
#

So if i understand right, the AI is already inside the building (on building pathway LOD) but doesnt want to go to the elevated part that is also part of the same building and pathway?

obtuse rain
#

Yes that's correct.

woeful viper
#

whats the buildings size? how high above is the elevated platform over the "ground level"? under the platform, is there also roadway level below that ?

#

a pic says more than a thousand words... just saying

obtuse rain
woeful viper
#

that looks like a large building? whats the max width and depth?
see https://community.bistudio.com/wiki/LOD#Roadway , there is a size limit. But that is not a "fixed" value. It depends on the details of the terrain (terrain mesh density or something like that).
If you path points lie outside of that size limit, AI cant access them

LOD
obtuse rain
#

The whole room is about 42m x 30m and 15m high. 2614 triangles.

#

At max the furthest point is less than the ~36m away from the object origin. But I can try shrinking the building and see if it helps.

woeful viper
#

.just for testing it might be a good idea. Idk the grid sizes of the terrains by heart, but maybe try on a different map. Tanoa should have quite good detail i think? Malden is the worst...

Shuffle the path points around a bit more (even more height above roadway)
Also make sure your roadway / building is placed so that it sits significantly higher than the terrain height. Otherwise the AI might actually not even walk on the path of the building but just on the terrain beneath it, so it has no idea there is a path...

#

If they are running, then they are definitely not on a path, but on terrain. When on pathways AI will always walk

#

maybe also read the convo here for future
#arma3_terrain message
pathway is... tricky (i'm struggling with it myself)

obtuse rain
#

I'm testing these objects on the VR map to start. Are you saying that depending on the grid size of the base map, AI pathing will behave differently all other things being equal?

woeful viper
#

the maximum roadway size on malden is smaller than some vanilla buildings are big (e.g. the big construction site building -> AI cant reliably walk up the stairs because of that). At least thats my interpretation.

obtuse rain
#

Okay, wow that's a revelation. I'll have to keep that in mind.

I've elevated my entire room object significantly above the ground and it seems to be behaving better. I suppose the workaround then is to raise the foundation of ground objects above the terrain height level.

woeful viper
#

yeah. The waypoint inside the building (when unit is standing on terrain) must be a certain distance above the terrain, for it to even recognize that it needs to enter the building/pathway. Same is the case for when you place a walkable object with pathway ontop of another building.

#
  • caveat - all according to what i witnessed in the few tests i had done for my own buildings so far... I havent done a gigantic testseries to scientifically confirm everything i say...
obtuse rain
#

I've had some success with getting AI to path up and down ramped corridors, but only if the entire object is a closed circuit. If the any part of the corridor is open to terrain, the AI will exit the object and go around it altogether.

stuck oyster
#

I put path 10-20cm above the roadway, and roadway should always be few cm above geometry.

#

For ramps that connect to ground you will need multiple different height entry point (refer to sample house in the steams Arma 3 Samples) so that when the ramp sinks in at different depths, there. Is at least 1 entry point above ground and at accessible height

steep plinth
#

i'm trying to create an object with object builder and it work but i want to change the uv so i want to open the uv editor but it doens't work i don't see the window. The window is open but i don't see anything.

polar fiber
#

It does that fairly often. Gets stuck offscreen

#

right-click the window that shows for it from the taskbar, and press "maximise"

steep plinth
white jay
#

@steep plinth best bet is to do as much as you can in blender or your choice of 3d software and export to object builder

round bloom
#

Blender with Arma toolbox is OP

steep plinth
#

how can i add slingload memory point in my object in "object builder" ? in which lod ?

frosty rain
#

Everything would be much easier to do in blender or any other 3d software notlikemeow

steep plinth
frosty rain
#

Or ctrl+f in this chat

timber night
#

Hey there what is a max poly count for a new vehicle?

#

I want it to be optimized.

polar fiber
#

Max poly count wouldn't be optimal 😄

timber night
#

Lower poly the better right?

#

I want to have a baseline

#

For my vehicle.

#

I don't know poly averages for arma vehicles.

polar fiber
#

Depends what it is really. 90k vertices for a vehicle with lots of sub-components is about the top limit so far as BI's content goes I think

#

Other vehicles might be as low as 20k

quick terrace
#

@timber night if you are gonna tell what sort of vehicle you're doing, you might get a more precise answer

polar fiber
#

Stryker we have is 70k verts without the tyre tread

quick terrace
#

i was about to say 60-80k, depending on the details for the interior lod

#

so exterior + interior, about that sum ^^

#

marshal is 50-60k irc

#

but has less stuff going on the exterior

polar fiber
#

With the tyre treads it's another 8*4300 (~35k) verts so total is ~105k. Tread is proxied on so they disappear separately to the rest of the vehicle detail

#

I think the Tanks DLC Rhino is the highest poly BI asset and that's around 90k if I remember what reyhard told us

timber night
#

Does models need to be rigged

#

or animated?

#

What is the requirement for model creation.

polar fiber
#

Vehicles aren't rigged as such. You make named selections (vertex groups) and set pairs of vertices to act as an animation axis and then write a skeleton and animations in a model.cfg text file

timber night
#

Is there a list of arma vehicles?

#

with poly counts?

woeful viper
stuck oyster
steep plinth
#

can i know how can i add "HiddenSelectionTextures" in my model ? what i need to do ?

stuck oyster
#

youll need selections on the model for the parts you want the HST to apply to. those selections need to be added into the model.cfg Sections array and in the config.cpp hiddenSelections[] array

#

sample models have these set up so you can see how they are

steep plinth
#

oh ok thx i will check

stuck oyster
#

vanilla models usually use "camo" selections

steep plinth
#

yeah but i mean "camo"

stuck oyster
#

you can use the same name

steep plinth
#

ok

stuck oyster
#

but you will need to create such group on your model

bleak heart
#

What is the code needed to open a new slot in the editor?

stuck oyster
#

new slot?

bleak heart
#

example: Amazon Cars

#

it will only be my car model

#

I will post a visual in 1 minute so I can be more understandable.

bleak heart
#

thank you

austere ermine
#

does user actions work when the object is proxied?

#

e.g. add sit user actions to a chair and I proxy it into a building will the sit come up

stuck oyster
#

no

median bough
#

i got a weird issue...
i have a heli with 10 cargo seats:

cargoProxyIndexes[]={1,2,3,4,5,6,7,8,9,10};
getInProxyOrder[]={1,2,3,4,5,6,7,8,9,10};```
the model also has proxies numbered from 1-10
but for some odd reason, seat/proxy 9 is skipped
i still have the option to command the last remaining unit to board, but he refuses to to
what could be the cause for that?
stuck oyster
#

proxies 1-10 or 0-9?

median bough
stuck oyster
#

is 9 actually present?

#

can you select it?

median bough
#

select it where?

stuck oyster
#

in OB

#

just to see that the triangle is present

median bough
#

yes, it's there

stuck oyster
#

though when you say 9 does skipped is 10 filled?

median bough
#

yes

#

with the right getin and sitting anim

stuck oyster
#

and 9 is in all lods? firegeom and viewgeom too?

median bough
#

model has no firegeo, but it's in viewgeo
also in LOD1-5, view-cargo, shadowvol amd shadowvol - view cargo

stuck oyster
#

have you tried deleting it and making new one with same index?

#

deleteing the proxy mesh part and clearing the proxy selection just in case

median bough
#

havent done that yet, will try

#

nope, didn't help

stuck oyster
#

do you have separate cargo actions array defined for them

median bough
#
        {
            "passenger_bench_1",
            "chopperMedium_C_01_H",
            "chopperMedium_C_01_H",
            "chopperMedium_C_01_H",
            "chopperMedium_C_01_H",
            "chopperMedium_C_01_H",
            "chopperMedium_C_01_H",
            "chopperMedium_C_01_H",
            "chopperMedium_C_01_H,",
            "passenger_bench_1"
        };    
cargoGetInAction[]=
        {
            "ChopperMedium_C_Lin_H",
            "ChopperMedium_C_Rin_H",
            "ChopperMedium_C_Lin_H",
            "ChopperMedium_C_Rin_H",
            "ChopperMedium_C_Lin_H",
            "ChopperMedium_C_Rin_H",
            "ChopperMedium_C_Lin_H",
            "ChopperMedium_C_Rin_H",
            "ChopperMedium_C_Lin_H",
            "ChopperMedium_C_Rin_H"
        };
        cargoGetOutAction[]=
        {
            "ChopperMedium_C_Lout_H",
            "ChopperMedium_C_Rout_H",
            "ChopperMedium_C_Lout_H",
            "ChopperMedium_C_Rout_H",
            "ChopperMedium_C_Lout_H",
            "ChopperMedium_C_Rout_H",
            "ChopperMedium_C_Lout_H",
            "ChopperMedium_C_Rout_H",
            "ChopperMedium_C_Lout_H",
            "ChopperMedium_C_Rout_H"
        };```
#

AAAAAAAH

#

saw it with posting it here

#

a comma too much

#

testing....

stuck oyster
#

that seems like a likely culprit

#

no valid action = no getting in

median bough
#

yep, that was the issue. thx for the lead

stuck oyster
#

😅 Might have been on that boat before myself too

fluid hound
#

Is there any list and explanation of warnings and errors for binarize?
I forgot the meaning and importance of most of them.

Right now i am a bit struggling with:

  • Warning: CfgVehicles missing in PreloadConfig - may slow down vehicle creation
  • Warning: Unsupported UVSet 2
  • Warning: Unsupported UVSet 3 (and so on)
median bough
fluid hound
#

there isn't really anything else relevant, its just these three warnings that i need to know the meaning of.

median bough
#

as for warning 2 and 3 it's pretty clear. you have more than one UV set and that's not supported

#

CfgVehicles missing in PreloadConfig looks like a config issue

fluid hound
# median bough ``CfgVehicles missing in PreloadConfig`` looks like a config issue

the config is fine, there aren't even any vehicles in it.
These are some typical binarize shenanigans.

i could be wrong but i think i vaguely remeber the PreloadConfig message had to do something with some data missing on the P drive or not getting copied/converted into the temp folder.
The P drive should be fine (assuming the BI Tools process of creating the P drive for you can be trusted).
So, maybe i forgot to set some dependency.
Or, this could be really just a quirk of the binarize, its pretty quirky crappy tool (no offense, that's just how it is).

Is there really no list of these warnings and reports?
I do remember reading about this crap somewhere, but maybe those were some BI internal sources back then and it never got published.

Any tools/config guys from BI around who might know the answers?

bright echo
#

Anybody have experience with muzzle memorypoints?
I'm working on wing mounted cannons on planes and set it up so the muzzle memorypoint points inwards so the shots converge, it works fine... but i'm worried it might mess with AI ?

stuck oyster
#

@fluid hound tools P drive setup is a bit unreliable. From your text I gather you don't use mikeros pbo project to pack?

fluid hound
#

Sorry, i mean Arma 3 Tools

#

Ah, sorry, it took me a while to realize what your point is...
So, the "mikeros pbo project" will prepare P drive or its equivalent in a more reliable way?
Well, there is no harm trying i guess....

#

Aha... looking at the downloads, i think i remember why i never tried these tools before - because i despise installers - you never know what are they doing, and they almost never clean up after themselves properly.
Not saying thats the case here, but probably is 🙂 just... eew, installers.

fluid hound
#

And of course it crashes when i try to install - yep, whats not to like about installers.

stuck oyster
#

That is quite uncommon for it. Which installer did you run?

fluid hound
#

DePbo.7.97.0.25.Installer.exe
...but it seems that despite the crash its working without any problems.

#

apparently it happened after it copied over all the important stuff

#

.
Anyway, i think i will stick with the official A3 Tools, its the devil i know (or maybe i should say knew).
I mean even Mikero tools still need the official tools like Binarize, right? at least i can't find anything that would indicate otherwise.

btw. I did let the Mikero tools create a P drive though, and i didn't see any important difference compared to how it was setup by the A3 Tools, except for some addons not being unpacked by the A3 Tools (but i don't need any of those files for my project anyway).

stuck oyster
#

Mikeros tools have a lot more debug before stuff is fed to binarize so you can catch many errors without having to go into game

balmy bloom
#

hi, i am coming from assetto corsa modding, and I want to try out doing some models for Arma
i am planning on modeling an A-6 intruder from scratch, but before I begin, i want to ask if there is a basic pipeline or somebody who would down to explain arma guidelines

#

cheers

woeful viper
#

unless you have very good references (up to dimension technical drawings) that you can copy from, it pays off to bring a very basic model into the game as early as possible to check dimensions an other stuff.
While modelling, occasionally update the ingame model and test it, as you work in your 3d tool of choice (blender?)

balmy bloom
#

3Ds max is my software

#

I’m planning on modeling from some blueprints
I know that they aren’t accurate, but anything is better than the current a-6 ingame

stuck oyster
#

modeling wise there is not anything speacial really. typical lowpoly game object modeling

#

texturing wise Arma uses Spec/Gloss shaders, so no PBR metalness/rough workflow

woeful viper
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"current A-6" uhm, i dont have in my game A-6 😄

balmy bloom
balmy bloom
woeful viper
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if by prebake AO you mean putting it in diffuse, then yes

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i would advise it...

balmy bloom
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Yes alright

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Definately

stuck oyster
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Id recommend checking out supershader wiki page

balmy bloom
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Alright thanks so far
Later on i’ll try implementing cockpit features and stuff but thats further away haha

stuck oyster
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and possibly looking into the games vanilla vehicle textures for reference

balmy bloom
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so just please tell me a polycount

balmy bloom
woeful viper
stuck oyster
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its a starting point

woeful viper
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yeah, same applies to rvmat page too

balmy bloom
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also i can make anims in 3ds right?

stuck oyster
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no

balmy bloom
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It’s made with the “game editor?”

stuck oyster
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no

woeful viper
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no, with notepad 😄

balmy bloom
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you what lol

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so like

stuck oyster
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theres wiki page called "how to animate a model"

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start there

balmy bloom
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Set pivot point then
Script the rotation and stuff

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ah alright

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will check that out thank

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S

stuck oyster
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theres a procedural config file called model.cfg for animations

woeful viper
stuck oyster
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the page explains it pretty well

balmy bloom
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thank you all

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I’ll start doing it and i’ll reach back with progress

stuck oyster
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as for polycount, most complex vanilla vehicle model clocks around 90k tris (interior+exterior) If II recall right. it is at the higher end of recommended though.

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rule of thumb is that make it least amount that looks good

woeful viper
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Btw - if you are serious about this and have some experience and portfolio under your belt ... SOG might be interested. The part of integration into arma (esp. for aircraft) can be a bit of a brick wall that takes some time to smash through if you are alone. #sog_prairie_fire message

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@balmy bloom ^

balmy bloom
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thanks

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i think i'll see what can I do and yea 🙂

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if later on anyone wants to help with scripting, and others ill be happy to collab
now its my time to do the thing

upbeat wraith
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Can someone please remind me of the key to reverse points in object builder? My model is inside out

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I cant remember the hotkey and cant find my results online

stuck oyster
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W

upbeat wraith
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Thank you! I should remember that 😄

bleak heart
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is there a wiki for car lights?

stuck oyster
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probably not specifically that but there are "cfgVehicles config reference" and "cars config guidelines" pages that might be of use. Also the Sample car config in Arma 3 samples contain working example

woeful viper
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theres got to be 5 million questions on how to add light bars on "questionably aquired" vehicle models already...

upbeat wraith
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does anyone mind explaining the difference between resolutions to me in LOD's? For example, does it matter if the model is at Res 0 and the Geometry Res 1? or is there a specific order

bleak heart
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There are car parts belonging to viem-gunner and viem-pilotto mrap, how do I destroy it?

stuck oyster
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you have put those into your model somehow?

craggy solar
polar fiber
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Select the affected faces and lock their normals immediately after importing so that they don't get recalculated when the .p3d is saved

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Shift+E brings up the vertex properties menu. Fixed/locked normals check is in the bottom-right

craggy solar
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THANK YOU

polar fiber
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If you need to do it on an already saved file, you would have to set the pin to the grid centre (Shift+C) use the scale points tool to make that part bigger (like 10x), smooth the edged then, lock the normals then scale it back down (0.1 etc.)

upbeat wraith
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Does anyone know what mass I should give to my geometry LOD? I tried 1, and well, it didnt seem to even move. I could have just got the LOD wrong, but as far as i understood, it had to be non-convex, closed, with mass, and be roughly the same size as the object - which is about 20cm tall and 6.5cm wide. I used a cuboid for my LOD, with a resolution of zero and and the LOD on the right set to geometry, is there somewhere in the config I have to define things aside from in the P3D or should it do that automatically?

stuck oyster
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10+

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and not non-convex

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has to be convex, closed, mass and componentXXX names

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and what type of object is it

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where do you expect it to move?

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as in is it a physics object at all

upbeat wraith
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Its an IED made from a water bottle for an upcoming campaign we're doing, my apologies, its convex not non convex 😄
I'm using ace framework to make it explode, and that's all working, but when i try and arm it with ACE, it floats in mid air.

stuck oyster
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is it a magazine or weapon or thingX or house or car or what

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👆 type of object