#arma3_model

1 messages Β· Page 174 of 1

twilit depot
sturdy parcel
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(shows how much model making I do!!!) πŸ˜‹

stuck oyster
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Snipping tool @sturdy parcel

flat breach
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So wait, what does land_decal do

stuck oyster
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puts the object into road/decal draw stage

flat breach
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That means nothing to me but ok

stuck oyster
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tells game engine to draw the object on same pass as roads and other decals of same type

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I do not know how to give any more meaningful answer

sturdy parcel
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yes, it can do this because roads are only 2 dimensional and the decal will 'follow the terrain'. which, is rather klever of bis

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as for what a 'land' decal does, vs a decal, prolly that's what it means

twilit depot
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its old but useful tech

stuck oyster
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the on surface vertex property makes it hug the ground

twilit depot
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i was missing that part ^

sturdy parcel
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me too

stuck oyster
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the land_Decal just affects the draw stage

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Id assume the road draw stage makes it more performant

flat breach
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Rufht ok

stuck oyster
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but it also suffers from the road draw distance

twilit depot
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they also have draw importance properties

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bi ones do anyways

sturdy parcel
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example of the property= please

twilit depot
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drawimportance = 0.2

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it's loosely documented on the bi wiki

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basically just

sturdy parcel
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bloody excellent. thank you. it goes in my proProject testing

twilit depot
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determines importance on the rendering of objects

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smaller the value, sooner objects disappear

stuck oyster
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land_decal is not mandatory to use though

sturdy parcel
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no. agreed

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(see, I DO, know some things about modelling!)

twilit depot
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well, i was just going on what examples i could find so thats where i started in that regard, only person i know that's done what im trying to do is blud and i dont wanna bother him

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google led me to his original post about it on BI forums :^)

leaden sun
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does the smaller number also effect LOD transition?

stuck oyster
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no there is a different named property for that

molten fractal
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Does the amount of separate materials used in a model affect performance in any discernible way?

stuck oyster
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Yes.

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That's the most heavy part

drowsy sail
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Anybody knowledgeable in blender able to tell me why my model looks distorted in bulldozer? (images for context):

stuck oyster
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your shading is set up wrong.

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you need to use sharp and soft edges

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i wager you have it set in sharp draw mode in Blender

drowsy sail
# stuck oyster your shading is set up wrong.

I've heard that before, though I must say I'm not exactly sure what it means.

Are there any guides that you're aware of? Or at least some indication as to what I can google πŸ˜†

stuck oyster
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use smooth draw and autocalc sharp edges and\or manually mark shapr edges

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looking up these things should get you going πŸ‘†

drowsy sail
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Cool, thanks. I do actually already have the sharps marked, but that gets the original result

stuck oyster
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do you have o2script path set in the toolbox addon setting

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in blender

drowsy sail
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I don't have the toolbox configured

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Is it a must-have?

stuck oyster
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yes

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very

drowsy sail
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Anyone managed to get A3 Toolbox working on Blender 2.9? All of the guides are like 2.7

stuck oyster
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yes

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the procedure is the same

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ui just looks a bit diffferent

drowsy sail
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Interesting, I can't get the ArmA 3 object properties to show

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Addon is enabled

stuck oyster
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what version of the toolbox do you have?

drowsy sail
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Blender release 2.93.5

stuck oyster
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should come up here

drowsy sail
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Ah I had that hidden!

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Wicked

stuck oyster
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also you probably would want the most recent commited version from here

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you may need to unzip it manually over the current install of the plugin

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as git zop download adds a folder to it

drowsy sail
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Okay yeah sorted

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and set the O2Script path correctly

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Export error

stuck oyster
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like it says, you have ngons

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youll need to triangulate your mesh

gusty girder
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Question, what stops wheels turning on a vehicle?

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My model's wheels won't turn ingame or even react for steering

stuck oyster
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no correct animations set up

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or the mesh is included in multiple animated selections

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only 1 selection is allowed

gusty girder
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Ok cool, got a guide or link that can give more info on how to set this up?

round bloom
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Any idea please why a heli with buoyancy landing floats can land, but within a few seconds gets pulled to one side and under the water?

charred bolt
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Have you given it a Geometry Buoyancy LOD?

gusty girder
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How do I setup the animations to get these wheels to spin?

charred bolt
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Download the Arma 3 Samples (free) on Steam, and look at the model and code in Arma 3 Samples\Addons\Test_Car_01

gusty girder
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Ok thank you

gusty girder
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Are bones under Memory or LOD, in Object Builder?

inland pawn
gusty girder
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Nope

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First time

drowsy sail
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Okay - so I got A3 Toolbox for blender configured and I can now export .p3d after fixing my ngons. Next snag; Despite being in exactly the same position in blender, when I export my model to the .p3d and open it in object builder, my geometry LOD and main model are offset from each other?! For some reason the geometry is off to the left of the main model position instead of in exactly the same position?

drowsy sail
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Additionally, any idea why my scaling-down of the model doesn't appear to be getting reflected in object builder? It seems to always be the same size

drowsy sail
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FIXED: If anyone else has the same issue. Select all of your objects then Object ---> Apply ---> All transformations

I don't quite understand the full nuance of it, but basically it syncs all of the local transformations to the global space

white jay
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Hello

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Why doesn't blender show the armatools tab in the materials?

broken glade
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What is the best way to model the fire geo lod from vehicles?

stuck oyster
gloomy hemlock
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Is it possible to model boobs or are the models usually shaped as a man?

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To specify what im looking for is some japanese civilian models. And i would like male and female ones.
What would i need to let them look like females? A new face i suppose. Clothing with boobies. And maybe even a character model that hasnt the arms and legs of a standard soldier that trains half of the time.

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So my question is what do i need to get all of this?

jaunty wagon
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I could use some help guys. I personally can't model, so I could use some help learning and some extra people to help me make something. It will mostly be aircraft for this part, especially fixed wings.

charred bolt
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Making a vehicle from scratch for Arma is likely to take several hundred hours or more, so it's unlikely you'll find someone to hold your hand through the whole process.
Start small to build your skills. Download free Blender and watch youtube tutorials on how to start making 3d models.
Make a small prop, like a cargo container and get that in game. Then try something slightly more complicated.

jaunty wagon
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Alright. I’ve got blender and have tried static props. I’m just looking for the outside right now. Not terribly detailed at the moment, just the basic airframe shape

charred bolt
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Most artists find a blueprint of the vehicle and place that in their Blender scene, so they can get the basic shape and scale of their prototype correct.

jaunty wagon
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Okay. How do I trace it from that?

charred bolt
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I'm not a blender artist, but google works.

jaunty wagon
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Alright thanks!

inland pawn
white jay
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is there a way to fetch the exact position/rotation of a vertex? for example to position a pistol proxy on a bunch of different models more easily

vital geyser
leaden sun
stuck oyster
# gloomy hemlock To specify what im looking for is some japanese civilian models. And i would lik...

https://forums.bohemia.net/forums/topic/187155-wip-female-base-model-project/ you can read on the challenges of making custom sized character here.

white jay
stoic steeple
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Hello everyone, is there anyone here who designs weapons for Arma 3? I have a couple of questions about creating textures. And I would be glad if any of you answered them for me.

marsh canyon
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Better to leave your exact question

gloomy hemlock
stuck oyster
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Well if you want a different sized character. You can make female character that fits the ArmaMan shape but in your case it may not be what you are after.

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You could also make your own animation set but that might not be the best use of time.

gusty girder
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Ok so I've got to the model.cfg file just having a little trouble with how to assign everything for the model, got a basic idea

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Also the sample files are really out of date

gloomy hemlock
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But thanks for that information. Looking toward your mods release

stuck oyster
stuck oyster
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And to come up with ne characters and gear as only weapons can be made usable by multiple different character types

gloomy hemlock
stuck oyster
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I'll provide at least a sample model that can be used to match weighting. And I have couple of community makers who have promised models too. And all A2 women have been set up to work too so I will include those.

Don't have patron or such though. Maybe one day I'll set up one. πŸ˜…

gloomy hemlock
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Haha ok

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Yeah my model maker said he needs a model to make some fitting clothing

gusty girder
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Victory

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Got the models working πŸ™‚

sleek estuary
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Hello! Anyone know a good way or tutorials to start implementing a 3d model into arma. Links to any guides or things like that? Help is appreciated ❀️

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A tank in my case

stuck oyster
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usually its recommened to start studying the sample models (arma 3 samples on steam) and read the wiki

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also its bad idea to start with something as complex as a tank

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start with a simplbe box or other prop and get that in game first

median bough
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gusty girder
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Ok, so I have it working but my car is sagging on the Right front wheel

gusty girder
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The only thing I can think of is something is up with my model

gloomy hemlock
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another model question right here. im interested into getting a kind of custom-modeled weapon, in fact something like a custom model for an ACP-C2 and an MX. I would like to use the config data and all of that that was there before but im not sure about the requirements for such a weapon model.
I would like them to have all the possibilities the original models had like adding scopes and all of that.
so my question is. what its important to know and to do while making those models?

marsh canyon
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If you don't need to think about configs (just to replace the models) Arma 3 Samples have the great reference to learn how those weapons models work

gloomy hemlock
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i dont know anything about modeling stuff and i need that for a model maker maybe. so if i leave the configs as they are as long as for example the trigger and the magazine slot are at the same position there shouldnt be aproblem with it?

marsh canyon
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The model defines like, where the bullet starts, where it goes, where the camera goes when you aim down sight, almost every β€œposition” things

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Of course, the shape itself too

gloomy hemlock
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does the model itself needs some configuration or is all that configuration apart of the model and the model is mostly how it will look like and not how it will work like? sorry if i maybe ask stupid things i have no real clue of this topic

stuck oyster
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moving parts need correct names to connect with animation configs

marsh canyon
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Better to just head to Arma 3 Samples, it explains everything you need

stuck oyster
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basically all models in Arma have same rules

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however you wont be able to just replace a model of a weapon

gloomy hemlock
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ok so if i need a weapon model i should rather ask some arma guy instead of any internet blender guy?

stuck oyster
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as the model.cfg config for animations is tied to P3D

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so it will need to be recreated to fit your model

marsh canyon
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Arma models aren't really done by super generic ways

stuck oyster
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internet Blender guy can make the model for sure

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but he encoding part into the game is a whole another thing

gloomy hemlock
stuck oyster
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yes

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everything is

marsh canyon
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What HG said. There's no bones in like fbx does, but somehow it is defined in a text file

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#20CenturyAncient

gloomy hemlock
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hm. i guess i wont be getting a new weapon in the closer future

stuck oyster
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you could start exploring the encoding part and do it yourself

marsh canyon
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But anyways nothing can be done by a minute of learn

gloomy hemlock
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i have seriously no idea on how that works, but i also planned on trying myself in terrain-making at the end of the year when im finally able to afford a good computer

stuck oyster
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encoding requires very little from your computer

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its mostly text editing

marsh canyon
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And some of your braincells

stuck oyster
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and hair

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people modding arma lose their hair

gloomy hemlock
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but im proud of my nice hair

marsh canyon
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Oh, you don't mean I'm bald rn

stuck oyster
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its a sacrifice

gloomy hemlock
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hm. guess ill have to ask my gf first

marsh canyon
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#greenfist

stuck oyster
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well sure you can make arrangement where she is the one pulling your hair when needed

gloomy hemlock
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nah shes making the food. i dont want no food

stuck oyster
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Encoding also will require a bit of 3D work in the Armas Object Builder

marsh canyon
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Anyways what we said. You'll need your hair, time, braincells and some of computers to make something in Arma

stuck oyster
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mainly to set up memorypoints and other technical LODs

gloomy hemlock
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a bit like rigging a character model?

stuck oyster
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a bit

gloomy hemlock
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hm

stuck oyster
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but just a 🀏

marsh canyon
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No Arma weapons/vehicles/others has no actual bone but strangely complex something!

stuck oyster
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its a class defined procedural skeleton

marsh canyon
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Kinda lied, but you should to think like that. You can't animate something just like what Blender can do

gloomy hemlock
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im seriously thinking hard right now what to do. arma is awesome and so on and nearly everything you can make can be pretty nice but i cant do everything since everything needs like 5 years of work to get good at. not even talked about standard 3d modeling via blender. you know i want to do some of that but i guess if i will try to much at once all of it will fail

marsh canyon
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Fortunately, you're talking to one of the legendary modder there

gloomy hemlock
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You or HoGo? From what i see you both are doing really awesome stuff

stuck oyster
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took me about 6 months to get things rolling properly back in the day when I started

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few years makes things easier for sure

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but big projects like what you are doing just require a lot of hours to accomplish

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but that applies to any game engine in the scale of things what you want to do

gloomy hemlock
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hm ok. yeah i suppose i will think about my prioritizing and decide which thing i will learn then.
is there maybe some way thats kind of better? like learning thing a, then thing b which is a with extra steps or something like that?

stuck oyster
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starting from smaller and simpler things is usually the way to go

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doing something unspecific just to get the hang of stuff

gloomy hemlock
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ok thank you

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now my last question for today i suppose. do building models need lots of configuration?

stuck oyster
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depends what kind of interactive features you want on them

gloomy hemlock
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doors

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i want a school

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so literally just a big house with many doors and many rooms

stuck oyster
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then there is some config work to be done

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Its not really possible to say how much since you dont really have any baseline to compare with πŸ˜…

gloomy hemlock
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baseline?

stuck oyster
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in configs

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since you are not familiar with them

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but also pretty good way to start is to not think about time at all

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time or amount of work is irrelevant

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if you want something to be done

gloomy hemlock
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haha yeah. the point is that i want this to be done by i dont know any modeler out there but since its not allowed to pay a guy for arma configs its pretty hard to find someone doing something just by good will especially if its either much or hard work

stuck oyster
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Im gonna be honest that this kind of projects usually require the project head to dig in deep into the making part in whatever way they can. In your case its likely the configs and encoding

gloomy hemlock
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hm ok

stuck oyster
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Like my case of wanting to create huge scifi mod. I had some hobby background in modeling but I needed to learn a lot more on that department along config work and how to make terrains to get it going.

gloomy hemlock
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yeah thanks for all those explanations

broken glade
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Is there a vehicle get out point that can be assigned?

stuck oyster
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yes

broken glade
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where can i find more about it? find nothing with google 🧐

charred bolt
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Example

memoryPointsGetInDriverDir = "pos_driver_dir";```
https://community.bistudio.com/wiki/CfgVehicles_Config_Reference
broken glade
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thank you

still prairie
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hi i'm trying to make my shadow lod for my weapon but do u have any tips to "close" my model in blender ?

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cause in O2 it doesn't work very well

polar fiber
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Recommend simply box-modelling a simple silhouette of the weapon rather than trying to convert your resLOD model to a svlod

still prairie
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in 1 object from blender

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only extrude ?

polar fiber
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Yeah but you can clean up corners and stuff merging verts

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shadow LOD wants to be a simple as you can reasonably make it. Things like concave holes and lots of teeth for picatinny rails aren't really needed

still prairie
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but the proportion must be the same ?

polar fiber
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Yeah, just trace around the resLOD

still prairie
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ok i will do that thanks

errant forge
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Who here is able to help me or explain to me how I could make my own costum tank helmet skin

stuck oyster
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skin as in textures or skin as in model?

leaden sun
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We call the texture skin because that is what it acts like, but when we remove it why do we not call it skinning

fierce dagger
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using the blender tools, am I able to set the mass? Or do I need to do that in object builder?

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trying to keep my pipeline out of objectbuilder as much as I can

stuck oyster
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you can yes

fierce dagger
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should it be done as a named property, or is there a special field for it? Sorry for the dumb questions, I can't seem to find it in the Blender UI πŸ˜…

stuck oyster
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youll need a geometry lod selected and there should be extra tool buttons for the mass setting in the tools shelf

fierce dagger
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it seems to be missing (I expect it to be where the resolution LOD field to be?) I'll try reinstalling the toolbox later, but for now I have to open object builder anyways to set texture paths correctly

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thanks for the help!

stuck oyster
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you can set up the texture paths too in Blender

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@fierce dagger

fierce dagger
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ah

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i was not in edit mode

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small brain moment

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thanks lol

fierce dagger
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I've got an issue I've been unable to solve, flashlights being funky on custom object:

object: https://i.gyazo.com/d7b03e9f202bb15e448cf8ef9838da7a.png
in game: https://i.gyazo.com/f00c221b98c47b8e8046791f2533c6ed.png

Haven't found much about this through googling, but searching through this channel had led me to potential fixes like:

none of which I've had any luck with.

Do I just need a higher resolution model?

stuck oyster
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have you actually applied your new rvmat to it

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does it have textures? or just procedural colors?

fierce dagger
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rvmat has _nohq and _dtsmdi, the rest are procedural

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is it my lack of AO map?

stuck oyster
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possibly

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the render flag you should not be needing

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also if you apply just the default rvmat

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how does that look

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without any customization

fierce dagger
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i will test again but iirc it is the same

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yeah still getting the same issue

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i will try creating an AO map and see if that has any effect

stuck oyster
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what type of texture do you have on it?

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_CO _CA?

fierce dagger
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_co

stuck oyster
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does the file have any transparency?

fierce dagger
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nope

stuck oyster
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does it have alpha channel?

fierce dagger
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i am using the file concrete1_sea_pier_co.paa and its _nohq from structures_f\data\concrete

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as well as one of the detail maps from data_f

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since my object is just a wall and this is sort of a trial run

stuck oyster
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does your object have a shadow lod?

fierce dagger
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yes, triangulated and slightly smaller than the resolution lod

fierce dagger
stuck oyster
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And you have repacked the pbo after that?

fierce dagger
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also checked with an AO map applied via rvmat

fierce dagger
stuck oyster
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What does it look like with no material or rvmat applied?

fierce dagger
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i will test in a moment

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object is white, still same issue

stuck oyster
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Does the object have sharp or smooth edges?

fierce dagger
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sharp only on the edges of the box, not inside the faces

round bloom
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@fierce dagger is there a reason you have those lines? If there is no need for them to be there I'd suggest cleaning them up since it looks like it's just a rectangle so shouldn't need them. If they are required just check those faces are smooth shaded.

stuck oyster
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@fierce dagger is the model unwrapped?

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as I just noticed the ingame pic does not have any texture on it properly. just a color

fierce dagger
round bloom
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For something as simple as a cube or rectangle extra lines aren't going to impact shadows that much

fierce dagger
round bloom
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Plus if you're using a shadow lod, the view lod verts won't change anything

fierce dagger
round bloom
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Also always test objects on real maps not the VR one, it's got a scuffed day/night thing that I know impacts lights, I assume it's probably also going to effect flashlights

fierce dagger
# round bloom Thats not the case, it works off the shadow lod to decide how to cast shadows, i...

I think we are talking about different things. I don't have any issues with the object casting shadows, just lighting issues when you shine a flashlight at it. I don't know how much flashlights interact with arma's shadows, but from testing, the resolution LOD is responsible for drawing light on the object when a flashlight is shined on it (or some other LOD I don't have that defaults to using the resolution LOD). See here: https://i.gyazo.com/2e30f7281bb0fb83110e18236b3d0010.png , I've altered the resolution LOD only and left shadowvolume untouched, and the lighting/shading artifacts follow the edges of the resolution LOD.

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I tried turning on smooth shading on the cuboid's faces and got no luck unfortunately

round bloom
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I know it uses shadow lod for how to cast shadows from torch, I'd assumed the same was true for reflections. If that's not the case, the VR map issue for lighting I mentioned is still true

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Give it a go on Altis or Stratis see if it still does it

leaden sun
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What rvmat are you using exactly?

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the shader determines the surface, it looks like you're using per vertex as opposed to per pixel

fierce dagger
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I'm using an rvmat thats copied directly from default_super.rvmat found in data_f, just pointing to my own normal, detail, and AO map

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aside from the stages, these were the default values which I have not touched:

ambient[]={1,1,1,1};
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,1};
emmisive[]={0,0,0,0};
specular[]={1,1,1,1};
specularPower=30;
PixelShaderID="Super";
VertexShaderID="Super";
fair estuary
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Hello all! Not super familiar with 3D modeling but very PC literate and looking to start a small project. However, I was hoping to get verification that it is even possible before investing the time/money.

I would like to purchase a tobacco pipe model from Sketchfab, get it all setup/converted/manipulated for use with the ArmA 3 mod Immersive Cigs, and then offer the addition to the mod author.

Would an FBX file from Sketchfab be a viable starting point for a simple game asset?

leaden sun
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How very peculiar.... for the heck of it, what happens if you use a different rvmat?

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yes FBX format can be imported into object builder, which is what you'll be using for the final stage to get the model in

fair estuary
leaden sun
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just be mindful of the scale, if the object is too small when imported then it likely needs to be scaled 100x and if it's the opposite, .1

fierce dagger
leaden sun
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@fierce dagger Do this for a quick test, open the rvmat in the material editor and assign blank textures to the shader slots, that way it narrows things down more

fierce dagger
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not familiar with the material editor. Is there a specific tool for editing rvmats? I have been using notepad++

leaden sun
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Whever your steam library is located-

Steam\steamapps\common\Arma 3 Tools\ObjectBuilder

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You'll see a exe called "MatEditor.exe" This is the dedicated tool yes, however be mindful that it will erase some lines, mainly TI.

I recommend you save a backup of the original material, then open one of them with this program. You can then go the individual shader textures, click the drop down menu where the texture would be, select "Color Texture", and lastly click the correct button.

Do this on all textures (except the last two stages leave that alone) and it will assign a default color.

fierce dagger
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will do, need to familiarize myself with this UI

leaden sun
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Also do you have any named properties in your LOD's?

fierce dagger
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only in geometry

leaden sun
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and which flag is that?

fierce dagger
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Prefershadowvolume = 0
sbsource = shadowvolume
shadow = hybrid
shadowbufferlod = 0
leaden sun
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sbsource shadowVolume
prefershadowvolume 1

try these alone then add "lodnoshadow 1" to the vislods

fierce dagger
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will do

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also, is there a way to force a _CO map via the rvmat? I'm wondering if my issue is that somehow my rvmat is not being applied. Like if I provide no texture and instead rely on material only

leaden sun
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_Co is separate from rvmat outside of multi material, otherwise it's applied via object builder

You could also add a big glaring shape to tell if it's working. A triangle in the normal map, a black circle in the AO, etc.

fierce dagger
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that was a good idea

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i dont think my rvmat is being applied

leaden sun
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Not necessarily, not at that level of grey. Make the circle pure 0 0 0 black then set something beside it so it casts a shadow over the object, a black hole should appear

fierce dagger
leaden sun
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yep that suggests the rvmat isn't taking, might it be pathed incorrectly?

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or perhaps the tool you are using is evicting the rvmat

fierce dagger
#

i've been using hemtt to build, it is including the rvmats and I've been able to successfully change materials of existing objects via retexturing before while building with hemtt. I even tried sourcing the rvmats from a3\data_f on my P: drive, with seemingly no effect so I'm hoping its not my work environment

#

maybe i have something wrong in my config.cpp or model.cfg that is preventing the rvmat from taking, since from blender/objectbuilder side seems fine

#

thank you for the help in narrowing it down @leaden sun

#

i've learned some stuff from this troubleshooting

#

πŸ™‚

leaden sun
#

You're welcome, I'm afraid beyond this point exceeds my knowledge, I hope the answer is revealed.

stuck oyster
#

Id remove all of them

#

also what program did you pack the pbo with?

fierce dagger
#

Prefershadowvolume and sbsource are from the Test_House_01_F.p3d sample, the other two are from a BI forum thread I can't find anymore troubleshooting shadow issues. I slapped them on in an attempt to fix things and forgot to remove them when they didnt work

fierce dagger
#

i've had no problems with it in the past, though I also haven't used it to pack anything with .p3ds

stuck oyster
#

could be it does not overwrite your changes or some such

#

you could try clearing the P:\Temp\ folder

fierce dagger
#

ok, now that I know what to google for I have turned up this BI Forum thread with identical problems to me.

Culprit is HEMTT and how it handles paths when binarizing vs how arma expects paths to be.

including this for anyone searching this channel in the future looking for solutions:
Problem: HEMTT failing to properly include .rvmats when binarizing .p3ds
BI Forum thread: https://forums.bohemia.net/forums/topic/229065-texture-problems/?do=findComment&comment=3406584
HEMTT issue with potential fixes: https://github.com/BrettMayson/HEMTT/issues/321

#

thank you everyone for the help troubleshooting!

warm spindle
#

Hello i a have a weird glitch on my helmet model , it creates a small black rim around the helmet when i focus it with the A3 camera,any idea what might be causing it ?

inland pawn
#

RVMat?

woeful viper
#

black black or "in shadow" black ?

fierce dagger
leaden sun
#

Oh that joy is definitely relateable

stuck oyster
#

@fierce dagger btw for building parts like walls a multimaterial rvmat shader is usually used

fierce dagger
#

gotcha, I will look into it

warm spindle
white jay
#

@warm spindle maybe your texture doesn't bleed over uv edges?

#

If your texture stops right at the edge of your uvs, it will leave a hard crust of background color

#

Make your texture bleed over the uvs like 4-8 pixels

stuck oyster
#

Or shadow lod is bleeding through

tropic jewel
#

I have just updated Mikero's tools and I can no longer Crunch files https://i.imgur.com/M77faTB.png I havent changed any settings since the update, any ideas as to why this would happen and how to fix so I can test my models in game

warm spindle
stuck oyster
#

perhaps link up a picture of what is happening. Cant really guess what you need to do without knowing what happens

warm spindle
woeful viper
gusty torrent
#

I am looking for help to animate a selection in OB around a custom axis (two mem points). Is there a method to do it? I know I can animate it this way using model.cfg but need it for OB... The two mem points are not located along any default axis, ie. XYZ.

heady oak
#

So the two nem point are the axis or should every point be his own axis? Because if you open bulldozer from OB it load the model cfg and you see your animation

gusty torrent
#

the two mem points are a rotation axis for a selection

#

tbh, never used model cfg editor from inside OB 😦

heady oak
#

Then model cfg should work. But I never used a axis with offset angle from xyz coordination. I have to test it later. And I edit the cfg with notepad next to OB

#

Notepad++

gusty torrent
#

I need to animate the selection to a position that'll become a start position for the selection for further model.cfg work

#

I do use Notepad++ too, just need kinda 3D gizmo for the selection, I was surprised to see there is no such thing in OB...

heady oak
#

So a stacked animation?

gusty torrent
#

not really, just the landing gear in a plane is in wierd retracted position that I want it to be open to work with PhysX mem points. It has kinda combined XYZ axis of its rotation

#

I cannot use typical "Use pin" and X or Z axis to animate that precisely as I need.

#

Maybe some OB script exist to facilitate such work?

stuck oyster
#

You can't animate inside ob

gusty torrent
#

Allright πŸ™‚ I need to "rotate" that

stuck oyster
#

Preferably work that kind of things in some more advanced 3d program

#

To save yourself from headache

gusty torrent
#

Yeah, I know I can export, work on that in 3d max and import again. just thought there IS some solution to the problem

heady oak
#

My first guess, I'm not a pro is to define multiple axis points and stagger the selection and maybe build a skeleton

stuck oyster
#

Well it's possible but explaining it takes more time than doing export import

#

OB is a bit old and cryptic

#

And people complain about blender ui

gusty torrent
#

Hyh... yeah

heady oak
#

I used skeleton for my models because it moves the children axis etc with the parent animation

stuck oyster
gusty torrent
#

Hm, I do have Preview for that in OB?

heady oak
#

Like a door I did. The handle is parent of the door itself and when the door is open it still move the handle down when I close it and the original axis is waz off its original position

#

It also moves all section from the other LODs so the open door can't be shoot through and you can throw grenades through the open door

#

And yes you can preview when you load bulldozer and move the mouse wheel

#

From OB

stuck oyster
gusty torrent
#

Wierd. You mean "skeleton" like for RTM animations? Or skeleton (chained bones) in model.cfg?

stuck oyster
#

Nonono

heady oak
#

I'm talking about the skeleton from model cfg.

gusty torrent
#

Ah, ok. I do that stuff for more than 6 years πŸ™‚

heady oak
#

The rtm stuff Is my next step to learn

gusty torrent
#

Good. Anyway, it seems I have to export/import the selection than

stuck oyster
#

It's easiest way

gusty torrent
#

It seems so, thanks gents

heady oak
#

OB is kinda odd. I do everything in blender and notepad and use OB just to save it one time so it doesn't screw the packing process

#

Only texturing I still do in OB

stuck oyster
#

Same

#

Blender all the way

gusty torrent
#

Yeah, I just imported a model directly into the OB and re-applied the textures

stuck oyster
#

Why do you do textures in OB?

heady oak
#

Because I'm lasy and my thing I did where really basic stuff

stuck oyster
#

Paiiin xD

heady oak
#

I know blender can do everything

gusty torrent
#

Even basic stuff looks much better in Substance Painter

heady oak
#

But for the next thing my crane project I will do it in blender

gusty torrent
#

@stuck oyster @heady oak
I found it. There is indeed a custom 3D working gizmo in OB.
Points -> Transform 3D -> Show local axis/Edit local axis
I just need to figure out how it works.

#

Most likely a stuff related to man-class skeleton

stuck oyster
#

yeh

#

you would have done this thing with export import already

gusty torrent
#

possibly, but I would learned nothing

#

πŸ˜‰

stuck oyster
#

πŸ˜…

round bloom
#

if you use hiddenselectionmaterial to change an rvmat, should it also change to the MC on the new rvmat? I've got some weird issues that the material is showing as changed when I get material of the cursorObject, but the MC doesn't update

stuck oyster
#

hiddenselectionMaterial change is buggy and works only with materials the original model is binarized with

#

so if you want swappable materials you need to have all of them present somewhere on the model

#

for example different material on each res lod

#

@round bloom

#

afaik you cant properly swap them to completely new ones

blissful spire
#

so my model that i have works fine, outside of the passenger camera. whats the easiest way to fix it?

#

im assuming im missing a mem point for the camera

#

as its currently looking just under my turret cap. Will add that i have a View Cargo LOD now, which moved the camera from between the turret and the hull to below the vehicle

round bloom
polar fiber
#

They work fairly reliably on weapons but everything else no, they rarely work unless you have a setup like goat mentioned

#

vehicles you can use the materials[] part of texturesources and BIS_fnc_initVehicle, since that changes the material by setobjectmaterials script command at init

warm spindle
#

Anyone know why the helmet does not focus?

fair estuary
#

Going to have to be "that guy" and ask a very silly question... πŸ™‚ I am obviously missing something and Google has not provided me an answer as to what.

I am attempting to make a tobacco pipe item as an addition to the amazing Immersive Cigs mod, so that I can then offer it to the mod creator for use. I got the FBX file from Sketchfab, imported it into Object Builder, scaled it, applied the texture and successfully added it to the mod. However, the item appears on the ground when it is equipped. How does on go about getting a model to appear correctly in relation to the character?

I've raised the model on the Y axis in OB, but still spawning on the ground.

stuck oyster
#

you would likely need to create it as headgear

#

if you want it to be "wearable"

#

so it will need model.cfg set up for wearable stuff and correct selection name/bone weighting in the object

fair estuary
#

The cigs from the mod are facewear, and I simply created a new class off the same model. (The programming side I understand well)

stuck oyster
#

then you are missing the model.cfg and weighting selections

#

those are the things that connect the 3d mesh to the animations that move the character

#

no connection -> spawn at feet

fair estuary
#

Solid copy, I'll look into it!

#

Thank you.

stuck oyster
#

do also make sure that the original models license allows this kind of use

#

so you wont accidentally get the immersion sig guys into trouble

fair estuary
#

Free for any use with attribution

forest igloo
#

Does anyone by any chance know why scroll wheel options would be located at the center of a model- all while the mem points are at the proper positions in OB?

warm spindle
#

would anyone pelase be willing to take a look at my helmet model(already in the game) and let my know if i did something wrong.?

#

cause i am having trouble with the shadows

stuck oyster
warm spindle
stuck oyster
#

Link does not work. Don't link to a message. Copy the link to the picture

warm spindle
#

@stuck oyster try this one

stuck oyster
#

This works but I don't know where the problem is. Please take a closeup pic of the problem or mark it.

warm spindle
#

Only a part of the helmet focuses

stuck oyster
#

I thought you asked about shadows

#

Did you try to take similar picture but with vanilla helmet yet?

#

To see if it focuses same way?

#

Or did you try to use different focus settings?

#

Or different angle

warm spindle
#

The picture was taken by ZFXF apparently other helmet models worked fine and only that one did it

#

Shadows are another issue i have in general with my helmets ,specifically a sort of mirage effect on them(kinda like the surface is moving)

stuck oyster
#

You likely have alpha transparency in the texture even though its CO or you are using CA for some reason. This mkes the engine think the model is transparent when it's supposed to be solid

warm spindle
#

I am using CA.

stuck oyster
#

That would be the problem

#

Solid parts need no alpha channel CO texture

warm spindle
#

Ahh okay ill switch over to CO then, i am using substance painter to paint the model btw

#

Ahh okay i didnt know that

stuck oyster
#

Does not matter what makes the texture

#

Well other than some programs might add alpha channel where it's not needed

#

Transparent parts in between uv mapping counts too

warm spindle
#

Ahh okay is there a way to convert from CA to CO within the .paa file?

stuck oyster
#

No

#

You will want to make sure there is not alpha channel in the source texture

warm spindle
#

You mean the .CO of file used?

stuck oyster
#

Whatever you save from substance

#

That you then convert to paa

#

Is the source texture

warm spindle
#

Ahh okay then ,ill test converting to Co then and see if it fixes it got an initial test , also should i have LodNoshadows in the model settings ?

stuck oyster
#

No don't think you should

warm spindle
#

Ahh okay and what value should i have for shadowvolume ? 1000 or 0

stuck oyster
#

Use whatever is in the sample headgear

#

O

warm spindle
#

Ahh good i got that right at least :)

#

Thanks a lot for the help ,hopefully it will work

stuck oyster
#

πŸ‘

runic flare
desert notch
runic flare
#

Weight automation, copy lod 2 weight to lod1

stuck oyster
#

I'd recommend using more advanced programs for weighting.

hoary knoll
#

so i got a model that does not orientate correctly when spawned. i defined 3 points as LandContact LOD so they form a plane together

#

however the object spawns in a completely different orientation, acting like the LandContact is not there

#

the object is rather simple, so i dont have a model.cfg. this should not matter right?

inland pawn
hoary knoll
#

i tried using the same model for CfgMagazines and CfgVehicles

#

but it ignores landcontact as magazine so you have to rotate it so it faces along the z axis

#

i ended up making two models instead

stuck oyster
#

cfgmagazine behavior is like that. its not a "vehicle object", its an item

#

and items visible in game world are actually placed inside a "groundholder" object

#

so yes what you did is the proper way to make props that are not vehicles

hoary knoll
#

i knew all that

#

i still expected the object to be placed correctly if you createVehicle it, since a plane with 3 points makes the placement clear

#

so i thought it should work making as single object rotated for the magazine with a landcontact for the vehicle version

silver zenith
stuck oyster
#

buildings are very often made to use the sbSource = visualex that casts shadows from the res lods

#

the caveat is soft edged shadows (personally I dont mind)

#

so they dont need shadowlod at all

inland pawn
#

Apparently shadows aren’t appropriate

silver zenith
stuck oyster
#

there was a trick for that too

#

but buildings dont have first person view so what are you talking about exactly?

silver zenith
#

I mean when I'm walking inside a building in first person
you don't see the shadow on your rifle and your body

stuck oyster
#

you should πŸ€”

silver zenith
stuck oyster
#

what shader does it use?

gusty parrot
#

Hello,
I wanted to convert .paa into jpg or png so i tryed using TextView 2 from A3Tools but i can't manage using it, is it really possible ?

desert notch
#

or if it's difficult for you, use gruppe adler's web version

gusty parrot
#

no, i want the revert way, paa to jpg

#

there is no export option in TextView

#

maybe it's on purpose i guess

desert notch
#

they're both 2 way converters

gusty parrot
#

way more easier indeed thanks πŸ‘

#

even saying why conversion failed 🀯

silver zenith
gloomy hemlock
#

is it possible to use .obj files for arma?

bold flare
#

it is possible to convert .obj to a format that you use for arma, yes

gloomy hemlock
#

ok thanks

silver zenith
stuck oyster
#

well commonly large stuff use multimaterial but that should not matter in this

#

place down a vanilla building next to it and see if that behaves the same

silver zenith
#

it doesn't

#

does the fact its an hollow object affect it?

stuck oyster
#

does it have outside surface at all?

#

that could be it

#

you may need to enclose it in a box

silver zenith
#

it doesn't
its a tunnel
I guess I'll have to make an outer layer
or duplicate and flip it
but the box would be better for performance

#

another question
path lods
can AI walk between "in" verts?

silver zenith
#

oh I see thanks

stuck oyster
#

the paths do need to connect to the terrain ground occasionally

#

to ground them into the navigation path system thingy

silver zenith
#

assumed so

#

does the numbering matters anything?

stuck oyster
#

not that I know of

silver zenith
#

oh nice
was getting worried

#

would be cool if toolbox had a "create in verts" and "create pos verts" like it does for geometry

stuck oyster
#

time to learn a bit of python eh πŸ˜‰

#

I have a OB script for that from somewhere

silver zenith
#

is that just you or every OB has that?

stuck oyster
#

mmm tdont remember what it has for default

#

I have extended package someone shared way back

#

might have been reyhard maybe

marble ravine
#

Quick question, how do you use the texture renaming tool in OB with masking to e.g. replace all instances of
x\bla\data -> z\yup\data?

#

figured it out, you just do:
x\bla\data\* -> z\yup\data\*

stuck oyster
#

that yes

storm wedge
stuck oyster
#

you need to do alpha sorting in OB

storm wedge
#

awesome thank you!

gloomy hemlock
#

could anyone help me. i found some awesome models online but im not sure if they can be used within arma or not and if yes, maybe the amount of work needed until its game-ready. i would be happy if someone could dm me so i can send a link to the models

stuck oyster
#

Can't you post the link here?

stuck oyster
#

all of this is quite a lot of work

#

only the last one might be relativley simple but it too might not actually fit the arma mans size

#

so basically if you have to ask how much work these are to put in, its A LOT

#

ptoblem with the full uniforms is that they dont match arma man shape and dont seem to contain game usable lowpoly models

#

so for someone starting out, we talk in hundreds of hours

#

buying a model is not really a shortcut unless its fully gameready and compatible with the game you have

gloomy hemlock
#

@stuck oyster thanks for that explanations. would this be easier when done with weapon, vehicle and maybe house models? like they usually dont have to fit perfectly on anything like it is with clothing. i found for example 2 free to use models for a weapon and a tank (apart from the fact that its usually a shit ton of work to config all that tank stuff)

#

also talking about low poly for arma. what is some poly count that is good? or does this also depends on the model?

stuck oyster
#

depends on the model yeah and in those buying something that is not 100% suitable is again not a shortcut

#

especially if you are not fully certain what you would need to do to make them work

#

you can not skip the learning by buying models

gloomy hemlock
# stuck oyster depends on the model yeah and in those buying something that is not 100% suitabl...

yeah both models would be free to use and i do have someone who would remodel them to make them more fitting to the 2035 setting. i also have another guy who makes the configs for that afterwards so was asking.
those would be the tank models
https://sketchfab.com/3d-models/stb-1-b0f59399010542ae90a2aa9bd5b21e53
https://sketchfab.com/3d-models/type-74-main-battle-tank-toshueyi-da308db0300c49f1a65ce1104cbc59cc
and this would be the one for the gun
https://sketchfab.com/3d-models/howa-type-20-50b429a92fa54e86a666b4f0ba549fcb
and especially for the tank my model maker would add the interior and also design the tank more modern (like angular design and so on)
do you think there would be any problems then?
(besides the common stuff that happens when you do anything arma related)

stuck oyster
#

I think you would need to ask the guy whose making you stuff if these are the kind they can work with

#

nobody else can answer for them

#

I think there will be huge amount of problems with bought assets

#

as generally their quality can be verty inconsistent and not near game ready

#

cheap usually means problems

#

but high price does not guarantee quality either

gloomy hemlock
#

Ok thanks

white jay
#

Goodevening can anyone help me with this?

#

There's holes in my tank πŸ˜„

stuck oyster
#

your arma toolbox is not configured right with o2script path

#

and you have modeled it likw that

#

as in you have inverted faces on it due to not turning backface culling on in blender

#

faces have front and back and Arma renders only the front

white jay
#

oohh i see, got it thank you! ❀️

heady oak
#

Sometimes I hate arma. It took me around an hour to figure out why my model is not rendered properly after my animation... I moved a section downwards to far. Is there any other way than place a single vertex somewhere around the position where your animation ends?

heady oak
#

Ingame editor from arma

runic plover
#

Try it in buldozer

heady oak
#

I got it working now but technically for our server I testing some elevator ideas. When I move the floor to far down depending on the view angle the whole object disappear

runic plover
#

You can work 1:1 in buldozer to fix and fit your rotation or translation animation

heady oak
#

The animation is fine I figured out when you move sections to far away this issue happens. Same for firegeometry. You can magically shoot through your object.

#

More then 3m what I figured out

runic plover
#

Ah now i get what you mean.. i had this issue too with my gate i did

#

But i fixed it

#

Lemme check how i did it was some months ago

heady oak
#

I placed in every lod a single vertex and it works, but is there a other solution or I'm missing something while modeling

#

So if you place the model in eden editor the yellow box around your object is now way bigger then the object itself

runic plover
#

Send me a PM

heady oak
#

I'm at my pc in 15 min, I send you some pics what I did

runic plover
#

Alright ✌

stuck oyster
#

you cant make very huge objects without them dissapearing from view when the model center gets too far from view

#

also you cant animate geometry beyond objects bounds

heady oak
#

Ah okay the it's what I thought I have to extend the object bounds

stuck oyster
#

so if your thingy is bigger than 50x50 meters you need to split it up into parts

heady oak
#

Its 12x12x6

stuck oyster
#

also you can define accurate translation distance with axis memorypoints

#

2 points define the direction

heady oak
#

I did this

stuck oyster
#

and the distance between the points define how much offset from 0 to 1 is

#

but only for animation type "translation"

#

translationX Y Z always have 0-1 offset be 1 meter

#

(and offset 2) would be 2x the distance between axis points

#

or 2 meters

heady oak
#

This is all set up but I didn't know that if you go to far away from your object bounds you have problems. I thought if you move res physics and fire lod the bound extend

stuck oyster
#

like I said you cant animate beyond the objects own original bounds

heady oak
#

I made them bigger, thought game do some voodoo and knows when your animation goes out of it.

stuck oyster
#

without seeing what you are actually trying to do cant say more

#

but sounds like you are trying to animate it beyond the bounds of the model space

heady oak
#

It's exactly what you posted above

stuck oyster
#

game does no voodoo

#

you must do the voodoo

#

elevators generally work very poorly

#

because of these limitations

runic plover
# stuck oyster

im again the only one which doesnt get this artwork HG did kekw2

stuck oyster
#

πŸ‘“

heady oak
#

For persons it works now but for vehicle we have to do some scripting

stuck oyster
#

πŸ”

#

possibly your physX lod is not animated right

#

if vehicles dont move

heady oak
#

My model is in the idle position and the animation extend things. That's why it get out of bounds

stuck oyster
#

well you need either model it in the extended position first and then animate it back in with animation source initPhase

#

or increase the bounds

#

no other way

heady oak
#

I did last

#

I wasn't sure if I missed something beyond increasing the bounds

stuck oyster
#

maybe it was not enough then. blobdoggoshruggoogly

heady oak
#

Anything works except cars. But I will figure it out.

stuck oyster
#

if you tell what you are exactly trying to do perhaps solutions can be suggested

runic plover
stuck oyster
#

Its always weird how people keep these things secret

heady oak
#

There is no mass

stuck oyster
#

no mass = no collision

heady oak
#

I'm on my phone

#

No mass on geo physics lod the other one has 2500kg

stuck oyster
#

physx lod does not have mass

#

but the goemetry lod parts need mass for collision

runic plover
#

mass should be more than car's weight

heady oak
#

Mass is not a big deal. It's for exile. It will me a static object

stuck oyster
#

but what is it that you are making

#

and what is it supposed to do exactly

#

context is important

heady oak
#

People build bases on our server, sometime in the air with ramps and my thought was to do a elevator as a gimmick

runic plover
#

so this exile game mode doing fortress and base stuff

#

And you can lift up/down soldiers/characters but no vehicles?

stuck oyster
#

how far up does the lift go

heady oak
#

9m

stuck oyster
#

how fast is it?

heady oak
#

30 sec ani time

#

so 10seconds per floor

#

one floor is 3 m heigh in our building system

stuck oyster
#

you might need to make it slower later.

#

how did you make it taller?

#

what lod size did you increase

heady oak
#

ah i cant upload it here... one momemnt

#

the floor moves down 9m, i increased the resolution, geometry, geometry physx, firegeometry, roadway lod

runic plover
#

if soldiers work and vehicles not

make the bottom part thicker, and add more mass to it

heady oak
#

yeah my problem is the floor size from other parts are 25cm thick

stuck oyster
#

Id recommend increasing height up

#

not down

#

the geometry can be thicker

#

especially for the elevator floor

#

25cm should work

heady oak
#

i will test it but other existing parts in our building system are 25cm thick so i have some limits

stuck oyster
#

does all geometry components have componentXX name?

#

why would that limit it?

heady oak
#

a floor is 6x6x0.25m a wall is 3x6x0.25

#

it should fit inside a base

#

and match with other building objects

stuck oyster
#

you cant really drive under it

runic plover
#

geometry is invisible and if you make it thicker downside noone will notice

stuck oyster
#

well unless they drive down the shaft I suppose

#

but the component naming?

heady oak
#

hm thats a good idea its meant to be placed in around 10m height

stuck oyster
#

does every geometry lod part have that

heady oak
#

yep every moving part is a named section copied to all loods except memory and landcontact

stuck oyster
#

and is the componen valid convex

heady oak
#

yup

stuck oyster
#

you have componentXX names in res lods too?

heady oak
#

no

#

only my named sections

stuck oyster
#

that was not what I was asking

#

but was going to ask next

#

now does the elevator selection also have a componentXX selection

#

as it needs both

#

componentXXX for collsion, bone name selection for animation

heady oak
#

ehm its one object so i did componenct convex etc in OB for the lods

stuck oyster
#

so there is only the elevator floor component?

runic plover
#

as example Geometry Lod

stuck oyster
#

dis

heady oak
#

one sec pic incomeing

stuck oyster
#

also make sure the part is indeed convex and closed

#

as sometimes the automation can mess it up

#

OB- structure menu has checks for convex and closed

runic plover
#

Structure/Topology/Find Non-Closed

#

Structure/Convexity/Find Non-Convexities

heady oak
#

i have my setup txt what i have to do for the single lods

#

all did sentry

stuck oyster
#

oof that geomery lod and all those tube shapes

heady oak
#

i will experiment with the thicknes of the floor inside the geometry lods

#

yeah i know

stuck oyster
#

they should be simpler

heady oak
#

i didnt changed them to cubes yet

runic plover
#

why you dont do one square for the bottom part of elevator instead of that many parts

stuck oyster
#

also can you highlitght the component that is the elevator floor

#

from the component selections

heady oak
stuck oyster
#

and enable the mass tool from window menu

#

and show the geometry lod

heady oak
#

the whole lod im in has 0 mass, its the geometry physx lod im in

stuck oyster
#

no physX

heady oak
#

as i understood the phsx lod is that vehcile see the object and will stop if the touch it, the geometry lod is for other objects, or im wrong

runic plover
#

28kg is low for it im sure

stuck oyster
#

Idd add more mass to the part just to be sure

heady oak
#

i can drive cars on the extracted floor, but if i start the animation the floor clip trough the car and the car is floating until i jump in (behaviour inside EDEN)

#

when i jump in, the car explode and the wrack is moving up

stuck oyster
#

eden but live game right?

heady oak
#

eden as startet scenario where i can move as a solider

stuck oyster
#

k

heady oak
#

maybe the weight of the floor, a soilder is sometimes lagging behind while moving up

stuck oyster
#

or speed

#

like I said, Elevators are not very good with Arma

heady oak
#

30sec for 9m elevation

stuck oyster
#

make it 60 for testing

#

and make the geometry part thicker

#

and add more mass

heady oak
#

hm i have a script to simulatio a upward moving for vehicles, but it would be great if it works with the model itself

runic plover
#

did you made the roadway part a little bit higher than the geometry part?

heady oak
#

yes

#

ehm no

stuck oyster
#

it also could be you got something running that disables the vehicles simulation once you get out of it

heady oak
#

only the border is angled so you move up a slope

stuck oyster
#

which could explain what is happening

heady oak
#

the model itself works only with model cfg and config.cpp without any external scripts used

stuck oyster
#

yes

#

but are you running exile or other mods at the same time

heady oak
#

i will test your suggestions.

#

and yes other mods are running

stuck oyster
#

do you know if there are any "performance enhancements" there that could disable the car simulation

#

and can you test it without any other mods

heady oak
#

in EDEN not that i know, on our server where its not testet yet we partitial simulate objects

#

only 500m around people and on clients sometimes

stuck oyster
#

could be something similar happening blobdoggoshruggoogly

heady oak
#

vehicle simulation

#

i think so but first i have to get it working in eden

stuck oyster
#

mods could have same kinds of features build in that would run in eden too

#

or in eden preview

heady oak
#

one last question, for this not very highly detailed object is it bad to let the "cylinder" stay inside the geometry lods?

stuck oyster
#

yes

heady oak
#

okay i will change them to cubes

#

oh wait one note the physx geometry lod is slightly upscaled then the geometry lod

#

in blender when i use S for scale its 1.005

robust lark
#

hey, I'm trying to port the oil pump from A2 myself (vez_ropa) into A3 and I can't get the object to reproduce sound nor animate, does anyone have a clue how I could get it to work? I do have the config, the .wss sound and the .rtm animation but for some reason I can't get it to work, I can load the object in TB/Buldozer and pack it ingame but it's static.

stuck oyster
#

it has rtm animation? blobcatsweats

#

using rtms on non characters is mysterious art on its own. pretty much undocumented feature

#

My guess is that it would be faster to either set up animations in model.cfg for it or if its not suitable for such making new one

#

sound stuff also has changed a lot since A2 so you wont get the A2 configs to work

marble ravine
#

I'm currently trying to get physx to work for the first time ever on a Car. After adding the LOD and the Config Values from the samples. My vehicle now interprets all turning commands, so left and right and the mouse turning as TURN LEFT. any idea what I might have screwed up?

carmine spruce
#

Looking for someone who can rig armors & unfiroms in game. Is this where i would look, if not can someone direct me to location?

molten fractal
#

Are hiddenSelections still loaded by the game when not in use?

carmine spruce
#

@sharp coral thank you sir

gray siren
#

Hey, is it possible to use a 3d modeled tank track or just a simple one?

robust lark
#

and yeah it had an .rtm animation from the sample files IIRC

stuck oyster
#

they might also be destruction animations

#

as rtms can be used for that

#

but in case you have no previous experience with that I would strongly advice using just normal destruction stuff

marble ravine
#

I am currently porting an arma 2 model and sometimes (an every increasing amount of times) when starting arma 3 it crashes and I get this.
https://ibb.co/myYhQSp
Accompanied by an AMD popup telling me my graphics driver just freaked. Have I screwed the pooch somewhere?

stuck oyster
#

most of the time stuff in the A2 models, configs and rvmats is outdated so direct ports wont work

oak lintel
#

is it possible to do the rotation in the model.cfg with a random comand to execute?

i placed my object on the terrain builder and need for my custom model random open/close

stuck oyster
#

There is a separate system for that in the config.cpp class for that object. Off the top of my head don't remember what it is called.

oak lintel
#

I try it with the eventhandler in the object (config.cpp) and a script. But this worked only in eden and gamestart. :/

stuck oyster
#

Not eventhandler. There is another thing but you need to find a vanilla building that uses it and check out its config.

oak lintel
#

Vanilla buildings doesn’t have a random function with random open/close doors with TB placed objects. I think…

stuck oyster
#

I'm pretty sure some of them do

charred bolt
#

Maybe one of these animationSources?
timeRndOffset objRandom userPositionHashedInit

stuck oyster
#

No there's config entry for it, those could not be then controlled by player afterwards. There is a thing that makes some doors and gates and such partially open.

oak lintel
#

hmm

stuck oyster
#

but Im not a config-google πŸ˜›

oak lintel
#

thats it i think:

{
source="userPositionHashedInit";
initPhaseArray[]={0,0.75,1,1};
animPeriod=1;
sound="FenceGateDoorsSound";
soundPosition="Door_1_trigger";
};
stuck oyster
#

yes thats probably it

sinful pilot
#

I have an object and a backpack models (p3d). Is here anyone that can help me to merge them in backpack with object? I will add his name in the thanks mod section. Please contact me

junior nacelle
#

Not sure if this is going to be the right channel but it seems that my model when textured and in game the shadow seems to be inversed. As in the brightest part is black and the what is meant to be the darkest has the texture fine. I am still fairly new and have no idea what I am doing that much.

#

nvm me it was an rvmat issue with file pathing

molten fractal
#

Are hiddenSelections still loaded by the game when not in use?

stuck oyster
#

what do you mean by not in use?

molten fractal
#

Hidden. Are the polys still loaded by the engine?

stuck oyster
#

mm well I suppose they are. the texture is just transparent

#

or not sure what you mean

#

as hiddenselections mean texture swapping

#

not hiding parts

#

or if hiddenselection is not defined in config it uses the default texture

#

or perhaps you are confusing the model.cfg hiding animation and hiddenSelection section that can be set up for texture changing

molten fractal
#

Yeah, I mean not applying a texture to a hidden selection. That makes it transparent then?

stuck oyster
#

no, that makes it use the original texture from p3d

#

p3d must always have correct type of texture as default

#

and rvmat

#

otherwise things go badly

stuck oyster
#

hiddenSelections is not a good way to make a lot of hideable parts for variation or whatnot

#

its better to have such in separate p3ds

heady oak
#

And hide section oft your model itself? I did it in small use. Like a upgraded wall which get a additional armor (hidden part of my model, geometry, fire geometry etc)

stuck oyster
#

non character models can utilize the model.cfg hide animations

#

as only the model.cfg animation can affect also shadow and geometry

heady oak
#

Yeah that's what I did for my non char things, for me it's the simplest solution.

marble ravine
#

I have a vehicle I'm working on that has white triangles, just like proxies, appear at a certain distance away from them. I assume one of the LODs has broken proxies?

stuck oyster
#

possibly

marble ravine
#

any easy way to verify? Buldozer doesn't show any issues

#

ow never mind was looking at the wrong LOD. Yup broken proxies.

silver zenith
#

I have a problem where a custom made blood pool object I made with alpha turns everything behid of it invisible
I tried alpha sorting the blood pool on top but it didn't work
whats causing it?

sharp coral
#

did you check the config for blood pools objects from Laws of war?

silver zenith
#

doubt its config related

bold flare
#

sounds like Alpha sorting or rvmat issue

marble ravine
#

After importing a model into blender and exporting it out again to object builder use the ArmaToolkit , my model has become severely metallic and now reflects the skybox. Any Ideas what causes it?

stuck oyster
#

pictures?

marble ravine
#

huh, played some war thunder and now it fixed itself? fine by me

#

I'll get a picture of it if it happens again.

silver zenith
stuck oyster
#

got a picture?

rough idol
silver zenith
rough idol
#

it will move it to different render pass

#

alpha sorting in model will not necessarily help with alpha sorting between objects, since it's using different logic. In general, bigger objects are rendered on top of smaller objects

silent prairie
#

is it possible to use object builder to view the named selections of binarized p3d files? I want to get the names of memory points on certain vehicles

rough idol
silk atlas
#

Not sure if this fell into #arma3_texture or here but how can I make a transparent polygon which I can see particle effects through them?

stuck oyster
#

Like how windows are.

silk atlas
#

I believe it has proper CA tex in it. So RVMAT issue?

gloomy hemlock
#

not sure if thats the rightchannel but i guess yes.
im planning a mod containing an asian faction. therefore i would need some asian faces as well as maybe some custom men aswell. is there anything where all the important stuff about this is?
like the answer to questions how for example its working that characters get the right faces, how faces are even made and all of that stuff?

stuck oyster
#

there is pretty much nothing written down about that

gloomy hemlock
#

oh. are there maybe any people here that know how to do something like this? i prefer not to have any dependency in my mod later so i would like to add that

stuck oyster
#

there probably are but you are serving yourself a way too big slice of cake right now trying to set up everything at once

#

that does not work

#

you start from stuff that has documentation, get that working

#

and on that road you are likely to learn something about how the configs and stuff works

gloomy hemlock
#

ok thanks. so i will do equipment and all of that first

stuck oyster
#

and you can then apply that knowledge to figure out how other, less documented stuff is done

#

and ask more specific questions when you cant advance

#

instead of a questions like how to build a car from 0 in real life

#

this is something a lot of people fall on when starting out so dont worry about it

#

but yes starting from small chunk is the way to go

gloomy hemlock
#

yeah ok. i guess doing new faces could maybe be kind of similar to retexturing a uniform or something

stuck oyster
#

no

gloomy hemlock
#

ok but yeah ill bear your words in mind then and start with the other stuff like weapons and equipment first

stuck oyster
#

in case you need the face models too that is pretty much its own discipline in 3D work

gloomy hemlock
#

oh ok

#

yeah my aim is to to something like the russian armed forces 2035 mod did

stuck oyster
#

That does not really tell me much, but alrihto.

gloomy hemlock
#

oh

stuck oyster
#

sounds like you want to do something massive

gloomy hemlock
#

basically a new full faction

stuck oyster
#

so expect to invest the next 5 years on that

gloomy hemlock
#

yeah i know that this will need lot of time and money

stuck oyster
#

depends how much you learn to make yourself

#

most successful mods are made by hobby enthusiasts

#

money plays only small part in paying for software licenses

gloomy hemlock
#

never got to really be able to do anything good in blender so i basically need the models for everything

#

im trying to get myself into all that config stuff

stuck oyster
#

lets say next 7 years then and you start a vigorious blender practice regiment

gloomy hemlock
#

lol

stuck oyster
#

but also its always possible to attract other makers to your project

#

but its not something that is guaranteed to happen

gloomy hemlock
#

yeah sure and since im a totally newbie in mod making atm this isnt going to happen in the next time

stuck oyster
#

but if you can handle the config part it might be stronger base to attract someone with the modeling skills

#

in the end modding is very rewarding hobby

#

but it can be very tedious and time consuming in between the start and making something work

gloomy hemlock
stuck oyster
#

the principles are likely going to be same yes and understanding how it works now will likely help to understand how its done then

gloomy hemlock
#

yeah then i will try to get at least that. its kinda sad there is no real date for arma 4 so i dont know what would even be useful to do and what not until then

stuck oyster
#

model source file can always be upgraded to whatever new tech allows

#

configs and scripts are likely all lost and non transferable

gloomy hemlock
#

yeah thats sad. would be nice if it was easier upgradable tho but i understand that a completely new engine doesnt give that possibility

stuck oyster
#

knowlege and understanding on how config stuff in general works will help to learn the new things

#

not really sad. there is a good chance there are more possibilities to do stuff

#

no point then in transferring old limited stuff

gloomy hemlock
#

sure. but i guess there will be a lot of cool stuff that maybe cant get upgraded in any way. like maps. i really love the stuff icebreaker and temppa are doing there

stuck oyster
#

you are wrong about that

#

theres plenty to upgrade in map tech

#

but again source files on those can be upgraded too

gloomy hemlock
#

oh ok that would be great

#

then i would like to see if taunus became playable now

#

i also would love to see the dlcs and cdlcs being upgraded. and i hope we dont get a new setting but expand the existing one

stuck oyster
#

dont get too hung up with the old stuff

gloomy hemlock
#

too late for that

stuck oyster
#

and upgrade does pretty much mean near total remake so its not something that happens by snap of fingers

#

you should focus on your own project and not worry about the future mods

gloomy hemlock
#

yeh

#

yeh youre right. will do that

small olive
#

what is the use for "reversed" named property?

stuck oyster
#

I dont think it has been documented anywhere.

#

Never had to use it myself so I doubt it has any use in normal workflow

#

possibly it can make use of models that are set up to face wrong front direction

small olive
#

ok thanks

small olive
#

about physx,
when I increase the sprungmass for the wheel it's trying to move upward, when I decrease it's trying to move downward
doesn't it need to be opposite? otherwise I have something wrong with my physx set up I suppose

charred bolt
# small olive about physx, when I increase the sprungmass for the wheel it's trying to move up...

You want your model.cfg animation to use

offset1 = maxCompression x damper axis length```
where maxDroop and maxCompression are set in the class Wheel parameters (in metres).

It's often convenient to set the damper axis length to 1.0m in the Memory LOD to simplify, so that 
offset0 = -maxDroop and offset1 = maxCompression

In Buldozer, you want the wheels to move upwards with increasing values of the damper animationSource. If they move down instead, check the +- on the model.cfg animation (as mentioned above) and if still wrong, swap the damper axis points.

For a vehicle with CofG at model centre and evenly distributed mass over all weight bearing wheels, SprungMass should be the weight of your vehicle (from the mass assigned in the Geometry LOD) divided by the number of weight bearing wheels.  So if you had a mass of 10,000kg and 4 wheels, sprungMass = 2500.
marble ravine
#

I'm trying to setup a set of armor plates that are safe from RHS .50 BMG or even vanilla .50 Cals. But the fire Geometry needs to be extremely thick to prevent penetration with armour.rvmat right now

Am I using the the wrong penetration type?

stuck oyster
#

likely

#

armour.rvmat calculates the stopping power from the actual thickness of the geometry component

#

also how are your hitpoints set up?

#

assuming this is for a vehicle?

marble ravine
# stuck oyster also how are your hitpoints set up?

Yeah the hitpoints are bad, (Arma 2 Ikarus) but the problem isn't damage to the vehicle right now, the bullet will go straight through the plating and kill the passenger before jolly well exiting out the other side.

#

I have a working setup but the thickness of the plates is making it impossible to fire closely past the vehicle.

stuck oyster
#

is it realistic behavior?

#

for that part?

#

and its thickness?

marble ravine
#

if using the blender protractor is a good enough tool to measure, I need a 35 cm thick plate to stop a non-AP 50 CAL round. That should be overkill but its just enough.

stuck oyster
#

perhaps the 50cal shots have been set up in accordance of the more powerful real life counterpart

#

you could try changing the penetration material to one of the plate_XXX types

marble ravine
#

I thought the plates only made sense to downscale the armor?

stuck oyster
#

no if you use like 100mm plate on a very thin part it will still have stopping power of 100mm plate

charred bolt
#

something like 40mm plate armor rvmat will do ok

marble ravine
stuck oyster
#

just for parts below 10mm thickness

marble ravine
#

Example2: A component representing an armorpiece with a thickness of 50mm is modelled in the Fire Geometry. If we apply armour_plate_100mm.rvmat it will behave like a 50mm thick armorpanel (modelled thickness is lower than defined thickness). If we apply armour_plate_30mm.rvmat, it will behave like a 30mm thick armorpanel (defined thickness is lower than modelled thickness)?

stuck oyster
#

sorry it does

#

😴

#

as far as I know that is false yes

marble ravine
#

kind of a critical error

#

I'll test plate armour now

stuck oyster
#

put on some big plate

#

that should show different penetration behavior if it works

marble ravine
#

modeled plate: 80mm
RVMAT: armour_plate_250mm

7.62mm: NO PENETRATION
12.7mm: NO PENETRATION
14.7mm: NO PENETRATION
40mm: yeah this goes straight through

Seems like the wiki is indeed wrong

charred bolt
#

I've always assumed that if the bisurf parameters that accompany a penetration rvmat include a thickness value (such as with the armour_plate_xmm) then it over-rides any actual thickness of the component piece. Armour_plate penetration rvmat's are generally the most consistent way to go with vehicle fire geo's imo.

stuck oyster
#

same

marble ravine
#

seems like that is true

charred bolt
#

You can check what's going on exactly in the bisurf files P:\a3\data_f\Penetration

marble ravine
#

did that immediately when you mentioned the surface files.

#

huh, seems rather easy to create on my self

charred bolt
#

Yes probably so, although I must confess to being lazy and using BIS provided rvmat's most of the time, as the differences are unlikely to be noticeable.

marble ravine
#

I don't like adding files myself either if there are vanilla options available

charred bolt
#

Bigger improvements, particularly for tanks, can be had by getting a good understanding of the armorComponent system introduced with tanks dlc

marble ravine
#

armorComponent?

#

found it

charred bolt
#

yeah, basically replaces the old FG/Hitpoint system with FG components

#

again, not particularly well explained in the docs, so experimenting is needed

#

be aware that HP's are still needed for non-penetrating explosive damage

marble ravine
#

makes sense, I'll look at this for the anti-HEAT protection. Didn't know arma had engine based SLAT armor

charred bolt
#

If you haven't already done so, I'd recommend you use the development branch and then have use of the ballistic tracing, fire geometry visualisation and hitpoint damage reporting systems for testing.

marble ravine
#

already use ballistic tracing, the normal branch function. But I'll look into the dev branch for the hit point damage reporting. Thanks for mentioning it.

charred bolt
#

diag_toggle "shots";
diag_toggle "hitpoints";
diag_drawmode "FireGeometry";

marble ravine
#

Thanks.

marble ravine
#

ow thats hot

#

yeah that will make this much easier

bright echo
#

arma would use whatevers smaller, the modelled geometry or the bisurf/rvmat

#

current release version of IFA3 is an example of that as a fair few of our tanks were built with the idea that it would use the rvmat size but it most certainly didn't, had to remodel/enlarge a bunch of geo to fix it

small olive
# charred bolt You want your model.cfg animation to use ```offset0 = -maxDroop x damper axis l...

thanks for your informative reply!
by the way it's an aircraft model and the mass distribution is currently like this with 1200 kg of mass: https://prnt.sc/1xl66aw in that case, what should be the mass distribution ratio? also I've tried with new maxCompression and maxDroop after setting up the axises, model.cfg values as you said, all of the damper values shows about 0.5 (front damper mostly about 0.45 to 0.5, main gear 0.5 to 0.6) and the aircraft is shaking. Also I putted a heavy box to the top of the aircraft in-game and the values started to increase which is means animations work fine I suppose.

charred bolt
#

Weight distribution in your Geo model looks sensible, although you might need to shift it forward slightly to keep the nose down.
Perhaps try something like 20% (front), 40%/40% (mains) for sprungMass.
Bouncing could be a number of things, but check

  1. sum of sprungMass on the 3 wheels = Geo LOD mass
  2. springStrength is at least 25x sprungMass (up to 100x)
  3. springDamperRate is between 1 and 2 times SQR(sprungMass x springStrength)
gloomy hemlock
#

if i have weapon models for example. whats maybe a number of polygons i should try to avoid in order to keep the performance and stuff?

stuck oyster
#

depends on weapon size and complexity

#

and how low it can be and still look good

gloomy hemlock
#

found a pistol and an assoult gun with both like 87k polys and think thats maybe kind of much tho

stuck oyster
#

thats about what a tank with interior has

#

so kinda yes

#

it is very rare to find gameready models online

#

for free at least

stuck oyster
#

but buying model "gameready" does note necessarily mean its ready for some specific game

#

so money is not universal problem solver in that either

gloomy hemlock
#

sure i have someone that would help me get those into arma

stuck oyster
#

there is quite a lot in that gun that would preferably be in textures

#

you would again need to consult your helper if they can work with this kind of thing

gloomy hemlock