#arma3_model

1 messages ยท Page 172 of 1

upbeat wraith
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It has weapon, vehicle, ammo and magazine config entries, but the bottle alone is a magazine, which goes into weapon

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Wait ignore me i had a small brain moment

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the one im trying to add gravity to (there are two models, one for an armed state and one for unarmed) is a vehicle

stuck oyster
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You lost me

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what config class are you inheriting from

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or what simulation type are you using?

thorny summit
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Yello fellas, is there a model for the arma 3 man that i can put into blender to use as scale?

median bough
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arma 3 samples on steam provide you with almost all you need

thorny summit
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ah right thanks

silver zenith
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whats a good standard height for doors?

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and width too i guess

woeful viper
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there is this guide that some guy made

silver zenith
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ohh fancy
thanks

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what a cool guy whoever made it

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:P

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those are a bit too systematic
I guess a 190X90
but its a bit too precise

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maybe a 200X100?

woeful viper
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those are the miminum limits of function. For less frustrating and less twitchy experience, go higher than those limits

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if your wall is thick or corridors are tight, i would go with larger door width, so people can angle through doors better.
at .9m you must walk through, the corridor, and then you can point your gun to the left

buoyant matrix
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Is there a mod developer willing to either teach me or help med out a bit with the Panther CLV (Iveo LMV)?

lime basin
crisp turtle
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So at the moment I am modeling a jet pack to be used in Arma 3 and I've never modeled anything for arma before, where is a character I can find to put into blender for a size comparison, and what all do I need to know for modeling things for arma 3? Ignoring the texturing, scripting, and rigging parts as they will be covered, what should I know and where can I find a blank character?

stuck oyster
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Arma 3 Samples on steam

thorny summit
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Could someone point me towards a guide for importing a mortar into arma and configging it etc?

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Trying to understand some stuff while i finish modelling

woeful viper
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there is no guide for that specifically. Mortars are similar to regular vehicles, except... they cant move, ergo you dont need to worry about all the wheel and vehicle physics stuff.

silver zenith
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main concern is the tube rotation

stuck oyster
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Id advice putting something simpler into game first so you learn how to read and write configs first

woeful viper
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"Something simpler" - like what?. You can put a cube as model for the mortar into the config and it will display. It wont work to fire etc. But it will display...

stuck oyster
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a box first

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then possibly something that has a available sample

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then something you need to derive a lot of knowledge from previous work to get it working

woeful viper
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static weapon is among the simplest things you can put ingame actually...

silver zenith
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I'm making him do a box first
but we were curious about the mortar

woeful viper
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if you follow vanilla naming schemes...

stuck oyster
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not without a sample

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unless you are already familiar with how configs work and can do the thought process to derive what is needed

woeful viper
stuck oyster
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mortar is just a turret

silver zenith
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yeah just bit difficulty in making it rotate from the bottom
I guess it'll need a memory axis on the rotation center or something

woeful viper
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just like any other turret, the tube in the p3d needs to point horizontally forward.

silver zenith
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a full 90ยฐ?

woeful viper
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look at a tank

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ignore hull and the turret blob. Just the gun. Thats your mortar tube.

silver zenith
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I see

stuck oyster
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actually with mortars it does not need to point forward

woeful viper
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it doesnt do with most other turrets (i dont think). But why do it different here than elsewhere?

stuck oyster
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artillery computer stuff I suppose

woeful viper
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? no.

silver zenith
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mortars can't aim that low so why would it default there?

woeful viper
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because you set the minimum elevation in config

stuck oyster
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mortars are not modeled that way

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all other weapons are

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well at least almost all

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some grendae launcher types might have elevated barrel angle

woeful viper
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you can do whatever you like, as there is no way for game to differentiate between "this is a mortar, therefore i must use..." and "this is a cannon, i must use ...".

stuck oyster
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just telling how I've seen them be done.

woeful viper
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i suppose, if its an infantry mortar, it is easier to do the animation of the bipod legs, when you model it raised

stuck oyster
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-\\ -
\
// \
=== ===

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How I see it the idea is that then it fires on an arch towards where you are looking at

woeful viper
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arty tank does that too

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its a config setting

plain gulch
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Can i have some help?

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i keep getting external viewer: unable to create viewer

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im very unsure on how to fix this issue i've tried everything from reinstalling buldozer and arma 3 tools

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still no luck.

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very confused and hope to find a solution to fix it thanks

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it was working yesterday, all of a sudden this issue pops up

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Never mind i figured it out, i forgot i moved my texture file to another drive other than what i have it set it too

shadow sorrel
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Is it possible to take a model from a mod and put it in blender?

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Iโ€™ve tried it but Iโ€™ve only gotten as far as seeing the workshop PBO and BISIGN files. Donโ€™t know if that works for anything

stuck oyster
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no

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@shadow sorrel you are not allowed to take models from mods

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this is after all model maker channel, not model taker channel.

small olive
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model taker channel ๐Ÿ˜„

limpid obsidian
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Poly count on an object is what determines if it will make a server lag correct? if so what is the recommend poly count for a tree?

stuck oyster
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polycount has not much to do with server since server draws nothing. polycount affects how well your GPU on your computer handles the scene draw. For server performance only thing that matters is if the object is made properly regarding collision and such technical things

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and for polycount, depends on tree size

fallow vessel
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so ive been looking into making a hell cannon in arma as my first foray into modding other than some crappy retextures, now thing is i have no experience with 3d modeling. so far ive been able to make the tube in blender, but for the actual carriage and stuff will i make it out of a series of smaller objects or how will i keep it to one?

woeful viper
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what hell cannon? that chaos dwarfes thing?
You can have multiple objects - yes. But you can also edit the objects individually. Cut holes, add new points and extrude stuff etc. Best search for blender tutorials on youtube.

fallow vessel
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syrian hell cannon, essentially a homemade mortar

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but yeah i will just get the hang of blender before i actually get into it tbh

lime basin
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Hey, I have came to the conclusion that my aircraft is stationary because it has no PhysX. It floats in the air if I spawn it up there and will not move but will play the sounds of the jet and even rev up the engine D: HALP

outer condor
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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.
Doesn't even seem to be one component in particular as you can do it from pretty much any part of the vehicle.

shell hedge
outer condor
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will check ty

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was already tested and the geo LOD rebuilt 3 times to make sure no mishap was present

charred bolt
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@outer condor Is your geometry hollow? Try making the hull a single solid piece.

outer condor
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it was originally one piece and it's now multiple after attempting to fix the the issue
all components are hollow

stuck oyster
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Just to make sure, check for non convex and non closed in OB don't highlight anything?

woeful viper
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15 components for a tank sounds a bit much... do you have one component for each hull side?

stuck oyster
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Hollow Hull box is already 6 add couple of angles and 15 adds up fast

woeful viper
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but why do you need hollow hull box? If a component is not thick enough you can step through it. Thats what i assume is happening.

outer condor
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it was <10 components when the problems began
non convex and non closed highlight nothing
also vanilla tanks are >20 components

woeful viper
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thats not done in GeoLOD, thats done in FireGeoLod

stuck oyster
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Quite true

woeful viper
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Geo lod in vehicles has the primary purpose of handling collisions with infantry, and to get mass and its distribution. Because everything else is handled by GeoPhysx or FireGeo or visibleGeo -> which should be defined and tuned to their respective purpose. Using "one fits all" Geo LOD is a bad idea unless its a super super simple vehicle shape

charred bolt
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That's my thinking too, totally agree with X3KJ. Geo & Geo Phys LOD should be solid, FG should be hollow.

stuck oyster
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Indeed. I confused what the problem was.

woeful viper
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the side parts where track is can be one piece. Hull can be one piece too

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unless you want infantry to be able to walk on top of the tank, the turret doesnt matter. Make it simpler

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red shape is new hull shape, as one piece

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stowage box adds nothing of value to collision

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i can already guess that you have barrels in your PhysX geo LOD too? If you want flying tanks, thats how you get flying tanks. Wont be so bad because on this, as barrel is short and barely sticks out from hull... might as well delete it, when it cant collide with anything anyhow

outer condor
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thanks everyone ๐Ÿ‘ forwarded

knotty trout
stuck oyster
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your bunker is not split into parts

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so only the outer shell is convex

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you have to do the splitting yourself

knotty trout
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Ahhh okay thanks. โค๏ธ

knotty trout
stuck oyster
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๐Ÿ‘

frosty kraken
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Any idea or someone has had the same issue in the past that Object builder's UV editor won't open? Like a few minutes earlier the UV editor was opening just fine and now nothing no matter how I smash the the corresponding button in OB. Tried restarting my PC to no avail
edit: solved by clicking with mouse right button on the UV editor app in the taskbar and then selecting Maximize for the UV editor window

knotty trout
stuck oyster
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each wall need to be separate part, roof needs to be separate part

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like those side parts you have are separate parts

knotty trout
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Ahhh okay now I understand

lime basin
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I have redone a lot of my LODS and my plane still wont move 3; gosh, what other ideas do yall have? because I'm lost at this point haha, I would love to send a pastebin of my config, and maybe screenshots of my LODS, my brain is spaghetti-o's

stuck oyster
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when you get into the plane does the engine start?

lime basin
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yes, it actually revs up to 100, and without my lods, it wont even start so, i feel like im onto something

stuck oyster
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could be faulty physX config, could be faulty geometry/physx lod

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those are basically the parts that make it interact with the world

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were you using mikeros pboProject to pack the pbo?

lime basin
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yes, and my lods are triangulated and closed so

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idk what it could be, because i was actually getting it to fly before without a physX lod, just a geometry and inhereting the base class for planes and down to the wipeout classname

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when i spawn the wipeout model, aka put // infront of model = "'filepath'"

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it works

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so it's definitely a lod error, just dont know which D:

stuck oyster
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do you have physx wheel memorypoints and such defined?

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and are your geometry and physX geometry lods build liike in the sample?

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do you also have landcontact lod like in the sample

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and there is also possibility that the sample planes selection naming does not match whats in the game planes config

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so you would have to check what you are inheriting and compare if those things match with the corresponding selections

lime basin
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there is something i should also mention, it can be placed in mid air and float, so is it something with LODS or maybe config? It feels like a static object

stuck oyster
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you probalby dont have geometry lod mass set up then

lime basin
stuck oyster
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no

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it does not have mass

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usually what a thingy would weight irl works alright

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in kg

lime basin
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so it's scale is kilograms? hahaha, i have it set to 1.0

stuck oyster
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at least as starting point to be adjusted

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ye that wont work

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also is that build from separate components?

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have you ran convex component hull tool on it?

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to check all your geometry components are actually convex?

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its under top menu structure

lime basin
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No, i still have to map the components, but I didn't know convex component hull was a thing, do i just run it on all the LODS with components?

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i only have that one for just testing purposes

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the 33 one ๐Ÿ˜„

stuck oyster
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theres also a tool to check if parts are convex

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and in other menu if all parts are closed

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both need to show no error points for the lod to be valid

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also the component names is a must

dusk frost
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quick question to jog my memory, I'm making textures for an old project I haven't worked on in a year. what kind of texture maps does arma use? is it like diffuse, roughness, normal etc.? or does it use PBR?

stuck oyster
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no pbr

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specular gloss shaders.

dusk frost
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thanks

stuck oyster
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what textures are used depends what type of shader (rvmat) you put on your model

reef granite
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Hello Guy, I hope every one is fine here !
I have a custom object with a custom RTM animation I made in blender. I am looking for a way to launch this animation in loop when dropping this object in mission editor.

Have I to do it via CfgMovesMaleSdr ? Or is there any other ways ?
Thank you

polar fiber
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Objects don't typically use rtm

reef granite
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I know but in this case it's more like an organic animation.
I just saw there is an "animation_makers" channel, I will move there to keep things ordered

median bough
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what is the object, and what is it supposed to do?

stuck oyster
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answered in animation makers.

steep plinth
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how can we add a "selection texture" to a model ? because i really don't understand. I have tried to add "model.cfg" with the "section" name and i have added this to my config but it doesn't work

hiddenSelections[]=
{
    "Crate_Tex_1"
};
hiddenSelectionsTextures[]=
{
    "\VehicleCrate\PaintCrate.paa"
};
white jay
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Hello. I need guides. Drop pls.

stuck oyster
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@steep plinth perhaps your model.cfg is faulty and does not connect with your p3d

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@white jay what guides?

steep plinth
stuck oyster
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Wiki page for model. Cfg explains it

steep plinth
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i have already look the "wiki" page and i don't understand sorry.

steep plinth
stuck oyster
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No that's not right

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Method

steep plinth
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oh ok so can i get the good wiki please ?

stuck oyster
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Wiki is correct. You did not read it right yet

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Actually I might get someone to edit out that renaming the cfg

steep plinth
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ok but what i need to do then ?

stuck oyster
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Well perhaps the link to the how to animate a model page at the bottom explains it in more detail

white jay
stuck oyster
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No such complete guides

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It's spread around

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And even less for 3dsmax I suppose

steep plinth
white jay
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I know how to use 3ds. I am only interested in what to do with a ready-made model that has a texture.

bitter kite
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have you tried checking google?

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there is enough vids there that will help you get it done

stuck oyster
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I guess question is, is it a model made for Arma. As Arma does not use pbr materials for example

steep plinth
white jay
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ะ ัƒััะบะพะณะพะฒะพั€ัั‰ะธะต ะธะผะตัŽั‚ัั?

median bough
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English only on this server please

steep plinth
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oh ok so i have understand alone how model work so i will post that for other devs who want to solve this problem

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If you want to add a model.cfg it's very simple. In your model.cfg the you need to have this :

class CfgSkeletons
{
    class Skeleton
    {
        isDiscrete=0;
        skeletonInherit="";
        skeletonBones[]={};
    };
};
class CfgModels
{
    class Crate_Test
    {
        htMin=0;
        htMax=0;
        afMax=0;
        mfMax=0;
        mFact=0;
        tBody=0;
        skeletonName="Skeleton";
        sectionsInherit="";
        sections[]={"camo_1"};
        class Animations
        {
        };
    };
};

So now your "cfg" is called "model.cfg". So your "cfg" work but need to be loaded so you have 2 choices.

  1. You want to try the cfg if it work in game. Ok it's very simple. Put the .cfg at the root of your .pbo "before compressed" and "compress" the pbo. Now you can start the game and the game will read the ".cfg".

  2. You have tried your "cfg" and it work. Now you want to know how to "merge it" into the .p3d. It's very simple too. Change the name of "Model.cfg" by the name of your ".p3d" so "mymodel.cfg". Now you need to compress your pbo but not with a basic tool. You need to use the "Addon Builder" from the "Arma 3 Tools" and select "Binarize" and "BinarizeTextures". When the process is completed it will merge automatically your ".cfg" into the ".p3d". Now it's done and you can start the game.

stuck oyster
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close

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but not quite

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like it says in the wiki I linked above

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the cfg models classname needs to be same as the p3d name you want it to connect with

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on binarization model.cfg is written into that p3d with the information the cfgmodels contains

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and the model.cfg file is simplest to have next to the p3d

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since you can have multiple p3ds in a pbo

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and use mikeros pboProject too so you have error checking available

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your way works but you really dont need to pack the cfg on its on to test it

small olive
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(I'm not sure if it's count as a crossposting or not, please let me know if it's)

lime basin
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I figured it out HorribleGoat!!!!!!!!!!!! it was down to the Geometry PhysX being broken.... Ill fix later... for now i am just happy it moves ๐Ÿ˜„ AND CORRECTLY

stuck oyster
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๐Ÿ‘Œ

summer elm
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Question for the model veterans, is the pos1 in a building's vertex group the garrison-able spots for that building?

woeful viper
dusk frost
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I'm trying to rig a model to the biped skeleton and I see it has bones in its limbs that are labeled "roll" in addition to the regular bones (for example there's "LeftArm" and "LeftArmRoll") which I assume twist the limb. If I'm making a model of something that should have rigid limbs though, like a robot, should I not weight anything to the roll bones?

fluid hound
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I get Warnings in p:\a3\sleeper\items\chock.p3d:shadow(1000) when binarizing the p3d, but there is no 1000 shadow LOD.
Is this warning me about the fact that 1000 shadow LOD is missing?
If yes, should i add it, or is it totally unimportant?

dusk frost
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I just exported a model for a hat and opened it in object builder, and the textures refuse to load even though I've specified the right paths to them

stuck oyster
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Refuses to load where?

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@fluid hound no stop!

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Do not make your mods in a3 folder

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A3 folder is for A3 game data, not your files

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You put your mod stuff to p:/sleepersmod/

dusk frost
stuck oyster
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No, you say it refused to load

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How do you know?

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Did you get error?

dusk frost
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It showed the pink/white checker texture instead of the intended texture

stuck oyster
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Is your texture file assigned as Tga?

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As only tga shows up in the OB viewport

dusk frost
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ah

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no I think I tried using a paa this time

stuck oyster
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Yep OB does not read paa

dusk frost
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I'll set it back to tga

stuck oyster
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It shows up in buldozer

dusk frost
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alright, thank you

stuck oyster
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Should not really matter much

dusk frost
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oh, ok

bright echo
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does anyone have experience with the pylonReadyPos.X animation source on planes? I can force it to animate (although it seems to break?) with animatePylon but it doesn't seem to work natively like when I drop the bomb on the pylon

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for clarification the actual source im using is source = "pylonReadyPos.4"; and the proxy is 004

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although it seems to break?
by this I mean if I use animatePylon it gets stuck at 1 state and wont change

fluid hound
# stuck oyster You put your mod stuff to p:/sleepersmod/

I am used to treat A3 as a platform, so to me its logical that my stuff made for Arma 3 goes under A3, and vanilla stuff has the "_F" suffix (which came from the WIP project name "Futura").
On the other hand, if there is some "standard" or widely accepted consensus, then fine, i guess.
But i am not going to change all paths now just because of that as it has no other practical impact.

stuck oyster
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It is widely considered bad practice to put your data under A3 folder.

fluid hound
stuck oyster
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Also if A3 happens to still get an update or you need to for some reason refreshing P drive, your data in A3 folder will go poof

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Because its not A3 data

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So. It kinda would be better to fix that.

fluid hound
stuck oyster
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Well at least I warned you. Its definitely up to you to act or not on it

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As to the warning, is that the full line of it or is there more?

fluid hound
stuck oyster
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Duplicate lods perhaps

fluid hound
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The only lods in the model are:
1.000
ShadowVolume 0.000
ShadowVolume 10.000
ShadowVolume 100.000
Geometry

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i would post the file but... for some reason this most helpful functionality of Discord is not allowed in here ๐Ÿ˜ฆ

stuck oyster
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Well I don't have time to do that deep debug anyway ๐Ÿ˜…

obtuse rain
#

I've got a multistory building that for the most part works as intended. However, AI placed on certain surfaces are stuck in a floating animation. The roadway LOD is 0.05m above the geometry LOD and paths LOD is 0.1m above geometry. As a player, I am able to walk on the surface, but not placed AI even remoted controlled. I thought it was a max height problem because it happens at the top floor z = 49.25m, however it's fine on the floor below that at z = 37.45m but it pops up again below that as well. Here are pictures of the effect: https://imgur.com/a/mEufRjB

stuck oyster
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Usually tha means the character is on geometry not on roadway

obtuse rain
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Ah, there it is. Got my normals facing downward on several of the floors. ๐Ÿคฆโ€โ™‚๏ธ

Thanks!

stuck oyster
#

That will do it ye

molten scroll
stuck oyster
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alpha channel in your solid non alpha texures

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possibly

molten scroll
#

Brilliant, fixed the alpha in the tga before paa and worked!

Danke!

rose kettle
#

hey, question regarding magazine proxies... how do i get them animated? ๐Ÿ˜„ do i need magazine_axis in the p3d of the magazine and a "magazine" selection or do i still need it in the weapon p3d? in model.cfg, does it need all the subclasses like "magazine_hide","magazine_reload_move_1", etc. to be inside the magazine class, or does that still reside within the weapon class?

stuck oyster
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magazine proxy would need to be part of the animated selection in the weapon

polar fiber
#

Strictly speaking I think you can do both - animate it in the weapon or in the magazine (they both support reloadMagazine animation source). But animating the movement of the whole mag relative to the weapon is generally done in the weapon model. You don't need any selection/bones or a model.cfg for a basic magazine model

#

But if you're doing things like hiding bullets as ammo is depleted or moving belts when firing the weapon: Those sort of anims are done in the magazine model. In which case you can then go about adding selections/bones writing a model.cfg for animating all those sub-parts

stuck oyster
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oh did not know the mag proxy also is animated ๐Ÿ˜„ but that does make sense for the bullets and such

rose kettle
#

cool, thanks. only trying to get a basic reloading animation working for now. adding the proxy to the "magazine" selection (which is referenced in the animations inside model.cfg) doesn't seem to do the trick... i will try some more tomorrow

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^ that was in the weapon p3d, of course

stuck oyster
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are you sure you have right selection name

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if you make just a cube mesh does that move with your animation?

rose kettle
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gonna try tomorrow. i am pretty sure i have set it up right tho... or do i have to do something special in object builder to add a proxy to a selection? selection is called "magazine" and when i select it, the three proxy vertices are highlighted

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and i have an axis called "magazine_axis" inside the memory lod

stuck oyster
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that should do it

polar fiber
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If you select that proxy, right-click the selections window and choose "weights" does it show only proxy:A3\Data_f\proxies... and magazine or is there some other bone it's weighed to in that list?

buoyant nebula
#

Does anyone know if there is a way to make 'ambient noises' such as a fan for a model using Memory points similar to the noise of the air conditioners found on some of the buildings in base arma?

white jay
#

I've already tried it in English

frosty rain
#

Google translate suggests to me that you want to change models thru 3ds and return them to the game

white jay
#

I want to learn how to convert a model from 3ds / blender into a game

frosty rain
#

did you make the model?

frosty rain
#

uhh im good

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if you can put it in imgur or gyazo that'd be better

white jay
#

One of the examples that I plan to add to the game using the WBK mod. I am also planning a republican commando.

frosty rain
#

Cool seems that you are actually making the model, to put it in game you'll need Arma Toolbox for blender

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this lets you export as p3d

white jay
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I have it

frosty rain
#

So what is it exactly that you need help with?

white jay
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Collision, rigging. In the case of a character - I don't know what to do at all.

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At the moment I only have experience with GTA SA and GTA III models

frosty rain
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No idea as far as rigging goes but collision is pretty simple, open arma samples and take a look

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I suggest using only primitives

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This explains it quite well

white jay
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Can you recommend any videos or articles?

frosty rain
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Dont think theres good videos about it, but the biki or forums is pretty good

obtuse rain
#

I have a staircase as part of a larger model. When AI is placed within the building, it is able to path correctly, however it is unable to exit the building and AI outside the building can't find a way to path into it. I started with a few in# points and gradually added more and more but the problem persists. Within the building there are stairs as part of the roadway that AI can navigate fine, it is just the in# points that it seems to have trouble with. Here are some screenshots: https://imgur.com/a/T1pPamC

white jay
#

Thanks for the help. I will go to study this forum and other official resources.

shadow bramble
#

how detailed should my optic be?

#

how many faces is too many?

#

and what's the best way to model dials for A3, just paint the texture?

stuck oyster
#

few hundred to thousand maybe

#

depends how much curves and tubes you got

#

weapons themselves are at 5000 range usually

#

or lower

#

Id suggest turning on smooth shading and autosharp

#

so youll see a bit better how it shades

#

and what kind of dials?

shadow bramble
#

so once its imported into arma it will look similar to blender's shade smooth?

stuck oyster
#

yes

#

Arma and Blender both use smooth/sharp edge shading

shadow bramble
stuck oyster
#

the detail surface is usually textured yeh.

#

and Id say these days the texture is baked form highpoly model to lowpoly game model

obtuse rain
# obtuse rain I have a staircase as part of a larger model. When AI is placed within the build...

I've made some progress on this model. The building has a foundation that goes down to z = -5m in order to account for uneven terrain. This includes the stairs and related LODs including roadway. However, the AI refuses to step onto the roadway and go up the stairs unless the building model is fully above ground including foundation. I thought it was best practice to have some foundation below z = 0m as shown in the sample house.

rose kettle
#

regarding my problem with magazine proxies/reloading animations from yesterday - weighting seems to be good for the "magazine" selection and proxy: https://i.imgur.com/75uTj0K.jpg

#

however, i also added a muzzleflash proxy and selection now and it is always visible in-game... which might be related and makes me think something's off with my model.cfg in general.

#

... or does that selection have to be called "zasleh" still? damn, i thought i had this figured out some years back ๐Ÿ˜„

polar fiber
#

You can have an additional selection name for it to make it a bone for animation (rotation translation etc) but for the flashing on/off when firing I'd stick with zasleh, and have that in the sections[] array

rose kettle
#

it must be related to model.cfg somehow i think, but it doesnt throw errors when binarizing except something about shadow lods, which i don't have yet

stuck oyster
#

@obtuse rain you will need ai pathing reach outside of the object so AI can access it. Having a path entry inside the object won't work. Refer to sample house for example.

rose kettle
#

oooookay, got it. psa: don't ever use hyphens in classnames, especially not in model.cfg, shit will break ๐Ÿ˜„

#

also probably don't use addon builder as it doesn't seem to tell you when it can't parse model.cfg properly

#

muzzleflash is still always visible, but at least it rotates. reload animations work as well.

polar fiber
#

was your weapon called ppsh-41.p3d? the classname has to match the .p3d name

rose kettle
#

yeah, it was. renamed it to ppsh_41.p3d and changed the classnames accordingly

rose kettle
#

muzzleflash works as well now, did have to call the selection "muzzleFlash" after all ๐Ÿค”

polar fiber
#

did you have selectionFireAnim redefined somewhere?

rose kettle
#

ah yeah, that was it. had selectionFireAnim = "muzzleFlash" in config.cpp (from the sample config)

#

thanks a lot ๐Ÿ™

molten fractal
#

If I wanted to port a player model into Arma, can I do it with the head and all?

#

And if it's already rigged for another game, do I have to rerig it for Arma?

bold flare
#

depends on the game i guess

#

but you usually need to rig to the arma skeleton yea

stuck oyster
#

99% rerig needed.

#

face/head models fitting the arma face rig is 50/50

#

textures wont fit

molten fractal
molten fractal
#

Ravenfield, which is based on unity.

stuck oyster
#

do you have permission to use such models

#

as if not, its not porting, its ripping

molten fractal
#

Yeah, the original author sent me the blender files.

dusk frost
#

trying to work on my hats again, I think I messed something up with exporting - when I select the mesh and press E to check the texture paths, I open the folder to select the texture for the model but when I do it throws an error and says "Cannot convert [texture name].tga to [texture name].paa"

#

I have no idea what I might have done wrong (this is what I get for doing work at 3AM)

#

actually scratch that, for some reason the wrong path name kept persisting in the E menu, I had to manually clear it.

stuck oyster
#

the tga has been save with wrong options and the converter cant handle it

round bloom
#

Does anyone have any idea why a model would be pulling out like this in OB/game? It looks fine in blender. I've double checked and there are no extra verts in my selections

#

As soon as I run the hide anim source on it it goes away

stuck oyster
#

your other end of the edges are either not part of the hide selection

#

so only the other end hides

#

hide == scale to 0,0,0

#

or the other end is part of hide and some other animated bone and thus breaks

#

only 1 animated selection per verticle

round bloom
#

It's only at 0 it doesnt

#

I've not got any other selections for those walls or anims

#

Just the hide one

stuck oyster
#

this ๐Ÿ‘†

#

you need to split the section that iis hidden

round bloom
#

They are 100% separated

stuck oyster
#

this is what you see

round bloom
#

Thats the entirty of my selection, i'm not sure if I'm just not understanding what you mean but they aint joined

frosty rain
#

Try selecting linked to see if you have stuff connecting

stuck oyster
#

show it in verticle mode

#

and show the actual vertex group selected

#

not somethin you select by hand

frosty rain
#

If the wall has sharing vertices with the part that hides that could prob also fuck it up

stuck oyster
#

like in my picture

#

in edit mode -> vertex mode -> select none -> find the "hide" vertex group in the vertex group list -> hit select -> screenshot

frosty rain
#

Like if you press alt+h and sc

#

Hide anim like goat said scales 0,0,0 so if itโ€™s connected itโ€™ll likely fuck up

round bloom
frosty rain
#

Its on top right afaik

#

But google it, and press Y when you have the hide vertex group selected

#

So it separates that entire section from the wall, but within the same object/layer

#

That will obvs split vertex normals tho so itโ€™ll likely look weird

round bloom
#

Oh I didn't know that Y one was a thing

#

I'll give it a try

frosty rain
#

Iโ€™d use a separate model for the destroyed wall altogether

stuck oyster
#

@round bloom not with everything else hidden ๐Ÿ™ˆ

#

like this

#

and with the selection made through the vertex group list

round bloom
#

Yeah I've checked and it is the issue that it's connected verts, but now I can't figure out stopping blender from merging on join

stuck oyster
#

there you go then

round bloom
stuck oyster
#

๐Ÿ˜›

frosty rain
#

It shouldnโ€™t merge on join if itโ€™s disabled

#

Are you 100% sure its merging?

#

Like try moving it around

round bloom
#

Automerge is a completely seperate (and I think defunct) feature, join is just merging them itself.

frosty rain
#

If all hope is lost ctrl + c into a new blend and try again lol

stuck oyster
#

it could be just that you got the rim also in the selection

round bloom
#

And yeah 100% can't move it on its own once joined in

frosty rain
#

Join doesnโ€™t automatically merge, atleast not on 2.90 which is what i use

#

Try on a new blend ig

stuck oyster
#

yeh never heard of such happening

round bloom
stuck oyster
#

if you select 1 face in the middle and hit ctrl+L what does it select

round bloom
#

Clearly connected

frosty rain
#

Just press Y

stuck oyster
#

no

frosty rain
#

and itโ€™ll separate

round bloom
#

But once I join it goes back to the old

stuck oyster
#

ok so

#

halt

frosty rain
#

Keep it on the same object

stuck oyster
#

pls

round bloom
stuck oyster
#

when you separete it to different object or to different mesh part with Y

#

the rim still keeps the selection

#

you need to remake the selection without the rim

round bloom
stuck oyster
#

I know my shizles

round bloom
stuck oyster
#

just need to make more of my own stuff and less of everyone elses notlikemeow

round bloom
#

Yeah thats fixed it

#

Thanks a lot

#

God damn selections will be the end of me

frosty rain
#

Does the wall look fine with it separated? @round bloom

#

Vertex normals and all that

round bloom
#

it all look fine

frosty rain
#

kk

stuck oyster
#

sharp edges around it should keep the visuals the same

round bloom
#

Looking kinda cute ngl

stuck oyster
#

๐Ÿ‘Œ

obtuse rain
#

If AI ignores geometry LOD when it's on a paths LOD, does that mean I can't create wall partition objects to place in empty rooms for more varied indoor combat?

runic plover
#

@obtuse rain AI will ignore geometry which is placed on their path, AI will walk trough.

You have to fit path in the path LOD around these wall partitions

fleet nacelle
#

Hey guys ive got an issue with a uniform im making in that when pulling out a secondary weapon in first person you are aiming on the floor ... Never seen this before! ๐Ÿ˜ฎ

stuck oyster
#

nothing in the uniform should affect that

#

could be other mods you are using

#

hmm

#

or perhaps it could be a missing proxy in the model

fleet nacelle
#

Is there a proxy that determines where a pistol aim comes from? I have a proxy already for where it should sit when holstered

stuck oyster
#

yes.

#

you can get the default proxy setup from the sample character

fleet nacelle
#

Will take a look at that then, thanks ๐Ÿ™‚

limpid obsidian
#

any recommendations on how to keep poly counts low?

stuck oyster
#

not add polygons?

limpid obsidian
#

lmao

stuck oyster
#

depends a lot on the model and how you want it to look

#

dont have too many segments on curvy bits and so on

limpid obsidian
#

yeah it doesn't help that when I export it to fbx it triangulates everything

#

does the Geometry count towards and object's poly coun?

woeful viper
#

you always give poly count as triangle count, not as quad or ngon count

#

no geometry doesnt count, but geo too needs to be super simple

#

any triangle that does not contribute to a models shape needs to be eliminated. simple as that. A flat face has no business consisting of multiple faces, unless it has some cuthroughs, weird connecting shapes and other stuff

quick terrace
#

@limpid obsidianfor A3, important parts are

  1. section count
  2. number of alpha textures
  3. triangle / vertex count
    in that order
limpid obsidian
quick terrace
#

in object builder, there is a count for number of sections

limpid obsidian
#

yeah I have one

quick terrace
#

it represents the sum of individual textures, materials and proxies applied /present in the particular LOD of the p3d file

#

faces in the context is irrelevant, points = vertices, very relevant as the list written above

limpid obsidian
#

So don't focus on the faces portion, but the points correct?

quick terrace
#

the short answer would be yes, not gonna go into too much details regarding vertex indices vs vertices vs vertex normals, but yeah

limpid obsidian
#

in your opinion what is the recommended vertex count to stay under?

quick terrace
#

it depends on the object

limpid obsidian
#

lets say terrain

#

like trees, rocks etc

quick terrace
#

there are different ideal polycouts for different types of objects

#

it also important to know the number of the same objects displayed at the same time on screen etc

#

how big is the tree, how small is the rock etc is relevant

#

in general the lower the count the better, i dunnot know by heart some average polycounts for vanilla objects, but would be ideal to keep around the same range

limpid obsidian
#

is there a way to find out those counts, because I am unable to open them in p3d for whatever reason

quick terrace
#

it isn't for whatever reason, all p3ds for A3 are locked (binerized) for a reason

limpid obsidian
#

to prevent from them being stolen or something I am assuming.

quick terrace
#

exactly

#

not sure if there is a way to check these counts ingame, there might be some way via the ingame scripting commands and/or the dev branch dx diag

#

is there such a way @bold flare ?

ebon abyss
#

Legacy: no its not because stolen, binarization is optimizing the model, has nothing to do with any copy protection nonsense. use Mikero's eliteness tool to scan P3D models, dont use it much myself but it should list section counts along with other useful stats.

bold flare
#

polycounts? no

ebon abyss
#

(just checked with eliteness, it does show just tons of info about p3d, including sections).

quick terrace
#

cheers @ebon abyss

bold flare
#

there are script commands to get named selections (in every lod), and properties on a lod

limpid obsidian
#

I checked the UV map and everything looked fine. Could it possibly be an RVMAT issue?

obsidian flame
#

not entirely sure where to put it, so I'll just guess here since modeling/anim work is probably the hardest part (or at least the part I can't do) - anyone have any ideas on 1. who I can commission to help me make a crossbow addon and 2. how much it would cost?

#

I don't know modeling or animation in arma but I can suffer through the config and scripting parts

#

a crossbow or really any kind of bow would be a very fun add-on for a stealth mission I think

stuck oyster
#

well crossbow would be far easier as its more rifle looking weapon

obsidian flame
#

thanks!

round bloom
#

Are there any real known common issues with using rvmats in hidden selections? It's been suggested to me that it would be but I can't see how

vital geyser
#

no

brisk onyx
frosty rain
#

Otherwise it wonโ€™t work

#

You can put it on any res lod (maybe any lod not sure), it just needs to be somewhere

#

But hiddenselectionmaterial is pretty buggy i believe, i wouldnโ€™t suggest using it

polar fiber
#

hiddenSelectionsMaterials works on cfgWeapons quite reliably (without the need to include in the p3d) but seems to be unreliable on units and vehicles and seems to require the above measure. Problems when it does work is that it will disable visible wounding on units, and visible damage on vehicles

#

Can use the vehicle customisation system to apply .rvmat on vehicles reliably - since that uses post-init setObjectMaterial command. But hiddenSelectionsMaterials often needs to be in the .p3d somewhere

obsidian light
#

Hello guys, I have a problem that when I am selecting an attachment in the slot (for example a sight), in the virtual arsenal, it places it to the bottom-left side of my character and nowhere near the weapon. But if I am reloading the game the attachments are placed where they should be, exactly where I've set the muzzle, top and side proxies

#

Anyone an idea, did I miss something ?

polar fiber
#

autoCenter 0 in geometry LOD might help if you don't already have that

obsidian light
#

@polar fiber Also what I've notied, after selecting a different weapon in the arsenal it's placing the attachment correct as well

#

but I'm gonna try the autoCenter รŸ

#

*0

#

@polar fiber thanks again for your help mister, worked out like a charm

stable totem
#

Hello, I recently got in to modding in arma and decided to start off by making simple structures. I managed to import a small bunker to the game but I noticed that my character was able to walk through the model. Any ideas why or how to fix this?

ebon abyss
#

geometry missing. convex hull and all that good stuff.

stable totem
#

Thanks, ill do some more research on it.

stable totem
#

I'm having some trouble setting the Geometry mass in object builder. Even after selecting everything it still doesn't let me change the value. Any solutions?

orchid spruce
#

are you doing it in the right lod? make sure you're doing it in the "geometry" lod and not any other one

tender hemlock
#

Hi, i am building a helicopter and i faced such problem. After getting the speed, it gets the blur effect but doesn't hide the propeller, what is the reason for this? https://prnt.sc/1p5m4x8

polar fiber
#

Could be the model is lacking the named selection that is defined/inheriting as selectionVRotorStill = in the config.cpp

#

That named selection also needs to be in the sections[] array in the helicopter's model.cfg

#

default Czech name from the Arma 2 sample is usually mala vrtule staticka

#

But if it has selectionVRotorStill used to hide the rotor, the rotor cannot have a camo retexture selection applied to it, because that interferes with how the rotor is hidden

tender hemlock
#

Thanks for your information and help.

round bloom
#

Is it possible in arma to have the user action for an animation to run effect another nearby models selection? I've got a bridge that needs to be modular but I need to also trigger an animation source in another part if someone activates a user action

stuck oyster
#

yes you just need a way to also target the other part too

full skiff
#

Did you know? Using ground detail texture's .rvmat on a model seems to crash the game when object is placed in editor. What a fun day figuring that one out.

stuck oyster
#

yes the shader does not work on objects

smoky socket
#

So how do I start modeling?

frosty rain
smoky socket
#

And can i import models from unreal?

frosty rain
#

if you either have permission or made the models yourself then yes, but i wouldn't recommend it

stuck oyster
#

Importing models does not really teach you anything. If you really want to do modding then you need to invest the time to learn how.

quick terrace
#

So how do I start modeling?
And can i import models from unreal?
these 2 don't really go together

hybrid frigate
#

I am having a bit of an unusual issues I am trying to troubleshoot. This started around the time I added a door to my building.

When I import my object with the LODS 1.000, Memory, Roadway, and Path the object makes it into the game no issues. I can place the object. Obviously no collisions.

When I add Geometry, Geometry Phys, or Fire Geometry the game crashes out with a [CRASH FIX] 0xC0000005 - STATUS_ACCESS_VIOLATION error. I have gone as far as deleting my the mentioned Geometry LODs meshes and merely using a cube, issue still persist.

If I have the Geometry LODs empty with no mesh the object places in the editor just fine.

What would you suspect I am doing wrong?

obsidian light
#

Hello guys, I am almost done with my project but I still have an issue: I have an 3D model with the base color texture, a normal map and a metalness and roughness png. I've converted them to paa and gave the base color texture the ending _co and the normal map the ending _nohq. If I try to implement the roughness or metalness png as a paa with the ending being _smdi, my texture looks like this: https://ibb.co/1bnktf6 but it's supposed to look something like that: https://ibb.co/bJwSxhb

#

@hybrid frigate maybe I can help you untill I get an answer for my issue. Question: how did you create you Geometry LOD, in Blender ?

hybrid frigate
#

For the original mesh a series of cubes

#

For the last ditch test just a cube. Typical A3 properties checkboxed and location zeroed

#

I am going to start the file from scratch and see what happens

obsidian light
#

ok, it would be important to transform all your axis too

hybrid frigate
#

Update: I am not sure how or why but I suspect it was due to a named component

#

I got the model working by deleting and completely renaming components

stuck oyster
#

@obsidian light your metal Ness and roughness won't work as is since Arma does not use metal rough pbr shading but older specular gloss shading

polar fiber
#

Sometimes feels like Arma's idea of gloss map is inverted though - darker gloss often seems more shiny. And since roughness maps are basically inverted gloss maps, it might not be so bad

#

Metalness is no substitute for specular though

stuck oyster
#

could be because its easy to blow out the glossiness in supershader

leaden sun
#

Metalness isnt trying to substitute specular though.

Spec becomes it's own separate and usually not touched attribute after the realization that lessening or strengthening how much light an obect reflects is physically inaccurate.

obsidian light
#

Ok guys, thank you for your answers. I actually managed to fix the problem somehow, I exported the metallness and roughness from texview as _CA (I hope i'ts correct) and managed to make it look how I want it, when running in Bulldozer.

#

Now the problem is that ingame it doesn't at all look like in Bulldozer

#

am I doing something wrong, did I forget something or is the difference normal ?

stuck oyster
#

no thats not right

#

_CA is for alpha transparent textures

#

sounds like you have a lot of wrongs in your current workflow

obsidian light
#

ok but the metallness and roughness apart, I have converted my texture png to tga (32 bit) and then exported it via TexView as _CA

#

I mean _CO

leaden sun
#

you only need a 32bit texture if you plan on using transparency of some sort, otherwise you would use a 24bit

#

also be warned that combining a 32bit ca texture with transparency on the same sheet as opaque pixels will cause 'ghosting' artifacts with ingame screen space ambient occlusion as well as lighting irregularities

stuck oyster
#

metalness and roughness play no part in the Arma shaders

#

no matter how you convert them, they wont work as they dont have the correct information in them

obsidian light
#

Ok, I understood that and deleted the roughness and metallness. Now what I am trying to do is just converting my texture and my normal map in _CO and _NOHQ respectively. Do I need to set a filter in texview for that ? or can I just save as... ojectName _ textureName and then _CO

stuck oyster
#

the source texture needs to have the suffix on it

#

and you can use ImageToPaa for batch conversion

#

texture_co.tga -> drag to imageToPaa -> press process -> profit

obsidian light
#

ok thank you sir

hybrid frigate
#

Okay another odd issue. My memory action vertices for doors seem offset by 10 feet from the doors.

I verified Blender is exporting the P3D with transform done.

Any particular reason you would think this would still happen?

short grove
#

Can I have a master model config for a bunch of buildings that are the same, in this master it would contain the rotations for the doors while in the model.cfg for the p3d it lists the doors and calls back to master? And how would that look like?

leaden sun
#

when you did the transform did you apply all or just the scale and rotation?

dusty basalt
#

Hey guys, quick question - can a face be assigned to two different named selections at the same time? I've got a bunch of buttons which are supposed to be animated when interacted with, and then there are transparent label faces on top of them which I want to be able to target with setObjectMaterial when I want to make them glow, but then I also want them to move individually with the buttons when they're animated.

polar fiber
#

Yes you can assign as many named selections as you want so long as it's not two different named sections[] or two skeleton bones that have overlapping animation influence

dusty basalt
#

sweet

polar fiber
#

having separate sections for retexture and bones for animation is the norm

dusty basalt
#

yeah I basically would like to have all of these button "labels" as one selection to easily change the material, but then also each one of these labels assigned to the same selection as the button itself so that it moves along with the button

stuck oyster
hybrid frigate
hybrid frigate
#
10:57:34: Warning: memory usage limited by a page file. Current limit 21161 MB, wanted 21411 MB.
10:57:34: Increasing your page file size might improve game performance.
10:57:34: No speaker configuration found.
10:57:34: PhysX3 SDK Init started ...
10:57:34: PhysX3 SDK Init ended.
10:57:34: Convert model WBG\wbg_objects\wbg_standalone_business_1\wbg_standalone_business_1.p3d -> p:\temp\WBG\wbg_objects\wbg_standalone_business_1\wbg_standalone_business_1.p3d

10:57:34: <model = "WBG\wbg_objects\wbg_standalone_business_1\wbg_standalone_business_1.p3d">

10:57:34: </model>

10:57:34: Extensions:

I am receiving this binlog warning about my object in question. Most of the time when I pack this object it will crash the game as soon as it is placed. I do not understand what it means to increase page file size.

hybrid frigate
#

Specifically when I add any form of Geometry lod with named components the game crashes

frosty rain
#

Find Components?

stuck oyster
#

How many components are there?

boreal sundial
#

I have a working backpack (loads into Arma and it moves with the Character) however I cannot find out how to get it to be textured with Hidden Selections
The backpack has a vertex group in View Pilot called BackpackCamo which has the entire model assinged and i have a CfgModels with the OFP2_ManSkeleton defined above (from Samples_F)

class CfgModels
{
    class Default
    {
        sectionsInherit="";
        sections[] = {};
        skeletonName = "";
    };

    class ArmaMan: Default
    {
        htMin = 60;          // Minimum half-cooling time (in seconds)
        htMax = 1800;        // Maximum half-cooling time (in seconds)
        afMax = 30;          // Maximum temperature in case the model is alive (in celsius)
        mfMax = 0;           // Maximum temperature when the model is moving (in celsius)
        mFact = 1;           // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)).
        tBody = 37;  // Metabolism temperature of the model (in celsius)

        sections[] =
        {
            "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury", "injury_body", "injury_legs", "injury_hands",
            "clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head", "insignia", "ghillie_hide"
        };
        skeletonName = "OFP2_ManSkeleton";
    };

    class BackpackSecond: ArmaMan{
        sectionsInherit = "ArmaMan";
        sections[] = {"BackpackCamo"};
    };
};
stuck oyster
boreal sundial
#

๐Ÿ‘ ill give it a go thank you

#

Thank you very much ive been struggling for about a month :)

hybrid frigate
hybrid frigate
frosty rain
hybrid frigate
#

Component 46 is the first door so I rename it to Door_1

#

Meant to say rename component..

frosty rain
#

dont rename it

#

create another selection and name it Door_1

#

But that shouldn't crash it regardless

hybrid frigate
#

Okay I tried that too with no notable effect

frosty rain
#

what lods do you have rn?

#

and does it only crash when you add geo?

hybrid frigate
#

Correct, add any geometry AND have a component named Door_1 or Door_2 including using your mentioned method

frosty rain
hybrid frigate
#

Correct

frosty rain
#

oh boy this is gonna be a fun one to debug

#

hmmm

#

idk do you have uvs or materials on your geo? lol

#

never had a problem like that

hybrid frigate
#

I am going to go step by step and try to reproduce it.

#

Will report back in a few mins

frosty rain
#

kk

#

also i assume you're packing with pboproject right @hybrid frigate

hybrid frigate
#

Correct

#

Problem arises as soon as geometry is added. I am starting to wonder if something is bad in the mesh

stuck oyster
#

Could be something in config too. Nothing related to the P3d in rpt?

fervent steppe
#

So this is a weird one. Building geo lod is all convex,closed, components found and has weight applied. Still I can walk through the walls. Am I missing something LOL.

#

Thereโ€™s 300 components. Which shouldnโ€™t be an issue I have buildings with more than that

#

I did move it to an edit lod and just used a cube and that worked. So Iโ€™m confused as to why the regular geometry wonโ€™t work if all the above is as normal

charred bolt
#

Remove half the components to check quantity really isn't an issue?

fervent steppe
#

Thanks. will do that tomorrow. And report back.

polar fiber
#

Is it still convex when triangulated or are you only checking while it's still quads? Some quad faces can turn concave depending on the triangulation direction and OB convex check doesn't seem to notice those cases

stuck oyster
#

Also sometimes convex parts can have holes in them so try also the other check for holes.

#

And that find components to be sure all parts have component name

#

Hard limit on geometry components is 1024

#

That's how many selections a lod can hold

hushed linden
#

o7 comrades, I have a blender .blend file containing some textured asset(s) that i'd like to convert into the right forms for Arma 3 usage as simple objects, nothing complicated/animated etc. Unfortunately despite being willing to learn (give a man a fish vs teach a man to fish etc) i've developed a frustration with the blender -> A3 process as i'm struggling with it (although there are many tutorials out there, they all seem to be for previous editions of blender etc) and I'm at the point where i'd actually like to just pay out to someone to convert the textured models in the .blend to A3 for me... anyone interested in making a few quid for beer money to help me out?

#

Not looking for a mod release of the end results on the workshop etc, or for use in any modding project, just for use with the community i run.

#

Anyway, if you're interested, please drop me a DM.

kindred maple
#

is arma to blender ok

hushed linden
# kindred maple is arma to blender ok

Sorry Reg, not following you there. I have a textured 3D model in blender which I'm trying to turn into an in-game object. Arma to Blender isn't what i'm looking for.

woeful viper
hushed linden
#

Apologies for incorrect terminology, edited.

stuck oyster
#

whats the models from an what does it mean that the textures are in the blend?

hushed linden
#

The model in the .blend is already textured within blender and the .blend file itself contains all the texture assets bundled.

#

i.e. not just a bare model.

stuck oyster
#

pics would perhaps help to point you in correct direction on what to do with it

#

sounds like its not a game ready model

#

so you would be looking at quite a bit more investment than just some beer money

hushed linden
#

I'm pretty confident the assets are in a state to be readily imported, i guess it just needs someone smarter with blender than I am.

For example, here is a screengrab of one of the assets. I can export the .p3d of the model alright and get that into Object Editor just fine, it's extracting the texture into an arma-friendly format that's proving to be above me.

stuck oyster
#

can you take a screenshot of the textures applied to that model

#

in blenders uveditor

#

also whats it from?

#

as that can tell me a lot if its usable

hushed linden
#

Hold on a second I'll drop you a DM. Appreciate the help so far too.

stuck oyster
#

you can always link pics here

fervent steppe
#

Thanks gents. I will check all that tonight and let you guys know what I find out. Appreciate the help as always

stuck oyster
#

also make sure you have actually edited the model you are packing @fervent steppe ๐Ÿ˜‰

#

and also running that pbo ๐Ÿ˜…

median bough
#

yeeeehhhh......
this costed me several nerves and hours... not just once

#

๐Ÿ˜„

fervent steppe
#

Haha. That would suck

median bough
#

trust me, it does suck ๐Ÿ˜„

fervent steppe
#

so i must admit i made a grave mistake...i never checked pboproject for the errors...after removing multiple uv sets in the lods and changing the only component that wasnt made by me it works now..so it was one of those changes haha

hybrid frigate
#

So I here are my findings with my issues stated about 20 messages ago regarding all door actions being at the center of the building and the game crashing anytime I added geometry to my objects.

  1. In config.cpp I had misidentified the name of the named component of my door action. When I corrected the name the action point for the door showed up where desired.
  2. I deleted my geometry mesh in Blender and started over. Crashing problem went away so I could only assume it had something to do with the mesh.
hybrid frigate
#

For a building PATH LOD can I just rename components to "in1, pos1, actionBegin1" and so on? Or do I need to select the individual vertices and create a new name selection?

white jay
#

Hi guys how can i add new object to arma3 any one has video or somthing to learn

i allready know how to textuer and put textuer but i dont know how to pack file in to arma

i have all setup arma tools blender objcet builder

i just need to learn how i pack things and put them in the game.

smoky flame
#

Morning lads!
I got 0 experience with any modelling/mods in ARMA and id like to create a bunker complex for me and my unit to do some CQB in.
I'd like to know which software's does the job and how I should proceed. THX!

ebon orchid
#

blender is your best bet, and if you never have done anything modeling, i'd advise looking into youtube tutorials first, how to make donut is the most common one

quick terrace
#

also one of the worst

ebon orchid
#

yep i could definitely vouch for that

potent bridge
#

If there's any 3d modeller/texturer that is willing to do a uniform, contact me (paid, obviously)

ebon orchid
#

i would but i have discovered the hell of uniforms there the nightmare fuel of modelling in my opinion

smoky flame
#

For example I already use Solidworks, Aoutocad and Rhinoceros

ebon orchid
#

if im right and i might be, the model in any program can always be converted to a obj file which is mostly used for modding so you should be fine

stuck oyster
#

Cad models do not translate well to verticles models

#

@smoky flame

#

They usually need more cleanup than making new model

#

Timewise

median bough
#

can confirm...

#

๐Ÿ˜„

stuck oyster
woeful viper
#

Though for certain HP parts (e.g. barrel with holes) cad looks much better and without artifacts, from which you can create LP more easily (via retopology)

hybrid frigate
smoky flame
ebon orchid
#

np glad to help

safe zephyr
#

Qq people, I have an issue where certain structures flip ehen a hrenade is thrown at them, these have the same wxact config as other ones that do not have this issue

#

Is it p3d related? Im lost here

quick terrace
#

i cannot read your message properly

#

flip what grenade what?

#

it is geo lod related most likely

safe zephyr
#

Yeah basically the explosion of a grenade in the object, makes it flip

quick terrace
#

@smoky flamedon't use CAD software for anything but high poly meshes (even there, there is a need of some oversight) and use that to bake stuff down into some low poly

#

flip what precisely?

safe zephyr
#

The object itself

#

It falls sideways

safe zephyr
#

Ok geo didnt have damg value set to no

#

That may be it

#

Ty

fervent steppe
#

ahhh..its nooice when all 27 ai controllable doors open on the first try

median bough
#

So, i got this autonomous / remote M134 turret, but the AI is always aiming to low. is this a model or rather a config issue, and how can i edit that?

short grove
#

wondering if there are any ways to help make object builder more hotkey friendly? i noticed short cuts are only limited to file, edit, create view etc. but cant find anything to help with switching to memory on a wim and renaming named selections

#

and marcos dont seem that friendly too

quick terrace
#

object builder is not friendly software, hotkey or otherwise....

short grove
#

well streamdeck sorta helps with renaming stuff

ebon abyss
#

here is blast from the past, operation flashpoint (OFP) oxygen 2 (o2) page with long list of shortcuts, now remember this was three game engines back these might not work anymore, but just in case maybe some of these help you out https://pmc.editing.wiki/doku.php?id=ofp:tools:oxygen2

fervent steppe
#

What is this anti-clockwise they speak of ๐Ÿ˜‚

tawny pasture
#

Is there any ticonderoga-class cruiser mods available now or have they been scrapped?

warm peak
#

Is there a list somewhere of recommended max triangle counts for guns, vics, buildings etc?

frosty rain
polar fiber
#

Most guns would be aiming under 15k. Ideally below 10k. Vehicles is varied a lot depending on the sort of vehicle and the kind of equipment it carries

warm peak
#

Thank you for the answers ๐Ÿ™‚

fluid hound
#

Any recommended docs/guide/tutorial about creating a plane for Arma 3?
How to prepare the model, what LODs and selections will be needed, and what should be in them, etc.

I looked at everything i could find on the wiki, which wasn't much.
And while i do have significant experience from my dev days with how things are put together, i forgot a lot and things probably also changed a lot over the years.
So, i am pretty sure i could use some good reading on the subject.

marsh canyon
#

Look Arma 3 Samples. Should have a plane example

fluid hound
#

How do you measure dimensions in O2, or how do you fix object scale to make sure the scale is correct in game?

When i import the model into O2, it is absolutely huge, so i need to scale it down, but i do not know the correct value.
So, i need to know what distance between two points in O2 corresponds to say 1m in game.

polar fiber
#

Grid size in O2 is 1 m

fluid hound
#

ok, nice, so 1 unit in O2 is 1m in game, perfect.

stuck oyster
#

@fluid hound where did you make the model and how did you export it to OB

#

It is quite crucial to get a straight matching export from your modeling program to game files as otherwise you will have hard time with the process when you need to fix something in the source files and export it to OB again.

#

Blender for example has same unit size as OB. 1 blender unit = 1 meter = 1 OB unit

fluid hound
stuck oyster
#

Ah. Headache material

fluid hound
#

Yeah, a bit. Also because it was made 5 years ago, so i am not holding my breath for the guy who made it to answer my question.

#

IF he even knew what he made ๐Ÿ˜„

#

Right now i am googling for any YT videos showing any of these aircrafts, hoping maybe some will point me to some really distinct feature i can use to identify what it is.

fluid hound
#

How many verts/faces/normals is considered too many for a small aircraft?
(for the highest res visual LOD)

I have 33885 verts, 60643 faces, 25700 normals, and i don't think i can shrink that down without creating ugly lowpoly abomination.
The interior+cockpit alone has 16251 verts, 28875 faces, 9733 normals, so MAYBE i could simplify it a bit, but it won't give me much.
Are those numbers reasonable?

stuck oyster
#

usually only the viewpilot lod has full cockpit details

#

best to also count triangles instead of faces

#

as face can be a polygon that Arma does not support anyway

fluid hound
#

Sorry, when i say faces, i mean triangles, in Max everything is triangles.

stuck oyster
#

that is probably in the higher end of reasonable first LOD but it should be alright as long as you do good work on the rest of the lods

fluid hound
#

hmm, that isn't exactly what i was hoping to hear, but thank you ๐Ÿ™‚

#

And i wanted to ADD polys to make the wheels look round, instead of looking like injured icosahedron.

#

Guss i can forget about that.

stuck oyster
#

there are vehicles with more tricount on them

#

couple of thousand here or there in first lod does not really matter if the distance lods are good

fluid hound
#

ok, that sounds a bit reassuring

polar fiber
#

Plane or helicopter? Planes don't tend to be overly expensive polygon-wise compared to helicopters and tanks

fluid hound
#

plane

sinful island
#

Anyone have a copy of @white jay 's gauge pack? Since armaholic went defunct i forgot to save a copy.

lime basin
#

hello, so my plane will fly now, but when it is standing still, it tends to move like 6km/hr forwards

#

it's something to do with my geometry physx lod, just dont know what

sinful island
#

adjust your center of gravity

vital drum
#

where can i find tools to unbinarize p3d models?
i need it to import it into blender, so it's easier for me to create a custom texture without running a local server and restarting it every time i make a change.

frosty rain
#

well you can, but it is very frowned upon and I wouldn't do it if it were you

vital drum
#

what's so wrong about it?

#

i'm not trying to steal anyone's models

#

i just wanna save time, cause repackaging custom mod and reloading server with it takes quite a bit of time

hardy oar
#

Having an issue with section count, I apply a single texture sheet to a single model, and it splits it into several sections. How can I consolidate the sections into a single piece?

#

There is a merge textures option in surfaces, but it requires a PTM file and I don't have a clue what that is

ebon abyss
hardy oar
#

Thank gawd, my google-fu had failed me but I forgot about the PMC wiki... Bookmarked now!

frosty rain
narrow iris
#

Is there a way to make like a custom mich helmet from RHS? And if so just give me like a really basic step list of finding it and opening it up and Iโ€™ll figure out the rest

stuck oyster
stuck oyster
vital drum
stuck oyster
#

I dunno. This is not dayz modding server.

vital drum
#

just asked in case you know

stuck oyster
#

Same rules apply though.

vital drum
#

i'll try running offline mission instead of a server, it's still inconvenient tho'

stuck oyster
vital drum
#

@stuck oyster are you familiar with dayz modding in any capacity?

stuck oyster
#

Nope

vital drum
#

@stuck oyster how exactly would you use setObjectTexture to change the texture inside a script?

stuck oyster
#

you can check the scripting commands wiki page for how it works

vital drum
stuck oyster
#

no sorry I got other stuff to do

vital drum
#

fair enough

quick terrace
silver zenith
#

I recently had to reinstall blender and now I'm not able to install the arma toolbox correctly for some reason
I install by clicking on the zip file but then nothing happens

stuck oyster
#

gitlab adds a folder to the zip

#

when you download the project

#

and not a release package

silver zenith
#

oh I see it

#

got it
thanks

stuck oyster
#

๐Ÿ‘

covert onyx
#

Not sure if this is the right place to request this, but am looking for a custom workshop addon. ยฃยฃ

stuck oyster
#

not correct. #creators_recruiting also do note that Arma tools are non commercial. So you can only pay for source material (3d models/textures etc) but not the rest

#

@covert onyx

covert onyx
ocean stump
#

Hey, I'm having a problem with a building I'm creating. When I open the door to the building, the animation plays correctly, but I can't walk trough the doorway. I feel like the problem is that the resLOD door is moving, but the geometryLOD door is not. How would I go about fixing this?

stuck oyster
#

The geometry part also need to have the animated selection name to be animated

#

In addition to the component name

#

Also could be you have made the wall geometry wrong and don't have a hole in the wall

ocean stump
#

So if my resLOD door name is "Door01" and my geometryLOD door is "Component55" should the animation look like this:

#

class Door01 { type = "rotation"; source = "Door01_Source"; selection = "Door01","Component55"; axis = "Door01_Axis"; minValue = 0; maxValue = 1; angle0 = "rad 0"; angle1 = "rad 110";

#

missing brackets but it's there lol

charred bolt
#

@ocean stump just give your door an extra named selection in the Geometry LOD of Door01 and leave selection = "Door01";

ocean stump
#

I fixed it by doing this: `class House12: Default
{
skeletonName = "House12_skeleton";
sections[] =
{
"Door01","Component55",
"Component55",""

    };
    sectionsInherit = "";
    class Animations
    {
        class Door01
        {
            type            = "rotation";
            source          = "Door01_Source";
            selection       = "Component55";
            axis            = "Door01_Axis";
            minValue        = 0;
            maxValue        = 1;
            angle0          = "rad 0";
            angle1          = "rad 110";
        };`
#

@charred bolt I thought you could only have "ComponentXX" in the GeometryLOD

charred bolt
#

I'd recommend against using ComponentXX selection names in animations as when you add or change the geometry, you'll likely use the auto find component names and then it might change.

stuck oyster
#

You must have componentxx names for geometry to work

charred bolt
#

So in your res LOD, you call it Door01.
In your Geometry LOD, call it Component55 AND Door01.
That's all there is to it.

stuck oyster
#

Yeh. You can also check the sample house for reference

ocean stump
#

Ah ok, now I'm beginning to understand. Thanks guys!

charred bolt
#

By the way, you might have been mixing up sections[] and the skeleton.

stuck oyster
#

For that too, good idea to go through the sample model

rose kettle
#

hey, quick question. i'm currently trying to get a basic bolt-action reload animation working on a port of the arma 2 hunting rifle (no moving hands or anything, just gun parts - like vanilla). however currently it looks as if the rotating part of the bolt is also kind of... squishing/contracting itself while rotating, kinda hard to describe. that part of model.cfg looks like this:

            {
                type="rotationX";
                source="reload";
                selection="Bolt_Rotating";
                axis="bolt_axis";
                minvalue=0;
                maxvalue=0.25;        
                angle0="rad 0";
                angle1="rad 120";
            };```

any ideas? ๐Ÿค”
polar fiber
#

select "Bolt_Rotating" in Object builder and right-click the selections window, click "weights"

#

It should not be part of another bone it's parented to, like "bolt" (I am assuming you have this for the sliding part of the action)

#

Setting that to 0% in the weights window should be able to clear it, but if not just delselect it from the other bone selection and redefine

rose kettle
#

ah damn, weights again. yeah, that was it.

#

thank you

shut rapids
#

Yo does anyone know why my .bisurf isn't applying to my object? The base class is House_F and the file is referenced in my rvmat. Any ideas?

molten fractal
#

Is it possible to retexture weight selections (eg head) via hiddenselections if they appear in the model.cfg?

frosty rain
#

do you mean a penetration material? if so thats done with rvmats AND bisurf, but you assign the rvmat

frosty rain
molten fractal
polar fiber
#

@molten fractal there are two kinds of selections defined in model.cfg. skeletonBones[] and sections[]. hiddenSelections only works on the ones defined as a section

molten fractal
# polar fiber <@!416675171810934786> there are two kinds of selections defined in model.cfg. s...

Yes, I've double checked to make sure the head selection is in the sections[] and it is, at least according to Eliteness. This happens to be in the RHS HGU-56, which does not seem to include the 2 square patches at the back of the helmet in the camo selection. I assume this is because some of the other textures for the helmet do not contain everything in the base texture.

I just realized this is model makers btw.

shut rapids
#

I think I got it though, the Mat needs to be applied to the fireGeom too lol

frosty rain
#

But you donโ€™t apply the bisurf, you reference it on the rvmat if i remember correctly

stuck oyster
#

@molten fractal also can't have overlapping hiddenselections

round bloom
#

Any idea on the usual cause of this in Bulldozer? I've verified that there is nothing incorrect in the model config

stuck oyster
#

Something wrong in the model. Cfg ๐Ÿ˜…

cedar garden
#

Hey, wondering if anyone has seen this issue before (Context; new to blender & exporting to Arma). I have an object I built out in Blender, when I put it into OB, the scale is completely jacked

leaden sun
#

Ctrl+a, apply- all transforms.
If you edit an object in edit mode then it retains the original scale, axis rotations, and origin point.

Using apply all in object mode refreshes all of that.

quick terrace
round bloom
# stuck oyster Something wrong in the model. Cfg ๐Ÿ˜…

I've tried replacing it with one I know works from another model and just updated names, same issue still. This is my model cfg:

class CfgSkeletons
{
    class house_bones
    {
        isDiscrete=1;
        skeletonInherit="";
        skeletonBones[]=
        {
        };
    };
};
class CfgModels
{
    class house
    {
        skeletonName="house_bones";
        sectionsInherit="";
        sections[]={};
        class Animations
        {
        };
    };
};
stuck oyster
#

Can you start dozer with other models? @round bloom

round bloom
#

yeah

#

No issue with others

stuck oyster
#

Are you sure you have correct P3d/cfg open

round bloom
#

100%

stuck oyster
#

Can you open dozer with that P3d and no model. Cfg in the folder?

#

Do you really call your P3d just house?

round bloom
#

For now I called it that yes, this is a quick test case model pepelaugh

#

With no cfg it still says it, I'll try re-export

stuck oyster
#

U sure u got right P3d open?

round bloom
#

Yeah

#

Re-exported same issue with or without the config

stuck oyster
#

How many lods you got?

round bloom
#

1 res lod for now

stuck oyster
#

Try delete whole mesh and save P3d and try launching the dozer

#

If that works then you got something funky in the model. I'd it does not. I seriously doubt your 100% right file theory

round bloom
#

That works

#

Odd

stuck oyster
#

You must have some sort of part that dozer can't draw

#

Is it triangulated?

round bloom
#

yeah, no n-gons etc

stuck oyster
#

Is it massive?

round bloom
#

I've just tested taking out my data folder and it loads fine so it must be finding something in a rvmat or texture

#

I'll go look over them

stuck oyster
#

That could be yes

round bloom
#

Had an extra } in a multimat Facepalm

stuck oyster
molten fractal
polar fiber
#

Probably misunderstanding regarding why you were doing this in #arma3_model and attempting to extract things like model.cfg

#

At any rate, yeah the whole "head" selection wont work because it overlaps other defined selections

molten fractal
#

Ah, my apologies. I used Eliteness to check the config for the selections.

molten fractal
polar fiber
#

Yeah sorry it's kind of a weird setup on the HGUs. Not sure it's something we'll be able to change because of the availability of the author to work on regenerating the textures with the parts that would go missing if the selection applied to the whole helmet

ember ingot
#

Anybody familiar with setting up proper ranging for underbarrel grenade launchers? I copied it from a sample, but it is slightly off on certain ranges. Any way to have this fixed?

stuck oyster
#

Manual tweaking of the zeroing animation until it works

ember ingot
#

alright, thanks!

crimson sinew
#

Hello all! Hope you're well. I've been googling all day but so much information is old from 2017 or something, plus there's not a lot of official documentation, so I wanted to ask if you guys recommend any tutorials or something for setting up and using the Blender toolbox and ARMA tools, to getting an add-on for, say, a custom helmet with attachments into the game?

#

I've learned several things from my Google searches but I don't have enough to really put everything together and package it up with a nice bow

stuck oyster
#

the old tutorial methods/principles are pretty much still valid

#

some program UI cosmetics have changed though

#

there are no newer tutorials

#

the information is unfortunately quite spread around

crimson sinew
#

A lot of the tutorials rely on dead image links and the like. If you could please point me to tuts that are nice and relevant I would seriously just epic-ly appreciate it!

stuck oyster
#

you will want to start with something simpler to put in game though

#

like just a box that does nothing

#

so you can learn config work more easily

crimson sinew
#

Sure. Even importing a Suzanne with working textures would be a massive milestone

stuck oyster
#

El Tyranos tutorial series are good

#

also Sokolonko had some if I recall right

#

other than that, I've been out of tutorial using for so long Im not really very well up to date either

#

BI wiki and The Arma 3 sample models/configs on Steam are also very helpful

#

and also unfortunately there are a lot of bad practice tutorials out there too blobcatsweats

crimson sinew
#

Well a lot of things point towards the p: drive not being needed anymore? And then there's stuff like using the blender arma toolbox, which older tuts don't mention for obvious reasons

#

Yep. Bad practice I saw too

stuck oyster
#

For Arma Tools and Modding Environment (P DRIVE) setup Id recommend PMCwiki tutorials on those subjects

stuck oyster
#

anyone who starts with that you can just ignore

crimson sinew
#

People said they don't use p but just use a hard disk folder. And then there were those who said O2 needed it but OB doesn't?

stuck oyster
#

all the tools are designed around P drive

#

ok so technically you can work without P drive and setupping tools "correctly"

#

but its pain in the ass

#

those people usually dont care as much about quality or even make stuff themselves

crimson sinew
#

I'd just rather the least convoluted pipeline honestly while keeping quality

stuck oyster
#

hence bad practices are not much of a problem

#

PMCwiki Pdrive setup

#

very simple

crimson sinew
#

Followed by El Tyranos?

stuck oyster
#

sure

crimson sinew
#

And what of the blender toolbox?

stuck oyster
#

he may touch up on that too

#

possibly in the older Blender version

#

but the principles are same

#

buttons just may be in different locations

crimson sinew
#

Alright. Thanks absolutely tons

#

Finally, before I dive deep into all this you've pointed me towards,

stuck oyster
#

It will be a bit confusing and a lot to learn at first

crimson sinew
#

Anything with regards to hiddenSelections in particular would be nice. Since that's the only part of the model.cfg file that's really throwing me for a loop

stuck oyster
#

you dont really have to worry about that just yet

#

first get familiar with configs and getting a thing into the live game

#

start with simpler pieces

#

then add on that

#

will save you hair pulling

#

(we have a lot of semi/fully bald people here)

crimson sinew
#

True. Getting a box into the game would be absolutely massive

#

Thank you again! I'll try the wiki's drive tut and see what el tyr has to say

#

He doesn't have a toolbox tut but oh well. There's a 1 hour tut that looks promising

stuck oyster
#

well toolbox install is basically download release from Git, got to Blender addons -> install from zip -> find zip and install

#

and set up O2script path tto Arma Tools\object Builder\o2script exxe

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or if you download yhe latest build git may add a extra folder to the zip so you need to move the files one folder down in the zip and then install

crimson sinew
#

The problem I had with it was figuring out how it works. Like for example exporting to p3d didn't work.

stuck oyster
#

that does need a bit of setting up, I think El tyranos tutorials do touch on that too

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and how to set up the arma properties for a blender object

round bloom
#

Can someone sanity check me? I've got the below hide animation in my model.cfg:

class blinds_1_hide
            {
                type="hide";
                hideValue=0;
                UnHidevalue = 1;
                minValue=0;
                maxValue=1;
                minPhase=0;
                maxPhase=1;
                source="blinds_1_source";
                sourceAddress=0;
                selection="blinds_1";
            };
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Currently it's starting them hidden

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How do I swap it? I've tried changing the hideValue & UnHideValue around, in which case they will show but on anim source they wont hide

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Where as when they start hidden the animsource works

stuck oyster
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you can define the initial phase in the source config

crimson sinew
#

I've gotten my P: set up correctly (I think) and now to figure out what El Tyranos has to say

stuck oyster
#

@crimson sinew you are likely exporting empty P3d. Check its size. It's likely 0kb

stuck oyster
#

You can make a chat history search for Arma toolbox on this channel and you will likely find the answers

round bloom
tropic jewel
#

Trying to export a model from Blender (using the Blender Toolbox) and getting the following error, tried triangulating the model, deleting and redoing textures but cant figure it out https://i.imgur.com/ku2YyAl.png

ember ingot
#

I have created a 3D scope, but when testing in-game it refuses to go into scope view by right-clicking. I already had a 2D scope, and that one worked fine. I followed the example, and I'm not too sure what's wrong

polar fiber
#

Do you have a view Pilot LOD for the scope?

ember ingot
#

yes, I do

#

got all the things in it that the example had

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I can send the files if that would help

crimson sinew
#

And I can use Mikero's pboproject to make the thing, but then where do I put said thing?

stuck oyster
#

there are a lot of things

white jay
#

I've got a building that destruction is working strangely on, it destructs properly in the editor ie; falls through ground and replaces with ruin, smoke and sound.
But when placed in terrain builder and destroyed it tips over, I thought it would be an issue with named properties but it looks right.
In geometry LOD I have; class = building, damage = building, map = house, armor = 300 (same value as config yet it takes longer to kill when placed in tb)

stuck oyster
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are you sure you have packed the changes?

#

and is your terrain build with the p3d having these named properties?

white jay
#

yeah, I cleared the temp folder and packed it a ton of times

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yeah my brother is building the terrain, I'm making the objects

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so the p3d works perfectly fine in the editor

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but breaks when placed on a terrain

stuck oyster
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do you have land_ prefix config class for it?

white jay
#

yup

stuck oyster
#

class land_p3dname

white jay
#

yes

stuck oyster
#

you may need to set it to class house in the p3d

ebon orchid
stuck oyster
#

Id suppose Id approach that by blocking out the general shape before trying to tackle with the details

#

also there is no shame in not getting it right the first time

ebon orchid
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the thing is the details are easy for me the general shape isn't i have not made much organic or spherical things

stuck oyster
#

yes thats why you must first block out and study the shape

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the details are now a distraction

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as they are not made on the right main shape

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and thus they guide the shape into wrong direction

ebon orchid
#

ah ye, sounds about right, any suggestions for how to begin?

stuck oyster
#

you should also take the Arma mans head as reference

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so the helmet actually fits on a head

ebon orchid
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that i could not figure out i un hide almost everything it seems not to be there

stuck oyster
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the sample character does not have a head as it is added to characters via a proxy

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so that the engine can swap it out

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however there is a bysta.p3d and another collection of man shapes in the templateRtm folder

ebon orchid
#

ok

ebon orchid
stuck oyster
#

I usually start with a box I suppose

ebon orchid
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for a spherical helmet ?

stuck oyster
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yes

#

helmet is rarely a sphere even though it is round

ebon orchid
#

ok, i got lots to learn then i guess, thx for the help

stuck oyster
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there is no 1 right way to do it

ebon orchid
#

ye i understand that, i just dont know any way ๐Ÿ˜

stuck oyster
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dont worry about the time it takes, just experiment with it

#

you can learn this stuff and your own way only by doing and occasionally failing

ebon orchid
#

very true

crimson sinew
stuck oyster
#

interwebs has them answers

buoyant nebula
#

Anyone know of any guides on how to make Paths in a model? I've had a peep at the samples and the forums but can't find any info, if you guys know of any forum posts / guides that are useful it'd be greatly appreciated.