#arma3_model
1 messages · Page 173 of 1
https://community.bistudio.com/wiki/LOD has a tiny bit of info but its not much
Hello all. I was wondering what the fastest way to set up AI paths on a model is or if there is a nice tutorial out there to use and alos: do the points need to be labeled? I'm aware of the automation script that comes with O2 so if thats a yes then I can make quickly
Hey, I made my first model and was wondering if there are any rough estimates I can get for the amount of verts/faces I should aim for to have my model be optimised. I.e whats the average amount of faces for weapons. Thanks 👍
for MG/AR up to 10k triangles is normal
No tutorials. It's just very simple basic modeling. Sample house has a example path lod that shows how the naming is used
The 3D scope example that is in Arma 3 samples
Dangit I can't post pics
Use imgur or any other image hoster, then share the link here
So the first image is in blender, and the rest are in-game
In the last image you can see my node setup
So it's using the nohq, smdi, co textures
The same ones that are in the mod
But the mod looks jank in-game?
Ah gotcha
node setup does not transfer into Arma
Arma uses its own material file .rvmat to connect shaders and shader requried textures to a model
Yes. I just mentioned the node setup to say that the in-game version should match nodes since the textures are the same in the nodes and in the rvmat
well the shaders and lighting are very different so it wont look exactly the same
Also your normalmap colorspace need to be non-color to work right if I recall right
and Blender uses Y+ normalmap and Arma Y- normalmap so you would need to also take that into account
Well currently my normal map is just blank. It's that blueish shade when it's blank. The entire thing is blank like that.
I'll settle for it not looking radioactive lmao
have you assigned an rvmat to the model?
linear, not SRGB
if that first image is how its supposed to look, then i'd wager you will have a hard time making it look like that in arma. You would have to bump up reflective value beyond eleven. And only reason original images doesnt look radio active is because of the environmentmap the render uses, and the shader
just noticed the url, derp.
First issue, blender renders use the more common nowadays Metallic/Rough shaders, while Arma uses a type of Spec/Gloss.
In order to get something close to this appearance you will need to use two rvmats, for unique specular colors for the green and visor orange, then drive the fresnel value to NK 1.33,10
you will likely need to darken your _co texture as well, and make sure your sharp edges are exporting, lots of smoothing artifacts on the ingame pics.
second issue, VR is a great map to test performance but terrible for visuals, lighting will be flat and intense, you should instead use Stratis to check that.
and another blender node/ general tip. The only images that should be SRGB are those with color data, such as diffuse and albedo. All else should be linear, as they are greyscale.
Yes
How would I spawn it on Stratis?
Ah, because the SMDI tex is grayscale so won't retain colour values. True
Try #arma3_config maybe?
Just use Editor to spawn
Time for me to visit the Editor for the first time!
What - how you didn't
Also, I could send over my files if someone could look over them and see what mistakes I'm making
https://steamcommunity.com/sharedfiles/filedetails/?id=1923603532 I have this Mod FYI
I got ARMA like 2 weeks ago lmao
Ooooooo lemme see
Looks pretty good!
How do I make sure my smoothing groups are working? I do have all my relevant edges marked sharp
You start editor on straits and put down unit and edit its loadout so that he has the thing you want to test. Also you can save that mission for faster retesting
Well, I think I've narrowed down the issue to the Blender toolbox export
I think that the export is fooked
if you really think it's an issue with the blender toolbox, contact Alwarren
@crimson sinew have you set up the o2script path in the toolbox addon settings
toolbox should work just fine if its set up correctly
Well, I was thinking it might be a toolbox issue because of the smoothing groups, but after exporting to fbx and mainstakingly setting each export up in OB... I'm not seeing any difference in-game
Because when I opened up the export in OB, it had weird shading. But the FBX one showed the smoothing groups nicely
But in-game they're both the same @.@
^ How it looks in OB now
in-game it looks the same as my last imgur
OK so simple debug. Remove textures and material from it and pack it to see it in game
Then add only the texture to see what that looks like
And then add the rvmat to see how that looks like.
And also put the rvmat to pastebin
How can I remove stuff without pboproject giving a missing file error?
Don't remove files. Remove the texture and material assigning from the model
Did that. Without both it looks pretty decent in-game. With colours it's definitely gaudy but not glitchy. But with the mat it goes full-on glitchfest
I was expecting that. Can you screenshot all your textures?
And what it looks like in game without material applied
Just color texture
@stuck oyster alright if I DM you?
The lack of posting permissions is a tad oof
If I can't though then I shall imgur again
Well, I uploaded to imgur anyhow!
First 3 pics are it in-game without a material
Then the rest are the textures
Are named selections caps sensitive? I notice in the house example in samples the "ActionBegin1" in the named selection and "actionBegin1" in the config are different caps wise.
yes better to keep post here so everyone can answer and benefit from answers
the main problem you probably have is the smdi which is a bit weird and not actually made for the UV mapping
and well also your color texture is not baked so it does not quite work right in the visor and such
but main issue is likely the smdi that is not correct
If you want to make a heli able to land on water, should it just need a Geo Buoyancy LOD and buoyancy = 1 in the geo lod properties?
I've done that so far and it's not working on water
I dont think you can do such
only the car and tank types have amphibious possibility
you could attach the helo to a boat type thing
I've seen it done before to a heli, and looking at the source of it (with all relevant permissions), it only seems to have Geo Buoyancy, the named selection & a canFloat = 1; in the config
Is there anything else standard on boats that I've missed?
Figured it out, autocentre is the issue
Tru, tru
And hmm
I haven't had trouble with the textures in Blender. True they're a little stretched in places because, like you said, they aren't contorting with the UV map, but the values themselves work
I am looking at making custom armor for my unit any good guids
Trying to make an inbuilt sight for a launcher I made, and it looks to work in OB, but ingame the transparent part is black, and the sight reticle has a weird white outline.
I tried both copying the way NIArms G36 is, and following this guide https://community.bistudio.com/wiki/Arma_3:_Weapon_Collimator_Sights
Any suggestions on what could be wrong?
can you show what it looks like in-game?
did you do all the alpha sorting stuff in OB?
Yes, did it as explained in the link
I'm not home so can't show it rn. The sight picture is completely black, and the reticle itself is visible as it has a white outline
if it's black then binarize most likely cannot find it during the packing process
^^ Either the texture file or the .rvmat contains paths to .paa files that binarize cannot find on your P:\ drive
When I tried using the G36 reflex from NIA, it didn't work either, and that sight is using vanilla paa & rvmat which is in the P drive, I checked
Is the binarization you're referring to the binarization of the p3d, or the pbo after I bin'd the model?
Because I'm only binarizing the model, not the final pbo, if that makes a difference
Why? The model should be binarised at the same time as the .pbo
If you don't want specific parts of the .pbo content to be binarised, add them to the list of files to copy directly or what ever options there are for the packer you're using
Just the way I'm used to it, but is that the reason the sight isn't working?
No idea. But I don't try and do weird stuff like that for the very reason it makes it harder to track down problems
Only reason I can think why you are doing that, is that the pbo contains other .p3d files that you don't have the MLOD for
nope, only one P3D which is my launcher
I do it to not binorize the config, and it was the only way I knew to do it
From what I understand hit points are just a grid of vertices right? Do they have to be a certain distance from each other?
hitpoint size is defined in the hitpoint config
so yes the distance matters and is different for each hitpoint with unique size
you can also use fire geometry components for hit detection by using the armorComponent variable
Okay
As far as the model I have a bunch of this cubes named Glass_1_hide etc... and Glass_1_unhide for the broken ones
How do I hide the broken glass model for the intact building?
hidevalue = 0
Then unhidevalue at what ever value you're using to hide the unbroken one
There's a house sample on steam with that setup https://store.steampowered.com/app/390500/Arma_3_Samples/
Formerly part of Arma 3 Tools, this application contains all necessary samples to get started with Arma 3 content creation. The collection covers a broad spectrum of topics, from scenario design to mod making. Along with every sample comes commented code and relevant documentation to allow you to understand how they work.Note: These samples are ...
the sample house I was looking at had hitpoints
oh hide value
where do I find the configs for the samples? I only see the p3ds?
nvm
so in something like this I'd replace hitpoint = with armorComponent = right?
class Glass_2_source: Glass_1_source
{
hitpoint = Glass_2_hitpoint;
};
In the example config I don't see mention of glass in hitpoints
I only see glass mentioned in AnimationSources
config_macros_glass.hpp
Uses a macro for brevity since there are a lot of similarly named windows
okay
so where do I use armorComponent?
I'm guessing I name the selections in fire geometry
Do I leave the ##glassID## in Glass_##glassID##_hitpoint?
Name the selection in fire geometry the same as the glass bone you want to hide when it's destroyed and use that name as armorcomponent
alright I got it mostly working, I shoot the glass and I get a shattering effect, glass falls. Now I just need to hide and unhide the actual window
https://cdn.discordapp.com/attachments/495808732446457877/883034943876374528/20210902130405_1.jpg
I think it has something to do with the config_macros_glass.hpp file
do you know where hidevalue = 0 goes?
is that an animation related thing?
model.cfg
thanks
just solved it a second ago lol
that was my last hurdle for buildings, took me almost a year to figure it all out
pathfinding, doors, windows and destruction were my major ones
congradulations on the journey milestone
Could it be anything else other than what reyhard said, since I think it's binarized correctly
could be broken rvmat if it has any
I'm using a vanilla Rvmat, but I'll try making my own then
do I need Land_xxx and a house class for windows to work?
I'm basically making a small beer bottle that if possible i'd like to have physics. I'm trying to make it where you shoot it and you get a small glass shatter and it hides the original model and replaces it with a damaged model
can you make things hide and unhide like windows with a Items_base_F class?
item base, no
you would have to make it a thingX object
Land_ prefix is only for terrain placed objects
and terrain placed objects must not have physics
so a thingX could work with hiding and unhiding based on hitpoints?
should
alright, gonna try it
i don't know if this is the right channel, but i want to get into retexturing items, specifically retexturing an armband from a mod
idk much about uniforms but I'd say play around with hiddenSelections stuff
do some digging on that topic
hello 👋 I have a problem with a vehicle made by me and this is the first time that it does this to me, I have like a circular artifact that appears randomly around my truck that only happens with this vehicle and when I drive it ... does anyone have a clue to find a solution. thanks in advance
doing a bit of experimenting, so it turns out you can use ThingX and have the hide and unhide effects. I've also learned you can use custom particles. In this test when the beer bottle is shot it turns into a pink cube and some blue ice shards (a placeholder particle) spray out rather than the generic window glass
https://cdn.discordapp.com/attachments/566060230824165383/883211298056335360/20210903004610_1.jpg
Now to figure out how to keep it from spawning a million particles
https://cdn.discordapp.com/attachments/566060230824165383/883235062378790922/20210903022000_1.jpg
@crude plaza A screenshot or two might help us to help you.
I've created a particle system and it sprays glass particles all over when I destroy the bottle. How do I make it where it only spawns one of each particle type?
the particle models https://cdn.discordapp.com/attachments/495808732446457877/883365773530251314/bottle_shattered.PNG
the effect in game https://cdn.discordapp.com/attachments/495808732446457877/883375158952357938/20210903113608_1.jpg
likely in the effect class
Ok no prob i'm making a little video in 2 min to show you
ended up figuring it out, I increased the interval time in CfgCloudlets
now to add a beer splash
I think I mainly need this for a 2d plane to face the camera
particleType = "Billboard";
That video is set to private.
try again ^^
Why at night? Does it only show with the headlights on?
no it the same at the day https://youtu.be/T8gllfS00L0
really strange ...
The issue is the occasional dark flicker in the background of the map?
exactly and it only happens to me with this vehicle
does it happen on vanilla maps or only on this map?
Check if it happens on the Virtual Reality map.
ok i try now
no it does not in virtual reality
so effectively no problem on the other base maps, so it comes from the map of our server ... but strangely this only occurs with this vehicle in any case thank you for having referred me I had not even thought to look with the other map thinking that it came from my vehicle
there could be some broken objects used on the map
Grass clutter maybe
Maybe the black is where the alpha channel is failing to show in one of the LODs
then indeed the problem only appears on the grass ... the thing is that the problem only appears on this vehicle. the only thing different about this one and the others is a cheat so that the scale does not disappear when you step on it by placing distant points to force the view
How to change the orientation of the ladder?
https://cdn.discordapp.com/attachments/819387109256593439/883460238194401340/unknown.png
Needs to be a slight slope between the ladder memory points
Thank you
What’s the best way to start modelling?
Choose a program, watch/go through generic "how to use this program" tutorials until you understand how modeling works
Any recommended programs?
well Blender is good and free
Easy to use?
Cause the idea is for my unit we want our logo applied on our helmets but to keep with GCL I would need to make completely new helmets plus texture them so I’m trying to learn modelling first cause I know that can take a while
no better time to start than now
Is there any beginners guides to importing models into arma anyone can recommend?
Setting correct orientations and setting up textures to work in a p3d?
A friend of mine wants to do it and I have no idea, he keeps chewing my ear off rather than asking here for help.
correct.
yeah probably should of asked
👍
i have a working config for a new launcher and i downloaded a model an don't know how to get it in to game
well downloading a model is not really a good shortcut as you need to understand 3D modeling to work different programs to create the rest of the parts a model needs
or convert it into Arma compatible formats and such
you cant really skip learning that stuff by downloading
simplest thing is to start by something simpler than a complex weapon or vehicle and put that into the game
and then work up from that to understand how Arma textures and materials and such work
also a downloaded model might not even be game ready at all
which could in worst case mean more work fixing it than its to make one from scratch
ok but i could not find any good tutorials explaining what to do
do you know how to use any 3D modeling program?
not really
then you could start by learning how Blender works
when you got basic grasp on that you could find Blender and Arma related tutorials and work from there
however there is no fast track way to do this
sad…
any idea how to make an object more reactive to being shot? ie; when you shoot something it bounces, flys, rolls, less friction etc..
I've noticed no matter how low I set the mass of an object in object builder it just sits there, it'll tip over if I throw a grenade at it or hit it with a car but that's the best I can get
also this is a ThingX object
also can you change the center of mass of an object?
Config related, if i got it right in mind, it has to be configurated as ThingX and keep mass low in the Geometry LOD
Center of mass can be changed if you select custom faces and add different mass
that's my current set up, even a sphere only rolls a short distance before stopping, shooting something like a bottle will make it wobble a tiny bit
Question. So our jbad_structures pbo has now exceeded the 2 gig limit. I have to separate all the individual folders into their own pbos. They work fine since the pboprefix is jbad_structures/pboname
However when loading jbad terrain it still asks for jbad_structures pbo. So I created a dummy pbo with that name and the cfgpatches only. Any downside to that?
Or is there a better way
you could keep some stuff in jbad_stuctures then name the next one jbad_structures_01 and so on
no issue with empty pbo either
Hello, I'm new to modding and am trying to get a tank working in Arma 3. I have found many tutorials about different parts but I am still lost. I am a modeler and have created/textured the tank but unsure exactly how to go about with Oxygen/armaconfigs and how they interact. So far I have imported the model into objbuilder with a test tank I found and renamed the named selections to make it work technically, but I know there is a lot that I am missing. Espeically since a lot is in Czech.
there is probably no exact tutorial on what you are doing but you could try El tyranos Blender to Arma tutorial series for tips
also Config and model.cfg are explained in the BI wiki quite well
and the sample tank you have already found can be used as reference with the wiki
cool. Thanks buddy!
👌
Didnt even see that chat, thankyoy, and my bad
No downside, but you don't need a seperate pbo, you can have two CfgPatches entries in one pbo.
In TFAR 1.0 the main pbo has 3 cfgPatches entries
Oh sweet
I still haven't managed to make rvmats work for me @.@ They're just an unsolvable enigma holy shit
do they work in buldozer?
Yeah they do
If you're using visualex for shadows though they're not always 100% to how they will look in game with proper lighting on them
pictures of your current progress and details on what you think works and what does not
Bones for facial features? Like Head Bones? since we have list of them from model.cfg is there way to get them in a template from somewhere?
BI has not provided a sample rig for the head but there was a community made one around some years back. What do you need it for?
and there is the sample head, bust.p3d in the templateRTM folder in the samples
Trying hand at Custom Head, like bit diffrent than normal ig?
Other one is just so i can figure some stuff out for heads and animations
if its not human head its likely not going to work with the vanilla face animations anyway
Humanoid
Think Human with spikes
well you could use the sample head as base and modify that
Nothing really complex, in practice i just need the front facing bones?
Was the community made one lost?
its probably somewhere if you look hard enough
Thanks for advice
thing is, the facial animations do you no good if your mouth and eyes and such are not in same place
as the animations do no adapt
Hmm
which is why I say, use the sample head
Actually let me rephrase myself. I have Custom Head Model made, it's not rigged as in Lacks bones for any Face animations in game. Trying to get those Bones
yeah I get what you mean
but if your custom head model is not made to match the vanilla head rigging it to it wont work anyway
you would need to set up new facial animations
to my knowledge its made to match it
it just has, litteraly spikes on the back of the head
Looked at it over the Template
and looked fine
you can try to transfer the weights from the template then
and test it in game and adjust
so I'm just trying to learn modelling as I've recently been made to give up working. I'm currently hoping to get to a level where I can create a vehicle for my unit currently I've got a basic bit of design mostly self taught and done through trial error and experimentation but I was wondering is there any decent guides
Best bet would probably make the donut guide
what you might find beneficial is to just watch/read generic "how model" tutorials
as if you go look for very specific tutorials you might not find any or they might expect you to know quite a lot to begin with
learning modeling comes pretty much only from doing it though
tutorials might sometimes point to right direction
Blender donut tutorials
Another beneficial set of videos to look up are "techniques" and "styles of midelling".
Sometimes different styles work for other people, and the methods you use to model some things is may differ from others, such as shrink wrapping for a rounded shape, or booleaning out mechanical shapes.
Dont focus so much on creating the thing as much as soaking up the info on how to create it.
Watching people modelling on twitch is useful in that regard. You’ll hear the sort of thought process they go through when it comes to trying to make particular shapes and the way they remedy it when the result isn’t quite right
Hey everyone - wanted to know if anyone knew offhand of addons/mods that added better parachute models - never have been a fan of the default models - always wished there was one with a reserve chute on the front (like GM's parachutes, but a little more modern). I know C.O.S has its own custom parachute model which is great, but not in NATO camo or a camo neutral color - just wondering if there are any other addons anyone can think of?
@amber charm its more a #arma3_questions type of question
Yeah, I saw that under troubleshooting - and it didn't seem like a technical issue which is why I didn't post it there.
I'll move it there though.
the questions channel just is frequented more by general populace of the server
Fair enough. Thank you!
happy hunting
Does anyone know how to get my cargo shadow volume to show inside the cargo of a tank class vic instead of showing the outer shadow volume?
Can you set up a model.cfg to hide a part when NVGs are donned?
Eg; have an NVG shroud on the helmet which is hidden when NVGs are put on
no
is there a way to name selections in blender?
Vertex groups
I have no idea
And I'm pretty sure I've shown you this:
https://imgur.com/a/WLebGGT
https://paste.ee/p/jR5G1
right I thought you might have done some changes
like I said earlier your SMDI is bonkers and wont work
could also be your normalmap is not right aand well your color texture is not quite right either
Then why do they work alright in blender and in unity?
honestly it looks a bit weird
and well each of the programs have different rendering and lighting so things look different in them
blender and unity use metallic rough workflow, not spec gloss and certainly not smdi which is a variation of spec/gloss
spec = amount of light reflected (stronger reflection)
gloss = how clear the reflection is
metallic = is surface dialetric (metal) or not
roughness = how much does light scatter on surface.
If you're trying to use metallic/rough in a spec/gloss workflow then you're doing the equivilent of trying to shove an octagon into a hexagon hole.
In this video the gloss and roughness are referred to as "microsurface" and it is important to know that arma uses specular as a greyscale, not a color value in texture (the specular color is set by the rvmat)
but there is more to it than that, the values your rvmat use also play a role, specular, specular power, and fresnel (the final stage)
your smdi basically shows that some parts would reflect light and other parts none at all, your gloss looks good, however we need to see the rvmat values because they may be squashing the values of the texture
any idea how to make billboard particles in particle effects?
I know there's a line in cfg cloudlets
particleType = "Billboard";
but other than that do I make a model? is it a 2D plane? which axis does it face?
I think this also has something to do with it, but then how do I texture it?
particleShape = "\A3\data_f\ParticleEffects\Universal\Universal";
have you read the wiki about particles?
yeah but I can't find anything about creating 2D billboards
I see a bunch of particle p3ds that look like they'd be 2d meshes but no way to open them in
P:\a3\data_f\ParticleEffects\Universal
you dont make your own billboard
you use that universal one
and assign a texture to it in the particle effect config
IMHO the best results come from PBR met/rough converted appropriately to an SMDI. I've been less than impressed by any results coming straight out of spec/gloss eg; using a substance export template. I get the best results out of making something look just how you want in PBR, then exporting and converting. I just find PBR provides the best simulation and results, providing you the strongest base to then bring into arma. The metalness map is also very valuable to me for the sake of making masks to improve the diffuse texture.
End of the day you do you and I don't see any workflow as "wrong", but I personally see PBR as a very strong tool and disagree with the square peg, round hole analogy, since it actually provides some very high quality results.
@crimson sinew You need to have more lighting detail on your diffuse for the sake of arma, add your AO on top and set it to multiply, you can also add a cavity map but seeing as you don't have any normals that won't mean much. I also usually use my metalness to make a mask to darken appropriate areas but for your sake adding a black fill layer with an opacity of maybe 40% would do the job. You also need a proper normal map bake. My best advice would be to look at some examples in open source projects and see what they've done. Eg; NIArms is completely open source on github. Pull down Toadie's SMDIs and rvmats for assets you like the look of, see what they look like (Eg; what colour they are, how much contrast is in them, what do they look like) and you can use that to gauge how your results are.
Hey guys found a really strange thing happen to my model when i take it from blender into object builder all of the Vertex groups that i have assigned seem to just vanish and all go away i have no clue why could anyone help
They show up all fine in blender but when in object builder they just throw themselves into the void
did you assign weight to them?
if vertex group has no weight on any mesh
its 0
and is ignored
no point writing empty groups
groups have to be assigned (for normal selections 100% weight) on mesh so that they are valid
errors in export?
Nothing
Export all fine
but there seems to be a problem in that export
Where it just dies
Can I use View pilot lod as a proxi in helicopter ? in the view pilot .pd3 I would only have the viewpilot lod ?
I'm doing a rework of the hatchet h-60 pack model. I think I'm wanting to put each variant into its own pd3 and share what is similar between all variants
right now all variants share the same model which is getting pretty busy
You can't animate anything inside a proxy Mike, that's what usually goes against the idea.
So would it be better to just make a .p3d per version. I was concerned about size or I can keep all the variants in one .p3d
Id say for your own mental health sake, go simple and make the variants separate p3ds
having a lot of proxies around can cause issues
Might run into bone limits more easily having several different cockpits in one p3d
yeah, I agree the complexity of the proxies is whats is giving me a headache. The cockpits are all the same between variants, what changes is the cargo area layout, ie seats or sitting on the floor, weapons and some external features
really, we are at 332mb for one
well thats mosly because you've crammed in way more detail than normal 😛
at that point what does few mb here or there matter
There's probably optimisations you can do in there. Reducing sections, unneeded selections, UV sets, named properties
There's a lot of additional crap that piles up in p3ds the more they get worked on
yes, well as I know you already know the view pilot cockpit is extremely detailed, unfortunately the resolution lod cockpit is a mirror of the view pilot so i know I can clean that up.
As far as the textures I assume that I'm going to have to redo them, as far as material should I plan on section and size or actual material like the skin of the helicopter
And what are your suggestions for blender setup for maintainability ? should I link the the frame and parts that are the same so we can update the model in one place ?
I agree with you that with modification (especially with edge damage) and an understanding of the way the two systems differ that using metallic rough can be beneficial if the user is aware of how to make use of their differences.
the peg analogy is in reference to using one workflow for another without any modification, with the assumption that what is seen in the PBR program is what will also be seen in Arma.
@nova bloom what program?
How do you handle sub materials? In my port for example.
camo - is the base helmet
damper - is the helmet cover.
I think the rvmat is confused as the helmet lighting getts all shinny but the cover looks correct.
Both camo and damper point to different rvmats currently and work independantly as a standalone model but both merged into the same model together act odd.
Are pictures only sent via a link in this channel? And sorry im using terms from another engine. Idk the term for it in arma.
I mean material definitions for different parts of the model.
A cloth fabric cover would look for one rvmat.
The metal helmet looks for another if that makes sense..
aslo scratch that, idk what I did but it fixed itself. I think its because I compiled with a broken shadow lod.
links only for regular users yes
Does anyone know how to get my cargo shadow volume to show inside the cargo of a tank class vic instead of showing the outer shadow volume?
How are they different?
I've been playing around with the path lod and I have a house that's raised about half a meter off the ground, the ai wont enter it unless I sink the house down until the inside floor is almost at ground level
do you have enough path IN points?
I have 14 per door, had 7 per door in a previous version, neither worked
one sec lemme get the screenshots
screenshot of an older version but pretty much the same set up but with fewer in points
https://cdn.discordapp.com/attachments/566060230824165383/886278345774489670/house_path.PNG
yes
0 height is the grid?
only the in fans all go down
yep, normals facing up, all vert connected
ai path find normally if I sink the house down -.4m or place them in it
they go through all the rooms, open doors etc...
but when placed at it's normal height on terrain surface they ignore it
do you have roadway and geometry under the paths?
yes
alr. that looks to be ok
it's strange, do you think the fan shapes are okay?
yeah.
you dont need quite that many I think
make sure you are actually packing the changes in
and not editing some wrong folder/file
just checked the file, looks good, I emptied the temp folder
I tried it before with half as many with the same result
maybe adding an edge loop or playing around with the verticies might do something
could try copypasting the sample house entry parts
how did you set up the in points?
top verticies from top right to bottom left in pic are named in1 in2 in3 etc...
they're a 5 point fan which connects to a series of triangles going up the stairs
path is floating 10cm above roadway
house exends about 2 meters or exactly 6 feet below 0 height
if I place an ai on the stair steps he starts working perfectly but if touching the terrain they ignore the building
if I sink the building down like this in the editor they enter it normally
https://cdn.discordapp.com/attachments/566060230824165383/886287134015778856/20210911115508_1.jpg
ai navigating to their correct pos's
https://cdn.discordapp.com/attachments/566060230824165383/886287472483524668/20210911015006_1.jpg
mesh is triangulated
i think it might be the shape of the fan - i have the same case for one of my buildings. Sometimes AI dont find the access, sometimes they do - depending on how far sunken into the ground it is.
anything you do specifically with your fan?
I think my fan segments are rotated 30deg around the connecting point, the top vert is about 0.2m above the rest of the fan
I don't remember the scaling
I pretty much eyeballed it and duplicated the test house fan
I meant where did you make the selections?
I only applied that name to the one top vertex as I saw from the test house
selections are circled in red, each one is named from right to left in the image in1 in2 in3 etc...
the in selection should just be one vertex right?
yes
Question is did you make the new model?
I'm back, I played around with the model a bit
It turns out the in fans were too small
The test house one's were twice as big
They work perfectly when they're almost a meter wide
Yes
was not for you. the other guy deleted his messages for some reason
Oh
https://gyazo.com/06418d092809b9f4faa22cf3940306e7
How can I fix the flickering of two textures together?
I'm assuming the grunge texture is a 2d plane with a transparant texture?
yes
they're probably too close together or clipping inside each other
you want to have 2d decals floating slightly above the base mesh
i'd say like 0.01m or something just so it doesn't occupy the same space
OK thank you
Is it in the same model as the building? Select the mesh parts with that grunge texture, press E key to bring up face properties, set Z-bias to high
I'm trying to attach a sound to an object and I'm reading through this https://forums.bohemia.net/forums/topic/207565-brief-overview-on-new-audio-tech-for-terrain-objects-cfgenvspatialsounds/
It looks like sounds are defined in the terrain, I'm making an object mod and I don't have a cfgworlds or know where a cfg worlds would go
I'm not exactly sure what I need to do to attach a sound to an object like the air conditioning sound on an air conditioner
all I could understand from that link was creating a memory point with a named selection
you would attach the sound to the animation source then
you can also ask for guidance at #arma3_audio
I'm trying to make geometry on my vehicle that could just use a transparent texture with like a logo or whatever, I've set its default texture to the vanilla clear_empty texture and empty_nzw rvmat, but in-game the textures don't really seem to render, I can only see them if I look at them so it's only the background visible behind it, they're invisible when the actual vehicle would be seen through it
also when it's just using the clear_empty texture it instead just appears as black
what's the right way to set up geometry like that?
oh it looks like I just needed to set one of my icon _ca textures as the default one
now it works
if I set it to clear_empty via hiddenSelections it's properly invisible too
\a3\data_f\clear_empty.paa is used in hiddenSelectionTextures[] arrays when you don't have a texture to display in that position
ah but the model did not have it
right
no alpha texture in model = no transparencey in game
how do I my p3D files so they can't be opened?
binarize your mod, pack it with Mikeros pboProject or Arma 3 Tools Addon Builder
Hi. I am importing model from Blender to Object Builder as fbx, however sharp edges are not importing. They are marked as sharp in blender. I know I can add shard edges in OB, but it adds a lot of work. I've tried .obj but it also didn't work.
Does anyone happen to have images showing the exact positions/areas of a soldiers hitpoints?
Use the blender Arma toolbox and export directly to p3d
Check our the sample character...
@stuck oysterI've tried this plugin, but p3d always came up corrupted. I've tried latest release and master branch. Is it still supported?
Check that your fbx shading export settings are set to edge only
You have not set It up right. You need to set the O2script. Exe path in the addon setting
How do I do that?
Arma 3 Samples
Thanks.
@stuck oysterUnfortunettly it does not work. https://imgur.com/E8eNKI3
Does not work how?
Details
Since I used it daily it's something you are doing wrong
@leaden sunThanks, sharp edges are now exporting with fbx.
@stuck oyster https://imgur.com/a/eRaBgMW P3D is just empty.
I know absolutely nothing about programming or modelling
I want to make a 3D model
Anybody have any pointers?
@light micahttps://www.youtube.com/watch?v=At9qW8ivJ4Q
Awesome
I am in a few 40k units and am looking to make a bear in flak armor, a "Space Wojtek" if you will
Yes you have not set your objects with the Arma property tag so the exporter does not register them.
Don't mean to be a spoilsport but expect this to take few months or even years.
@stuck oysterCould you explain how to do it?
At the moment, no, I have stuff to do. You should be able to find the information on the Arma toolbox release thread on BI forums or by searching this channels history.
Grab blender, watch some guru videos, get accustomed to the shortcuts, learn the interface, build some basic shapes, watch more tutorials if you like but focus more on the process than the end result.
Like any other medium experience and knowledge go hand in hand, understand that it will take time, and don't only create something from a tutorial, get your hands dirty and make random things on your own
oh yes and save often
For a custom building, is there anything config or model-wise that controls how much damage it can take before switching with the destruction model? Is it related to the total mass?
not size related (afaik). Armor value and armorStructural affect it. For map editor placed buildings, i think you need to define it as named property in P3D (not sure, didnt do that so far)
👆
if I recall right there also might be config parameter for at what damage value (0-1) it swaps to damaged version and at full damage (1) it gets destroyed and depending on destructionEffect config it can swap to ruins model or do other stuff
can anyone tell me why some textures load in buldozer, but not others?
I should clarify, all textures are present in my P drive, but only one of them loads
does the texture replace dialog show them as red or black?
as that is good way to see if the file/path is actually correct
(people often say that but are wrong)
are they correct resolution?
yes, they're prepared textures from CWR3, they already work in game on other vests, I've just never been able to get them in buldozer
does the vest have uvmapping?
yea, that is one possible issue, both textures are on the same UV square
that is how it works in arma
if you select the vest and hit E does it show that the texture is actually assigned to it?
does the .paa file open up in texview?
yea it's fine, altho it is 4K, maybe too big?
hmm, yea if I copy the 2nd texture path to it it works
that said it's the wrong texture for that component
ok so if assign the other texture on it again what then?
or if you assign the other texture on the shirt?
or on a fresh cube
A friend enlightened me to using o2's show textures with tga files, that'll be good enough for now. I'll revisit this issue later i suppose
sounds like some sort of read problem
you could try saving a 2k version of the texture too I suppose
but from the looks of it, the issue is in the .paa file
Yea I'll look into converting it back and forth, maybe that'll help
What has to be done to the model or config to get Object: Special States - Door States to function as in this image? https://imgur.com/a/gBfADZS I'm assuming that it's in the model.cfg
i believe its config.cpp side thing something about using the BI door system
Should I post thet in #arma3_config ?
I looked at the configs of several BI objects and didn't see anything obvious.
any idea what causes this lighting effect?
https://cdn.discordapp.com/attachments/566060230824165383/888184182822543390/20210916180624_1.jpg
what shader is being used for the building?
hello I have a script which allows to furnish the house but when I put a piece of furniture in a certain place of the house it tells me that I am not in the house while I would know where it could come from please?
What house? Script used in where. Is this even model making related? @dire snow
its works perfectly in the house of arma but in my modded houses to me there are certain places that I can not put furniture
I noticed that its not working when I am far from the doors
No idea what you are talking about so can't really help. You would need to figure out what the script does.
idk where to ask but I'm looking for the name of that type of helmet
like it has face cover like the Apex helmet but it's not exactly fully covered
found it
👍 Excellent. For the future#arma3_questions is the place to start asking if you dont know where to put it
Thanks, will remember
is there a way to convert a pose in the arma rig into a simple mesh?
apply the armature modifier
oh thats it?
yes, it applies the mesh tranformation and removes the modifier
What would a man have to do to get an custome auxiliary mod ??
the question needs quite a bit more details
what does auxiliary mod mean to you for starters?
I'm footprinting a whole project naming convention with whatever I name this first model file, so I need to know if there are any limitations to be wary of in regard to naming conventions. Specifically, are hyphens okay in the file names of all files and calls?
E.g.:
PHS-FYF_jet_fighter_01.p3d
PHS-FYF_jet_fighter_01_ext_co_paa
etc.
PHS will be the OFPEC, due to the development team, but FYF are the group placing the order/financing.
IIRC, Mikero has stated not to use ALLCAPS.EXT, but I can't remember other related warnings, or if hyphens were okay.
I think - might break it
only _ is recommended
cant make p3ds for money though @junior saddle

the p3d is free
I mean.. its not since you are paid..
I was paid to make the model and it will all be available for free download
what I'm NOT getting paid for is converting the model into a p3d and all the textures into paa's. I'm also not getting paid to do any config editing.
I used 3DS Max to make the model from scratch, and I have an Indie license for that.
well I mean would you be paid if you did not do the game implementing
or would you do the model if you were not paid
anyway, maybe im wrong.
up to you to do stuff
As a member of PHS, I am doing the game implementing for free, but I created the model as Rooster3D, a separate entity.
sounds like a loophole.
fyf_jet_fighter_01.p3d
fyf_jet_fighter_01_base
fyf_jet_fighter_01_GMG
fyf_jet_fighter_01_unarmed
Hey I have a vest that I made and when its in arma it does not move with my character can any one help me with that?
you need to set up weighting and model.cfg for it
Ok thanks for the help.
Super shader, I can send rvmat later
Some parts don't have rvmats and are just plain CO textures
Like those inside walls
I've noticed that lightning bug in alot of building mods but don't see it on vanilla lighting
It's like it's lightning each face separately, the light follows the topology flow of the model which is mostly basic quads with some edge loops and extrusions
Yes, the rvmat establishes the per pixel shader as opposed to per vertex
and for buildings Multimaterials are recommended
How many legs can a unit have?
Like, what’s the limit on the amount of legs that can move
code wise 2
model wise as many as you want
the legs dont move it
the motion vector value in the RTM does
yes
there is no physical walking
it looks like that if the animation is made right
moonwalking mod pls
That's not a moon
Hey, so I am trying to fix the scope on a weapon, and I am not sure how to do so
Explain the problem
Was it the same you mentioned on the other channel? If yes, pick 1 channel to continue
Does a model have to be a specific way in order to be usable in Arma?
well yes sort of
theres certain types of textures it needs
certain conventions to make parts move
etc etc
Right, would a model made in blender work?
Yes sure. If its just made right
What specifically needs to be done correctly?
Everything.
Could anyone help me with setting up weighting for a vest I've try ed everything and can't get it would appreciate if any one could help?
Does anyone happen to know where and which models from Take On Helicopters are avaiable for usage? I wanted to port 2 models from that game to Dayz but i can't find a link to samples and super confused if they even exist or not.
you would have to check the licensed datapacks and what they allow
That's the confusing part, both wiki and the files inside those packages state it can't be used in Dayz, but on the website page it's tagged as ADPL-SA binarized content. But yet, Dayz Expansion has 2 of those helicopters in it and the unbinarized samples are nowhere to be found.
So i was thinking they either got a license directly from BI to use them or they were erased from existence.
is there any documentation for making custom skeletons for arma?
or is it the same as other games?
all vehicles have custom skeletons defined in model.cfg. do you by any chance mean custom rtm moveset/shaped characters?
if yes, then answer is no, there are no tutorials for such
yeah custom characters and such
and yes it is pretty much same as in any other game. create character, create animations, implement in game
I see, thanks
the implementation into the game is the difficult part in the equation
as for that you need to have good grasp of how to read and change configs to work for your new things
yup that wast he part I was curious about
but it seems that mondkab left a useful legacy with the operation blockhead mod
might help
I'm really sorry for the delayed responses, my day job is a right pain lol.
I just opened the NIArms Github. This seems like an amazing resource!
I've been playing more with everything, but still don't really have much to show for it.
And well, even though I haven't found a solution to my funky shadows and weird smoothing groups and what not, I did spend some time baking some textures. Let me upload to imgur real quick.
@stuck oyster perhaps you could glean something from this imgur link as well?
no need to ping me individually pls. I pretty much read every message here
and Im not sure what I supposed to look for
Ah, I'm sorry
And if I knew what to look for then my troubles would be at an end 😂
I mean what do you perceive to be wrong?
The textures aren't interacting with the light, mainly?
what shader does it have?
and yes they are lighting
im not quite sure what you are missing
I'm working on a model that includes a chainlink fence. But there are too many components for it to be in Arma (from what I understand, 99 is the limit?). Could anyone tell me what exactly OB counts as a component? Any insight would be greatly appreciated!
fence like that would be made out of maybe 4 parts
2 tubes
and 2 textured planes
Im not sure what you mean by components in this occasion
usually components refer to geometry lod parts that are needed for collision, hit and visiblity calculations
nothing is limited to 99 though
but there may be some recommendations on how complex certain sized objects should be
"Super"
The normals aren't working, the shadows seem funky
Have you tested in other maps than VR? Vr lighting is pretty bleak
Also different times of day so you can see different light angles
Hello, I'm extremely new to modding and I'm having issues making my stuff appear in the arsenal
I've made my textures and I'm using a base game rvmat file
However a backpack I have shows up in the arsenal, but is invisible and has no stats when equipped
If I could get some support it would be great
pbomanager
that would be the problem
Could be a pathing error
I extracted the vanilla rvmat from the vanilla pbo, and placed it on the data folder on my mod's pbo
youll need to set up the Arma tools and P drive and preferably Mikeros toolset and use pboProject to pack your addon
if you dont change anything in the rvmat you can just use the path to the original file
I mean I could do that but uh, the pbo I'm using has a beret that someone else on my unit modded and works exactly as intended. However it's just the backpacks that I added into the config that aren't getting pathed correctly

I'm also using a config template that was provided to modders during the art of war contest
Problem is withing your config and in using manager. Thats all I know
just double checked and the pathing seems to be right
Don't know what else to do tbh
Fun fact: I fixed it I was going through a weird language error with my keyboard
Now I'm struggling to add two items of the same type on a config
Like for example, I did a coyote backpack and now I wanna add an OD backpack on the same file but I don't know how to call the classes
Or well just add them into the config
What's the config to add the clan selection to my model, I haven't been able to find it
What's unclear? Model side or config side?
@marsh canyon Either is unclear, I can’t find any ressources on how to add it to my uniform
You just need to add a plain (or whatever, anything that has a proper UV) polygon and name the selection "clan" IIRC, that's it
Model. Cfg section list will also need to have the "clan" selection defined.
Got a new PC and Object Builder has a really fucked up sensitivity compared to before, especially for rotating where I have to drag really hard to even turn 90 degrees. Are there any settings that can be used to change that?
Use directX viewport modes
how do I define the clan selection once it's made in my model config file ?
check out the section array in the sample characters config
Any idea where can I get character head weightings in 3ds max? Making a balaclava but weighting in O2 has not been working out well for me
Pretty sure the head is just a proxy
At least in the samples
I've created a simple object, the config, and can add the item to my inventory but I get an error cannot load object piesgtcat.p3d. (the model I am using) . It will load into my inventory, but then says cannot open picture. I can place the object on the ground but I can not see it. I can also pick it back up and it adds back to my inventory. I just can not see the object. I can in object builder and bulldozer. Can anyone please help? This is driving my crazy! been trying to make it work for a long while now, I don't want to give up yet!
I am using addon builder to pack my pbo
Your folder structure does not match your config paths most likely.
Addon builder does not check such things. You really should uE mikeros tools
I can't get a "antiwater" plane working, I've done it like in the boat sample, there's a flat plane going over the area that shouldn't have water, with the antiwater_ca texture, but it just shows up as black in-game and doesn't actually block water
Do you have that texture unpacked on your P:\ drive where you are refencing it from the game data?
I'm having an issue importing my unbin'd source model into blender as a p3d and exporting as a p3d using blender tool box.
I'm building with the ace3 development environment with using make.py and pboproject.
Using the source unbin'd p3d I can back and bin with on issues
if I import as p3d to blender and export to a p3d. while building its failing.
One difference im seeing with the binlog is
Warning: CfgAmmo missing in PreloadConfig - may slow down vehicle creation
Warning: CfgNonAIVehicles missing in PreloadConfig - may slow down vehicle creation```
@crude grail can you try same but with simple cube P3d, just to check the workflow itself
I can, I was using blender 2.9x the latest one. I just switched to 2.82 it might be an weird edge case in the github issues
Perhaps. I do run stuff between the programs like you described too but have not had any issues
Yeh though I may have more latest version of toolbox
is it the source one?
I'm building lod by lod now
on another note for a base model does that include a p3d to inherent from ? or is it just the model.cfg
Model. Cfg does not require a P3d to work
hey this is gonna sound weird but is there a way to rip models from myself?
lost the source p3ds and only have the binarized ones
Well, it is a violation of EULA, so no
oh I guess the eula doesn't care about ownership? shame tho, considering its mine
Problem is that a lot of people make that claim, but not everyone is being honest.
@toxic apex This is exactly why I do my own research and script a program myself if I need to. Because yeah there are people stealing others models I get it, but it fucks us guys over who are actually making legit things in blender who want to de-binarized a P3d they binarized and forgot about saving a backup. Everyone these days just assumes people are cheaters, thieves, ect. and wont help out new people like me. Its kind of fucked honesty.
Hey i understand the frustration of losing source files. Its devastating. But its always a small few that ruin it for everyone else.
@toxic apex Yeah thats what is really fucked, I cant stand people like that, and then the guys who are learning everyone things they are trying to steal stuff.
And sadly the "cheaters" seem to be be more common place than legit users. - Slight rephase since im getting some abuse - "cheaters" seem to be the ones more commonly asking for a way to un binarise files.
It would great of there was a model viewer for binerised models, that did not have a copy ability. Configs and scripts are pretty assessable not the same with models.
what kind of insight would a model give really?
you can already see it in game
and see how its parts move
other than that a model is built from very basic blocks that are same between all models
many of the features can really be observed only in game
but they are combination of model and the configs
a model on its own does not really do anything
hey not sure exactly where to ask but I have a door made of 3 pieces, for some reason only 2 of the 3 pieces move when I open it.
Each piece given a named selection in the p3d.
Those 3 pieces created as bone pairs in model.cfg CfgSkeletons
yeah so
I guess it could either be a config error or a model.cfg error or wrongly assigned named selections
but I've checked and nothing seems wrong
never did a door with 3 pieces so not sure if there is something extra I need to account for
Does it work in buldozer? If yes, then your p3d and model.cfg are ok.
I get the same problem in bulldozer
https://i.imgur.com/XD6Rsmf.png
only 2 out of 3 move
each piece has its own axis in the model.cfg
post model.cfg in pastebin link if you like
class Dooropen
{
isDiscrete=1;
skeletonInherit = "";
skeletonBones[]=
{
"DoorL", "DoorR", "DoorM", "",
};
};```
anything wrong with this skeleton?
or this cfgmodels?
```sqf
class Door3
{
skeletonName = "Dooropen";
sectionsInherit = "";
sections[]={};
class Animations
{
class doorL : translation
{
type="translation";
source="door_source";
selection="doorL";
axis="L";
animPeriod = 1;
minValue="0";
maxValue="1";
offset0= "0";
offset1= "1";
memory=1;
};
class doorR : translation
{
type="translation";
source="door_source";
selection="doorR";
axis="R";
animPeriod = 1;
minValue="0";
maxValue="1";
offset0= "0";
offset1= "1";
memory=1;
};
class doorM : translation
{
type="translation";
source="door_source";
selection="doorM";
axis="M";
animPeriod = 1;
minValue="0";
maxValue="1";
offset0= "0";
offset1= "1";
memory=1;
};
};
};```
your skeleton is wrong
skeleton bones come in pairs
"part_2", "",
"part_3", "part_1"```
in that example, part 1 does not have a parent part that it follows
neither does part 2
but part 3 will follow the movement of part 1
mhm
these all go in opposite directions so I should leave all 3 blank right?
yup that worked
thanks @charred bolt
Hey guys, Any ideas what could be causing my PBOProject to spit out a "binarize reports crash report of 1"? Could it be something to do with the models? If so what do we think?
Look at the binlog for your model
if you don't take backups you deserve to lose all your p3d files.
So I messed around some more to no avail, and then on a whim I sent my files to a friend
Said friend did nothing but change the p3d's rvmat and tex links to match her mod's file locations and miraculously my models look fine there. No weird shading or normal maps missing or anything
Upon further investigation, turns out that I'm using a path like:
@INDIE\Addons\INDIE_Cube\data\cubemat\cube.rvmat
While my friend is using:
INDIE_Cube\data\cubemat\cube.rvmat
However, if I do the latter, pboproject throws missing file errors
What's going on?
Assign the rvmat path from your p drive in blender or object builder (manually opening folder locations, not copying pasting the path.). So when you assign it, it would look something like
p:\Indie_Cube\etc
Then manually remove the p:\ from the line. Idk why this works, I can only assume the model gets embedded with meta data or something. Works for me when I get that issue.
Well, for example my exact path is:
P:\@INDIE\Addons\INDIE_Cube\data\cubemat\cube.rvmat
What should I do?
Use that path but without P:\ in front. Also don't post same thing on multiple channels.
Sorry. I thought it also fit as a config issue. And yeah I was using that
As seen here
any particular reason why you have so much unnecessary folders and @ symbol in your folder structure?
the @folder is commonly used just for the folder where pbos are
in arma 3 folder
Personally I think its not good practice to make that kind of folder structure on P drive
do you also use pboPrefix files?
in P drive folders?
I'm incredibly new to this so I have no idea what the usual folder structure is. I thought an @folder was the standard
I don't even know what pboprefix files are
how did you come up with it?
good evening everyone someone would know what is wrong with my config I have made a fire station and I am trying to make sure that there is only the firefighters who can open the doors but its not working its mark me on the wheel menu open the door but it does not open
Wouldn’t that be scripting? Check if unit is X then do Y?
no it seems to me that we can do it without the script
trying to use the lamp sample just to get a mod in-game, I changed the scope, and re-pathed the files. It shows up in the list under lamps, but doesn't show up when I place it. It also doesn't have a picture, it just shows a question mark. How do I fix this? Please help
anyone know how to prevent discord from trying to stream buldozer without preventing it from streaming arma 3?
it's just the overlay is too big and I can't see what animation I'm examining
I'm trying to get this chinstrap attached to the jawbone but its not properly working, sitting a little bit too high despite it being in the right position on the bust model.
I have portions of the chinstrap in contact with the face in a vortex group called Face_jawbone, and i believe i've properly weighted it
Is there anything im missing?
According to bust.p3d, it is not Face_jawbone but Face_Jawbone. Should be case sensitive about this one AFAIK, so check it
The path format? I just saw some youtube video and the guy had a similar path and he looked like he knew what he was doing so I just copied
what kind of uniform, helmet or vest file do i need to be able to use this in arma and what to do after i have a model?
so am i able to use kind of any 3d file to change it to .p3d or are there some limitations and things to know before?
There are a lot of things that have to be done right yes.
is there some list of "must have" and "never do" or something like that. point is that i dont know much about this since this is even the reason why i need someone to do it for me :/
No such list. Its not quite that simple.
ok thanks. do you know anyone who makes arma models or is able to tell me all the important stuff about it?
Many. But the question is so vague I don't get what you are after.
https://drive.google.com/file/d/1MVZvS9-VMcUm_EKc9o_RKkMO70ua_JpA/view?usp=sharing
i would like have this in arma divided in helmet/hat, uniform and vest
and yes i know its not that of a standard arma uniform
i know but i like it
When I say it does not fit the Arma man I mean it won't work in game
oh why that?
Because it does not fit the character and its animations
It would have to be made in the Arma man scale
Well you can open up the sample character and start fitting your thing on it
yeah i suppose it would look like a shorter and kinda more realsitic version of that picture . that would be totally ok for me though
You'll know when you try
It depends what type of adult learner you are, what works for one person doesn’t work for another. As an instructor I have to teach to the 3 main learning styles. I’m a visual and kinaesthetic learner. I need to see why things work and interact to learn.
This would probably only help beginners. But I understand the reason why this isn’t possible.
But there are samples already provided that have such basics covered. I'm wondering what is missing that would have to be seen from a binarized model
I get there are different kinds of learners but I can't see what/how peeking at a ready model beyond what you can see live in engine achieves
Looking at memory point, different lods ect.
yes but looking at what in them specifically?
since all arma models are done the same
memorypoints in samples are same as in any other model
What would be different in any binarized model?
or if we look at this from another direction, what are the samples lacking that would require looking into another model?
I’m in the middle of a remodel and a major move. I’ll try get you a specific list
Every character model has the same memory points and auxiliary LODs though. They only ever differ in the resLODs and maybe shadow LODs if you can be arsed making new SVLODs instead of the generic humanoid shape one you can copy paste from the sample
Having a functioning character model very much depends on copy pasting the other LODs exactly how they are in the sample
no hurry, just curious to know more about the whys
After mucking around, it was the path that was the issue. So putting my folder at P: instead of inside another folder did the trick!
Now I've been trying to get transparency to work, but it doesn't seem like _CO or _CA is working? I can see the alpha channel in TexView2 fine, but in-game it's all opaque
Also, are there emissive textures?
CA also needs proper rvmat to work
This mentions adding a Stage8 to get emissive textures to work? But it doesn't work
My rvmat is working since the entire thing glows at night when I raise emissive now.
I'm assigning the texture via hiddenSelections
if the thing does not have transparent texture in the p3d it cant use transparency
you always need to assign correct type of texture and rvmat to the p3d
Interesting. Let me assign it in the p3d then and see how it goes
Guys, how do you have the same object with different textures? do you need a .p3d file for each objects texture?
depends what kind of object it is
buildings/structures and weapon attachments, yes you need separate models for each texture variant. Weapons, vehicles, wearable equipment, no - those can be set up with hiddenSelectionsTextures to change the texture on the same model
yo
Can any of yall help me out lol, I've been trying to put a helmet and a vest in game. been trying to weigh it for forever now but no matter what I do it doesnt work.
I select the vest, redefine spine1-3, doesn't work. try redefining unnumbered spine, doesn't work.
Select the belt (including gun proxy) redefine as pelvis, doesn't work.
Select the helmet and redefine as head, doesn't work.
Update: it works
More specifically the alpha works
I still have no way to do emissive maps?
Do you also have correctly set up model. Cfg for the P3d?
I believe so, but when I pack up the pbo in addon builder it ends up getting rid of it
Well it does not mean its correct. 😅
Also addon builder cares very little what you feed it so getting it to pack guarantees very little
I'd strongly recommend pboproject and mikeros toolset for packing debug information.
Got it, thx
If I wanted to modify the .p3d of an existing model, how would I go about this? I have blender but dont have much experience with it
You can not.
It is not permitted to edit P3ds unless you get the source files and permission from the author.
Thank you time to make some killer supressors
Only reason I really use addon builder is to binarize big p3ds so they don’t take a year to load in-game
I've made a complex gear up animation closely modeled after the F16 main gear. It plays nicely in buldozer, but most of it doesn't animate in game. Is there a limit to how many pieces can animate for the gear process?
nm. It turns out I exceeded the max value of 1 for certain parts
also might be worth checking if you have not exceeded the max number of bones (256 irc)
Does view geo need named selection component1...?
And if so, do geometric occluder need to be a component also?
yes,no
Awesome, thanks
It wasn't lol, it's been fixed and now works perfectly
@quick terrace Good to know. It's not that high a count, but I'll keep it in mind when I start to add parts. I do tend to go overboard animating tabs, pistons, control arms, and such. I scaled the animation time down to fit within the maxValue 1, and everything is working.
Anyway I can make it so bullet impacts are a lot smaller? For reference, this is 7.62 hitting what should be "paper" (but is obviously not), does this tie into mass or something? Any help would be greatly appreciated - https://i.imgur.com/HMoe5wP.png
i dont think so, i think thats an inaccessable feature (harcdoded)
what part of the model does addaction use for (action display) Getting weird results with addaction showing up only on one side of a model.
memorypoint that you have to look at or geometry component depending how you set it up
Got it.
it's based on hit value iirc
on objects its a hard coded particle effect, for terrain you can change the 'crater'
Weapon GL sight doesn't get raised when I equip GL ingame. Source is weaponMuzzle, and animation works fine in the Bulldozer. Any idea what the cause could be?
Works now, had incorrect maxvalue
So im not sure if this is the right place to ask but ill just ask here so i was wondering if a 2 part vehicle would work in arma as a mod? for example a BVS10 viking?
No unfortunately not. While a regular vehicle trailer might be achievable (though even that is glitchy), a BVS10 has active traction in both segments and also rigid connection through which the steering is achieved.
That is if you want a proper driving behaviour
If you desperately want it, no matter the cost, some sort of implementation could be achieved, but only with extra glitchyness and hacks required.
e.g. simulate it as regular tank (1 part), but display it as 2 part vehicle. Problem is the wheels will no longer move correctly in relation to terrain (in case of collisions)
Plus it would be really painfull to setup (not recommended for beginners)
Ahhh damn that really sucks i heard VBS had support for trailers?
I guess i just gotta hope that arma 4 has support for it by then
yeah i really hope so too.
same with articulated steering for wheeled vehicles (like volvo dump trucks, Kirovets K-700 or common wheel loaders ) - i would love to have this ingame
or even better, articulated steering in 2 axis (like the big russian cousin of the BVS10, forgot the designation)
DT-30
Yea all of that would be so cool really just gotta hope they add it lol
https://army-uk.com/stock/fotobig/193_bv206-ch7.jpg for the non-initiated
bones in a memory lod aren't required for headgear are they? Looking at the headgear sample and not seeing a memorylod
trying to figure out why my helmet's floating on my character's torso
not required
either you dont have head selection or you dont have properly set up model.cfg with your p3d
model.cfg is basically the one from the A3 Sample's Test_Character_01
do you have it set up for your p3d?
but yeah, I'm missing the head named selection
My ObjectBuilder was hiding named selections by default so it slipped by
make sure you have a class that matches your p3d name in the class cfgModels part of the morel.cfg
you can find the example classes that match the sample p3d names at the bottom
hey, recently I noticed that some uniforms from one mod are semi-transparent - they have textures, but for example I am able too see the backpack's silhouette through the "body". Is it something config-related or would I have to reach the model author? And what would be the possible cause of such weird material look?
model problem
they have been assigned with textures that contain alphachannel and the p3d is flagged as transparent even though it should not be
so as an end user, am I able to fix it by making a new texture with proper name and parameters and redoing the config, or would I have to work on the original object file?
ugh, okay
that information gets baked into the p3d
hey question
what makes trees and blades of grass move along the wind?
is it a named property or some model.cfg setting?
bushHard, bushSoft, treeHard, treeSoft https://community.bistudio.com/wiki/Arma_3:_Named_Properties#class
oh thanks
clutter does it through a clutter config value
Just getting "An error occured during save operation." in OB, also on default blender cubes that I try to save after export. Does anyone now whats the reason for this error?
are you using the arma 3 toolbox?
yes
If so then there seems to be some kind of link made between the two, object builder sometimes wont let you save while the blend file is open, and vice versa
save the OB file as a copy
Nice, closed Blender and its working
If you get error in p3d export the p3d gets locked in windows file system for blenders use
so you need to close blender like you did to break that lock
Hey all - was hoping someone might be able to help me out with something - I want to play around with the new volume light support functionality with the recent update - but I have no idea what sort of design approach to take with creating a volume light shape - was wondering if someone has done this yet, and if there were sample shape.p3d files out there to look at? I really want to get my feet wet, just don't really know where to start - I think I understand the scripting side of it, looks like though a model file is required for the volume shape itself - and not quite sure how exactly that comes into play.
There's an example of one in dedmen's light test file #community_wiki message
It's just a set of planes with a conical light texture applied
model.cfg
type = translationY;
Rotation is easy but I don't understand what axis should I define and how to define movement start and end for translationY
Model works fine but translation is only for ~ 1m. I want to move ~ 7-8m
translationY does not use axis
its always on Y axis
you would define larger offset values to move it further
offset0 offset1
so I had a stupid question.
if you have a simple p3d file (like a model with a single lod, like RoadWay) is there any advantage to binarizing it?
yes
well what? 😄
what what
what advantage
loading faster, less memory usage, less cpu usage
When you load a unbinarized model, Arma simply binarizes it at load time
only once?
no
😬
is there any way to get pboProject to use my pbo prefix as the "folder name"?
I almost always set my pbo names (and hence folder names) differently from the pbo prefix
but that causes pboProject to go bananas and show me ridiculous missing file errors
well I just tried binarizing it with mikero's tools and there was literally no difference (it was even a bit worse 🙃 )
no
¯_(ツ)_/¯
I just tried this:
deleteVehicle createSimpleObject ["GFIX\roadway.p3d", getPosASL player]
both binarized and debinarized were about ~0.07 ms
is there any way to get pboProject to use my pbo prefix as the "folder name"
no
pboProejct will rename the pbo automatically to whatever you want to call it. BUT, the files\must\be\in\the\correct\folder to begin with, because the nameOf.pbo is not used by the engine.
and show me ridiculous missing file errors
that's no more ridiculous than expecting pboProject to believe you haven't had a slip of the fingers with typos
because the nameOf.pbo is not used by the engine.
that's my point
let's say I have named my mod folder blabla, and I have a file in here: p:\blabla\folder\file.sqf
but inside my mod configs I set the path according to the actual pbo prefix (e.g. my_mod\folder\file.sqf, where my_mod is the pbo prefix)
but pboProject tells me my_mod\folder\file.sqf is missing
because the actual mod folder name was blabla, not my_mod
in other words, I want my pbo (and my mod folder) to be named blabla, but I can't. I have to do it after building the addon (addon builder doesn't have this problem)
yes. i understand perfectly, what you want to do. and, in theory it's a great way of organising your workflow. What you don't realise is that bis binarise, not just pboProject, needs to look at files other than the project folder that it's binarising. Examples would be 'external' proxies for for p3ds, 'external' hidden texture selections, foreign rvmats that need to be binarised into the p3d under the hammer, wrp building, desperately looking for it's land classes, wrp building trying to locate it's config.cpp (not all are in the wrp pbo itself).
in short, binarise assumes pre-binarised assets already exist in p:\temp for it to play with. yours are in the wrong location!
ah I see. thanks for the explanation
thank you for acknowledging that. The good news is, you can still get what you want with pboPro because it 'allows' the pbo to be renamed (and it's bisigns).
Is there any real documentation for land decal models
just a quick one, how do i change the type of proxy?
i copied the wheel damage proxy from the testcar and want to change it to a truck wheel
no
@flat breach if there is a such model you would repath the proxy to it by clicking on the proxy selection
using proxies for that is not really mandatory in case you make the model
rog
anyone have some insider knowledge on them then? creating a geom lod with a single point and assigning land_decal class hasn't exactly worked
im assuming maybe some model.cfg magic but
doesn't align to terrain, strangely enough
maybe me using model.cfg is the problem
:)
class land_decal is what you used?
yeah
what program are you ladies using to put all that lovely red text on the image?
lol ms paint