#arma3_model

1 messages · Page 175 of 1

stuck oyster
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possibly

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there is quite a lot that could be cleaned up in there

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but such things could mess up the textures depending on how well its made

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lot of unknowns

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by description its more meant for rendering purposes

gloomy hemlock
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ok so best thing i would ask the guy that made those models if he can make them way easier?

stuck oyster
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worth a shot I suppose.

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such stuff usually costs money though

gloomy hemlock
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sure but i guess this would be cheaper than getting someone to make that thing from scratch

stuck oyster
gloomy hemlock
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what would be a poly count thats ok for infantry weapons?

stuck oyster
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they range from 3000-10000k maybe

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depending on the the design

gloomy hemlock
stuck oyster
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for a pistol that is quite a lot in Arma

gloomy hemlock
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hm ok. would that be ok for assault rifles and stuff that size?

stuck oyster
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its at the high end if I recall right

gloomy hemlock
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this is some low poly stuff he made

stuck oyster
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model looks ok by quick glance but its not really possible to evalueate if it would work in Arma as well

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the texture types are also wrong since its PBR and Arma uses different shading method

gloomy hemlock
stuck oyster
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yes

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but also you are unlikely to find straight arma compatible texturing online either

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and by yes, I mean because you need to ask, it will be difficult

gloomy hemlock
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ok. so i would only be able to use the 3d model without a texture then?

stuck oyster
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well model needs textures

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the textures it has might be possible to convert to work right but there are some fundamental differences between PBR shading and specular/gloss shading Arma does (in its own peculiar way)

gloomy hemlock
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hzm ok thanks for that information

strong plaza
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can anyone explain to me how BI assets like for example tanoa buildings can use visualex and have so little shadow banding? my buildings have awful shadow banding and I can't get rid of it, I've tried making flat surfaces uneven which doesn't do anything and I've tried shadowoffset which makes the model just look worse with the various values suggested on the biki

white jay
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heyo i have a question how do i open the arma 3 sample p3d into blender

leaden sun
median bough
white jay
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ive been trying and not working

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i think i have the tool box

white jay
median bough
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See pinned messages in this channel

white jay
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ty

white jay
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im new to this ngl lol

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just trying to learn

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youtube been kinda a bitch ngl

median bough
white jay
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holy shit ty

white jay
median bough
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Tbqh, I have no idea. I just know where to find stuff and where to read up 😉

white jay
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i gotcha

strong plaza
leaden sun
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Is there anything in map settings relating to shadow cascades or a way in which the shadows might spread?

strong plaza
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not that I've seen, I haven't looked much into custom lighting

leaden sun
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If they look closer at the same time of day, weather, and shadow user settings (distance and quality) then that is the only thing I can think of.

strong plaza
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I just placed my buildings on stratis to check, and there's more shadow banding than tanoa, but not as bad as my custom map, looks like it at least, I think something might be busted with my map config

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hmm, this might be entirely a map lighting thing

small olive
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!code

whole dawnBOT
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How to use SQF syntax highlighting in Discord

```sqf
// your code here
hint "good!";
```

// your code here
hint "good!";
small olive
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when I increased the sprungMass, animation phase for the damper started to getting closer to 0, in this short video I keep the nose down at the high speed to put a mass on the front wheel, looks like animations work but why the sprungMass is not (it's actually working with the opposite direction)?
the video: https://drive.google.com/file/d/1vpsYBckZtjPvBYJvTxQXtrRba5f3uNf2/view?usp=sharing
model.cfg (just the part of the animations for the dampers): https://prnt.sc/1xqaq7a

front
        
maxCompression          = 0.05;
maxDroop                = 0.05;
sprungMass              = 240;
springStrength          = 18000;
springDamperRate        = 2500;

mains
        
maxCompression          = 0.05;
maxDroop                = 0.05;
sprungMass              = 480;
springStrength          = 36000;
springDamperRate        = 4500;
drowsy sail
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So, I've got a tracked vehicle in the works, currently trying to get all of the config sorted out and I'm coming across two issues.

  1. The driver appears to be looking 180 degrees in the wrong direction, but the actual unit is facing the correct direction in the drivers seat

  2. The vehicle won't actually move. I press 'W' and the engine starts but there is no motion. I've got my Geo, Physx & LandContact LODs configured

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Any ideas?

stuck oyster
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is the model modeled to face correct front direction?

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is the dirver proxy properly set up to face to the correct direction?

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not moving cold indicate no existing/faulty physX wheel setup where wheels do not touch ground = cant move forward

magic aurora
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I made a vest and everything is fine except the position of the vest

small olive
small olive
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I can't open it

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permission needed

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also you need to set a named property "autocenter=0"

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to the geometry LOD

gray siren
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Does anybody know how rvmat are working? My cars looking like plastic and wan´t them to look a little bit better

gray siren
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I already looked onto it and didn´t help me

charred bolt
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Perhaps show us your main rvmat you are using for your car so we can comment on it. (put it on pastebin.com and link here)

gray siren
charred bolt
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For really good looking vehicles you will need to make a set of textures, not just the _co.

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_co is your diffuse colour.
You should also make an _nohq (normals), _ao texture (ambient occlusion), and _smdi (specular).
These textures are then linked via the rvmat (stages 1, 4 and 5) - replace the procedurals with paths to your custom texture maps.

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Then also try adjusting the rvmat header to something closer to these values:

diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,1};
emmisive[] = {0,0,0,1};
specular[] = {0.7,0.7,0.7,1};
specularPower = 60;
PixelShaderID = "Super";
VertexShaderID = "Super";```
stable schooner
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Hey i am new to all this and i am down to learn allot how do i start this?

stuck oyster
stable schooner
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Like from people to clothes to guns

stuck oyster
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do you have any experience on the subject?

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as in what kind of baseline are we talking here

stable schooner
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like i am here really to learn learn

stuck oyster
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well you will need to first pick a program you wan to learn to use. Blender for example. Then start working through tutorials etc for it to get the hang of it

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then progress to tutorials about texturing and uvmapping etc

gray siren
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@charred bolt i just changed the specular and all the stuff...

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Does anybody know how i can add a smoke effect to a damaged engine?

runic plover
stuck oyster
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probably around 10k

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for any game.

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also question is pretty moot since arma modding tools are non commercial

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but in case they were not the expertise required is worth more than 10k

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and you said animate it etc

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not just making the character

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and high quality character art costs too

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for me not too hard. but I have years of experience under my belt.

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assuming you speak of my stuff for Lost Dragons

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well like I said the putting into Arma part can not be paid for as the tools are non commercial

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you can commission 3D models though

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throwing money around is not really a solution in mod making

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it mainly attracts scammers

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you can link pictures here

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Id guess there are no other mods with stuff like that.Theres few other orginal scifi mods that have started out but they dont have droids like this as far as I can remember.

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and why random models on model shops like that cost little is because the business model is to get many people to buy the model for cheap to cover cover the costs of spend time.

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moreover just making the model is not all of what is involved which ramps up the cost of commision models

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and when you said animated I assumed you meant complelely new animations which is its own thing altogether

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well that probably would mean you would want a game ready character

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maybe somewhere around 2k then blobdoggoshruggoogly

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nowhere

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well you might find "game ready" characters

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but nothing guarantees they are ready for Armas specifications

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like I said, money is not a shortcut in modding

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Those you posted would not work in Arma very well. they would look pretty horrible

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and well they would require a lot of work to get them into the game even

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but reality is that if you could pay for the game integration too, you would be looking for a specialist who could A] make, texture and rig a new character with all the technical lods that also are required + B] would be able to write the configs to get the character up and running in game (likely with such alterations that it does not speak english with british accent and bleed blood)

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no

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also those are for unreal

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I dont think their license allows use outside of it

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indeed it is quite a lot more than people usually think when they get the idea of new character

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Also reality check I wrote to someone else recently was something along the lines of you are in school studying something you might work at or already working and you are getting paid X amount of money

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well you would be commissioning someone to spend their time and expertise too

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and I doubt if you were asked to work for peanuts you would be very happy for that

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3D model making = time consuming work just like anything else

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Most successful projects are done by hobbyists who dont get paid at all

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like CUP and RHS and ACE and the many terrains etc

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the makers do those on their own time and learn the stuff because they enjoy it

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and well like what Im doing with Lost Dragons, Its a hobby and I dont get paid for it

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but it has taken time to learn to do all the stuff

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yah no offence taken, just wanted to put it out there how I see it.

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And I get that you have good intentions. It just does not quite work out like that

stuck oyster
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probably might get some insight to it from there

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but it also needs to be certain shape etc to work

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and joints need to be made in certain way to look ok

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lot of things really

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there is no simple way to explain it

cyan palm
stuck oyster
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in case you dont find any info elsewhere you could try contacting the manufacturer and explain what you are doing and ask for assistance

cyan palm
woeful viper
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view seems to be orthographic too (or Perspective FOV is really low), so its even easier to measure from the image

cyan palm
woeful viper
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any image editing program with a ruler function will do the trick

stuck oyster
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or 3d modeling program if you can match the camera angle

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there is something to note though

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if you cant find the exact measurements, then nobody else can either

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and nobody will be able to actually measure them in game

woeful viper
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and for a thing that small, nobody will care if the edge chamfer is 1mm or 3mm

stuck oyster
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indeed

cyan palm
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got it, thanks guys

gilded lagoon
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also @stuck oyster hi guys. I just read your exchange. I've been looking into addon/mod making for ArmA and it's pretty daunting. It's a little patchy as well since threads like this https://forums.bohemia.net/forums/topic/229179-arma3-modding-guides-tutorials-compilation/ have some dead links. Other videos are old such as https://youtu.be/GxGIgurkzW4 + https://youtu.be/BfS9fBOE7Gw. But perhaps a good starting point. A good programme to use is Blender. There's a beginner tutorial on model making etc here: https://youtube.com/playlist?list=PLjEaoINr3zgEq0u2MzVgAaHEBt--xLB6U. Hope that helps. I'll be giving it a go!

stuck oyster
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Yeah there is a lot to learn to get started and the information is spread around. However it is a lot more easier to start now that it was 8 years ago as there is so much more stuff online

gilded lagoon
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Does anyone ever use O2? I remember trying it years ago and found it horrible lol

stuck oyster
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there are few people who work in it

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it takes a lot to learn too and has some limits with the tools

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marvelous things can be done with it if one knows how to.

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buut learning more modern programs is usually more easier and more beneficial

mossy panther
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Anyone looking to make a unit some custom uniforms for some money? DM me

mossy panther
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Thanks

brittle comet
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Hey anyone know how to make a equipment/headgear into arma 3
Need some help with blender

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Anyone?

stuck oyster
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state the problem and if someone knows they might answer when they are online

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@brittle comet

brittle comet
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Well do you know eh?
i'm currectly trying to get the armatoolbox? to work because the the arma 3 samples being bust is an p3d file and for blender you need a addon to import that

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I'm not sure if the addon is outdated tho because blender did had some updates

stuck oyster
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latest version of ArmaToolbox can be found on the ArmaToolbox github page

brittle comet
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I have already downloaded them

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And extract the files to the blender script addon folder

stuck oyster
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use the install from zip tool

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otherwise you might mess up the folders

brittle comet
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I have did the zip install

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You know the code and then download zip?

stuck oyster
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then you will need to fix the zip folders as github adds extra folder to the stucture

brittle comet
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That's kinda gay

stuck oyster
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do you want the help or not?

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check the attitude at the door.

brittle comet
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I wasn't trying to give attitude, so i'm not looking for an argument

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Tho i do still want the help to figure out the issue

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Like you want me to install the latest version right?

stuck oyster
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like I said, you need to fix the zip folders so it installs correctly

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it has armatoolbox\armatoolbox\stuff

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when it needs to have armatoolbox\stuff

brittle comet
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Yea, but you want me to get the latest version right?
Because i might setting it up the incorrect way

stuck oyster
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you said you already got the latest version

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code - download zip

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thats the latest one

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its just that when you use that download it adds the extra folder

brittle comet
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There we bloodly go, i got it to work now

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Thanks i guess?

stuck oyster
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👌

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have fun

brittle comet
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I will eventually figure it out

brittle comet
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Does anyone know how i could get the arma 3's helmets?

stuck oyster
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you cant.

runic plover
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Arma 3 Samples\Addons\Test_Character_01\A3_headgear_example.p3d

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you can start with this

stuck oyster
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👆

brittle comet
stuck oyster
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it is forbidden yes

silver zenith
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hey so most people know that there is a geometry lod limit of around 100 meters or so
but I also recall that the geometry lod is what the engine use to make the object "grabbable" in the editor
will the object stop being grabbable once the limit is breached?

stuck oyster
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Grabbable?

still prairie
stuck oyster
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Model.cfg class name must match the nvg item P3d name

still prairie
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yes it's the same

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that why idk

stuck oyster
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What's the P3d name?

still prairie
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gpjvn_proxy_off.p3d
gpjvn_proxy.p3d

stuck oyster
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Why do you proxy in the name?

still prairie
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cause the main p3d of nvg in game are named with _proxy

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without "_proxy" i've the same problem

hoary sinew
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I might be wrong because I’m fairly inexperienced and on my phone at work! But don’t you need to add “head” under Sections in your class?

still prairie
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I think no cause sections are needed for hiddenselections but i try

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nop not working

still prairie
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so it's a problem with the weight but idk how to solve it

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cause o2 is...

small olive
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you need the geometry LOD with a named property "autocenter = 0"

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@still prairie

still prairie
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for nvg ?

small olive
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yes

still prairie
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cause if i use the nvgslot in the arma 3 sample it's working and he dont have any geometry but when i import my model into it it's doesnt work anymore

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so property name and
name:
autocenter
value:
0

small olive
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give it a try

still prairie
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yeap i pack my addons

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not working

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autocenter are in the lod0 too

small olive
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can I see the model.cfg? (I can't open the pastebin links)

still prairie
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in screenshot ?

small olive
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ok

still prairie
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it's too big 😄

small olive
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you can just send me the model.cfg in dm's

still prairie
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oh

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yes

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done

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for me it's the weights cause it's the only things changed

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the selection are good, the model too the only things is weights

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solved thanks all

white jay
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Hello!

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How to create static turret?

silver zenith
# stuck oyster Grabbable?

you know how when you select an object in the editor you don't have to necessarily click on their icon
that doesn't happen on objects with no geometry
but does it work on objects with out of bounds geometry?

stuck oyster
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geometry cant be out of bounds?

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I dont know what mechanic is being used to to trace what is under the cursor though so no idea

silver zenith
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by bounds I mean bigger than the 100-ish meter size limit

stuck oyster
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I would say the selection detecion does stop at some point

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no idea what the limit is

hoary adder
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Hey, I wanted to get into Arma modding and make some vests which we wanted in our mil-sim unit, downloaded the arma toolbox for blender and official character example from BI to get started. When I tried to import the character into blender I got this stuff happening. I'm pretty new to modelling in blender...

stuck oyster
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this is normal @hoary adder, what you see is all the different lods that make up the model (visual and technical)

hoary adder
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Ah well is there any way to make it look better so i can use the model as a reference ?

still prairie
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just select the collection/lod 0

stuck oyster
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I would suggest studying how blender works via its manual and tutorials before jumping into Arma related making.

fierce rain
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Hello guys, i have a quick question. I want to import my model into the game and add hidden selection but i dont know how to generate the model.cfg. Do i need to link it somehow to the p3d?

main jasper
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When I pack one of my Models, I am having what appears to be a shader issue with some of them, it could also be a shadow issue.
https://imgur.com/a/3Tzv1n8
The biggest issue here is that prior to me repacking this mod, I had the same models in game with perfectly fine textures and shadows as seen in this picture:
https://imgur.com/a/KH5DAZY

I have a feeling it has something to do with the packing of the mod. I am using PBOProject and as a result of these shader issues, I am not seeing these building on my map anymore

stuck oyster
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first try packing them with rvmat removed to see if that does anything

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also do they use hidden selections?

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(terrain objects dont use those)

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also what shader are they using?

main jasper
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Tried packing them without RVMAT's already, same issue.
Checked my Shadow LOD again and made sure everything is closed and given selections.
There are no hidden selections being used.

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I must mention that I never touched any of the models in the pack except for making 3 new models and adding them to the pack. The only difference in before and after is the PBOProject version and even after i downgraded it still had the same issues

stuck oyster
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the pack?

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this does not sound good

main jasper
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LOL when I say pack I mean the PBO. It's a PBO with buildings for the Map.

modest beacon
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Hello everyone, have anyone tried to use proxy in tree models? I am experimenting with 2d tree lod not-a-bug feature, but cant setup proxy working

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i want to test if proxy usage can bypass arma 3 engine switching to last lod to early

still prairie
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hi you want what ?

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you want have the same lod without downgrade ?

modest beacon
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no, but i want to see if proxy will bypas >12 polygon trigger that switches lod to last in plane sight of binoculars or the scope

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here is the idea

still prairie
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no cause he select the best lod for his performance so if u have another lod with less faces or polygon he will choose him

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and you're calling the p3d by proxy right ? but it is the same p3d ?

modest beacon
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i basicaly wanted to see if one can trick the engine and have 4,5,8,10 lod with different proxies which will lower the polygon count more smoothly

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no, i am trying to use another p3d

still prairie
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ok

modest beacon
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this 2d lod bumping is really annoying and i decided to experiment a bit

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but i can't set proxy up, it just disappears

still prairie
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i check something

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so

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for lod's 4,5... you just need square with a texture

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for example in weapons we have proxy

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and the game choose different lod in proxy too

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if the weapon are render in the lod3 the model called by proxy will render at lod3 or 4

modest beacon
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if you have a square with a texture, you will have nice 2 or 3 detail lod transfere to sprite when you use binoculars

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you can even find an angle to trigger it with slight movement of sight

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so the whole point is to trick engine so it think it use worse lod which have only proxy triangle

still prairie
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yes but the proxy call another model right

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so the engine choose another lod in the other model

modest beacon
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and that one model has only 1 lod

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i.e. lod 3 stage of a tree, which is ignored by the engine

still prairie
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make the proxy in the lod 1 shift from the other tree and check if its appear

modest beacon
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problem is i cant get proxy working, so i have asked if anyone tried to use it in the tree

still prairie
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how do you call your proxy

modest beacon
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the copy of the model with only 3.0 lod renamed to 1.0 lod

still prairie
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you have 3 lods with the name 1.0 ??

modest beacon
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no, currently i try to use only one lod

still prairie
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ok so how do you call your proxy

modest beacon
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tree_proxy

still prairie
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yes but how do you create the proxy ?

modest beacon
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copy the model

stuck oyster
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absolutely wrong approach

modest beacon
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well, propper approach will be to tweak engine

stuck oyster
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there is a named property that can alter the lod change

modest beacon
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hmm

stuck oyster
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and if your tree swaps too fast, it means the the scene is too complex

modest beacon
stuck oyster
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its the engines method of trying to keep your hardware running

still prairie
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just make 5 lods and do square for the last

stuck oyster
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the amount of lods dont matter

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the switch is not linear

modest beacon
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yes, but this is made way to crude

stuck oyster
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it depends on the scene complexity

modest beacon
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its like you see 2nd lod of the tree, turn sight 1 cm to right and you see 2d lod

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can you point which one?

stuck oyster
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your hardware cant keep up then

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or you have too complex models

modest beacon
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anyone hardware cant and i have like 90 fps

stuck oyster
still prairie
stuck oyster
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anyway

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ther is loddensitycoef that can be used

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but it is likely to lower your fps

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try it out though

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also how complex and big trees you have?

modest beacon
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hm, i was trying the .25 and 1 values in adition to .75

stuck oyster
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did you read the description?

modest beacon
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i am experimenting with vanilla trees for private usage and quick implementation to game

stuck oyster
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ah

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A3 trees?

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private use or not

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its bannable thing

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I'll have no more to do with that

modest beacon
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Yea i see your point. I will switch to sample tree so we can proceed later

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i think every arma 3 player is really upset with that 2d tree bumping

stuck oyster
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good luck I suppose

modest beacon
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actually i have found out that sample tree is the one which is right in the center of screenshot

still prairie
modest beacon
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how do you think, can i experiment by changing that tree to sample one or this is not legit aswell?

still prairie
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but we will see

still prairie
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all stuff in arma 3 sample can be used

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all binarized p3d no

modest beacon
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look, the model from arma 3 samples is the on i shot before, so, would be discussion of tweaking its lods propper or not

stuck oyster
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Last thing I'll point out that the draw and stuff works differently in zooming

modest beacon
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Yea, and problem is only in zooming modes

still prairie
modest beacon
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ok i have transfered to sample tree model anyone can experiment on

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so picture one we see 2.000 lod of the tree (which i modified to easily spot the lod resolution number) https://imgur.com/wxzIkRU.png
Picture two: i turned the sight to the right a bit, where 2d lod bump usualy. But this time i made a proxy lod there. But for some reason proxy wont work https://imgur.com/kmrkAt6.png

stuck oyster
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Like I said, proxy does not work for this kind of thing

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and it would not be in anyway different

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proxy in this situation would be heavier than mesh

modest beacon
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yea but we cant use mesh

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model is not even showing its 3rd lod

stuck oyster
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there isnt really anything you can do about this

modest beacon
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i was really curious if someone was using proxy in vegetation, or may be encountered same problem when proxy just do not appear - may be i do somethig wrong

stuck oyster
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proxies have lower draw distance

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like I said

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proxies dont work for this kind of thing

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proxies have very specifc uses

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this aint one of them

modest beacon
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i dont know may be we should just keep activity in the feedback tracker

brittle comet
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What ya guys think of making more respirators or gas masks eh?

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Like the GSR, CF01, or the 93M, what are like newer military type gas masks

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Into arma 3

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I think that would be pretty nice

stuck oyster
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which one did you plan on starting with?

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its not a bad idea

brittle comet
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I'm not sure
I was just saying it as an suggestion idea for other people (If they did technically wanted to i guess)

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But i found an whole wiki of like gas masks and respirators, that would be useful

#

But i mainly wanted to have more gas masks that you can actually use then just only balaclava or tactical masks in general. Like in a firefight i'm pretty sure that shit ain't gonna protect you from getting shot right in the face

#

Not just that but flamethrowers as well

woeful viper
#

this is no "make this" suggestion channel. This channel is for people to learn and share experience.

#

This channel is not ment for you, UNLESS you want to learn how to make gasmasks (or whatever you desire) yourself and are prepared to invest the time to do that...

river kite
#

So, im having a real headache situation rn, currently importing a Helicopter, with the Advanced Flight Model the Rotors work fine and i can fly, with the Standard Model my Rotors get destroyed 2-3 Seconds after i turn on the engine. Anyone got an Idea why this happends ?

river kite
marsh canyon
#

How to make pboProject recognize my p3d's proxy and work properly ingame?
proxy:a3\brah\brah.001 <- this works but not shown ingame
proxy:p:\a3\brah\brah.001 <- pboProject doesn't like this but shown in buldozer

cerulean token
#

Does anyone have good guides for Object builder and Bulldozer ?

stuck oyster
#

there are no good guides for object builder @cerulean token

#

if you value your sanity you pick up a more modern 3d modeling tool and work in it and do as little as you can in OB

cerulean token
ocean patio
#

Anyone know where I can find the animation sources that seagulls use? Trying to make a custom bird but the seagull anims flap way too fast

stuck oyster
#

they dont have animationSource, they run RTM animations as far as I know

#

so you would have to do your own RTMs

ocean patio
#

Oh

#

How

stuck oyster
#

well it would also mean you would have to make all of the animations for it

#

as you would have to make your own skeleton shape

#

as there is no sample animation skeletons available

#
  1. Learn how to do skeletal animations in your choice of 3D modeling program
  2. get familiar with animal moveset configs
  3. put stuff together
ocean patio
#

Well, I know how to do the first one at least

stuck oyster
#

you could perhaps createa a derivate config of the seagul moveset too

#

and alter the animation playback speeds

ocean patio
#

That's possible?

stuck oyster
#

would not suggest it otherwise

ocean patio
#

Right

marble lava
#

Does it make sense to create models in engineering CAD software instead of blender? Asking because I know my way around fusion, but me and blender have always been in a kind of abusive relationship and that's just not good for my psyche

stuck oyster
#

Cad models turn into mesh models a bit poorly

#

So you can make out a highpoly model in cad, but the lowpoly game model usually works out better when done in blender/equivalent editor made for that purpose

#

Uv mapping/texturing is not a CAD thing either as far as I know. And there are few other things that likely mean you would have to use program other than fusion

woeful viper
#

You can use CAD as base. Parametric adaptability is really usefull at times ... If your model only has sharp corners it will translate OK. Not great, because CAD model will produce a watertight mesh (everything is fused), which is not always perfect for polycount.
But any free form shapes, or lots of fillets will cause the polycount to baloon.

median hull
#

Hi ! I've seen the script tab in Object Builder. Can we use it to for example delete all useless UV set of a p3d ? Thanks !

stuck oyster
#

possibly but how do you define useless uvset?

#

preferably you should make sure uv setup is done right in the source model

median hull
#

We just need one single uv set per lod per model. In fact, when we import from Blender, there is automatically 7 UV sets (in blender, just one). And we have a looooot of p3d to edit and something that can speed up the process would be cool lol

stuck oyster
#

if you get more uvsets, you dont have just 1 uv per object

#

or you have multiple objects of same lod that have different uvset names and they dont merge right

#

the exporters exports what you have

#

and if you have multiple uvsets then it is likely your uv mapping is spread around on those uvsets and removing them would also remove the mapping

median hull
#

Almost all UVsets are empty. The only one who contain something is the UVset 0. We use Arma Toolbox for blender

stuck oyster
#

yes and the toolbox does not add extra uvsets unless your source model has them

median hull
#

But these UV set are empty so, that confuse me lol

#

And, in game, there is no difference between having them and not having them

stuck oyster
#

yes the game uses only uvsets 0 and 1

#

but they do come from your source

median hull
#

Alright, so is there a way to delete the rest faster with script ? I don't know exactly how it work

stuck oyster
#

it is. just how to write such a script I got no clue

#

well there is o2script comref in the the OB folder

median hull
#

ALright, I will have a look at it thanks !

#

RemoveRedundantUV.bio2s

#

It's like god

#

Thanks you so much, that save me like 10 hours ?

marsh canyon
#

Had to ask, is it possible to make a p3d which is not possible to be included into an another p3d as a proxy?

stuck oyster
#

dont think so.

marsh canyon
#

Hmm, so I start to wonder why a certain p3d won't show as a proxy...

#

In my case, a3\boat_f_destroyer\Destroyer_01\Destroyer_01_hull_01_F.p3d and others

stuck oyster
#

how are you trying to set it up?

#

all into 1

#

and proxies inside proxies does not work so could be related to that

marsh canyon
#

Object Builder, Create > Proxy > a3\boat_f_destroyer\Destroyer_01\Destroyer_01_hull_01_F, that's it so far

stuck oyster
#

it does not work in game then?

#

from dozer

marsh canyon
#

🤔 The proxy path doesn't need P:\ right?

stuck oyster
#

no

marsh canyon
#

...Or am I crazy or something's wrong on my end? In my buldozer P:\ is required to show a proxy

stuck oyster
#

ah

marsh canyon
#

Neither of P:\ and nothing works in game, though

stuck oyster
#

you may need this in the settings

marsh canyon
#

Oh it's working in Buldozer

#

Yeah that's a bingo

stuck oyster
#

yeh just tested it myself too. does not seem to load as proxy

marsh canyon
#

Yeah, I can see the proxy if I change the path into like a Black Wasp II, just not for Liberty parts

stuck oyster
#

the mast seems to work

still prairie
#

the differents part of the boat are called by a script with memory point

stuck oyster
#

yes for the normal use

marsh canyon
#

I'm aware. Just wondered

still prairie
stuck oyster
#

could be something how they are configured

polar fiber
#

Might need a cfgnonaivehicles class to proxy in some cases

stuck oyster
#

yeh

runic plover
stuck oyster
#

the ship parts possibly have some special config stuff so that they work with the multipart system

runic plover
leaden sun
#

aim to head, good choice.
Awesome animation too, replicates the tiberian sun animation to a T.

runic plover
leaden sun
#

I might have some when 2022 rolls around

#

That's just textures (and maybe UV mapping) right? not LOD's or anything?

runic plover
#

UV mapping and texture work, like you did years ago with the GDI Wolverine in Arma 1 (which was great work)

gloomy hemlock
#

is there any tutorial on texturing some basic blender model anywhere? only talking about the texture not the config stuff

stuck oyster
#

theres plenty of tutorials on how to do stuff in Blender

#

just dont look for anything Arma specific

gloomy hemlock
stuck oyster
#

you'll need to understand texturing first before you can understand the arma specifics

gloomy hemlock
#

Ok than. Anything i should avoid?

#

Like for example PBR or some stuff like that?

stuck oyster
#

start from uvmapping and how to apply a texture to a model.
possibly check out how texture baking works.

PBR as it is does not transfer to Arma but you can learn how to texture with that just fine and then figure out the changes Arma needs later.

gloomy hemlock
#

Oh ok great
Will look after that stuff

#

Thanks

stuck oyster
#

Imo Its good to first forget any Arma limitations and just learn about the basics etc

#

its easier then to figure out more specific stuff

gloomy hemlock
#

Ok. Maybe i will also benefit from that later when arma 4 drops

gloomy hemlock
charred bolt
#

Yes Harlekin. The UV is a map of how a flat 2d texture wraps onto the complex shapes of your weapon.

acoustic fractal
#

hi! apologies if this isn't the right channel for this but I wanted some input on an outfit I've been working on and off on for a while now namely the shoes that I just did

#

I'm not really sure something as unseen as shoes really need any more detail

stuck oyster
#

well for low poly modle that could work. they do often have a bit more roundness these days on the best resolution lod

#

depends a lot on how you texture them

#

highpoly - lowpoly bake could probably fill in a lot

acoustic fractal
#

yeah I was hoping for whatever I do when I cross the bridge of texturing and normals and such that it'll make it come together

#

I model almost too low poly sometimes and go nuclear over individual vertices

final torrent
#

Is there any 10-20 minute tutorials how to import vehicle in arma. On youtube i found 4 hours but it is to much to watch. I already have model and textures.

stuck oyster
#

no

#

its a multi part process that can not be properly explained in 10-20 minutes

#

there is no skipping the learning

final torrent
#

😔

#

Guess the long path then

warm spindle
#

hello how to i set multiple UVs for a single model ?

#

i have my model show up in game but only white shows up for part with second UV. i had an initiall model but wanted to add a face shield without altering the texture ,hence the second UV

stuck oyster
#

You use same uv0 but another material/texture.

ashen egret
#

I'm new to Arma 3 modding so I was wondering, how do I make custom helmets?

stuck oyster
#

as in how to model them or what comes after that?

ashen egret
#

modeling them

#

i don't know if i have to extract any files or anything

stuck oyster
#

you cant extract models from the game

#

that is forbidden

#

all models need to be made from scratch

ashen egret
#

got it, thanks

stuck oyster
#

there are sample models in the steam Arma 3 Samples

#

they contain examples of the necessary technical parts and configs

ashen egret
#

alright

#

thank you

deft flame
#

Anyone have a link to anything that could teach me how to import just a basic crate in game

still prairie
marble ravine
#

When configuring a vehicle with Physx how do you stop it from skiing?
When taking any turns at speed my vic just starts gliding. I assume it has to do with the friction decreasing but how do you configure this>

charred bolt
#

There are a whole bunch of related things that can give you issues, but assuming most of the basics like Geo mass, wheel moi, sprungMass, springStrength and damperRates are roughly correct, you'll want to experiment with 3 values in class Wheels{}
latStiffX, latStiffY and longitudinalStiffnessPerUnitGravity.

#

There's also frictionVsSlipGraph, but I'd start with the 3 above.

marble ravine
#

Physx is thonk

marble ravine
#

The calculation for peakTorque isn't on the linked wikipedia page anymore, any tricks?

charred bolt
#

I tend to use real life data for engine and transmission system, including researching peak torque and torque v rpm curves for the vehicle being modelled.
Mostly resulting performance from the physx engine is quite accurate. However, for some vehicles, such as tanks, the peak torque is often one of the values that needs to be artificially increased beyond real life, in order to cope with players expectations about being able to climb 60 deg mountains with a degree of speed.
So...start by finding out the real peak torque (in Nm), couple it with a torque curve suitable to the engine type, be very careful about the gearbox design, and if you still can't go up hills, increase the peak torque until you reach an acceptable rate.

woeful viper
#

realism... (yes, vanilla tanks can do it too). Something is just seriously wrong with friction / gravity force calculation in the game.

marble ravine
charred bolt
#

If you've got the correct speed on the flat, but too slow up hills, it'll be a combo of gearbox ratio's, torque curve and peakTorque/min maxOmega values

marble ravine
#

Why it is omega anyway

charred bolt
#

because it's measured in radians per second

#

idleRPM and redRPM are used only for audio, whereas minOmega and maxOmega are the important ones for rpm range...why they chose 2 different measurement systems I've no idea - probably physx engine came from external source

marble ravine
#

the more you know

#

On a different note, I tested some penetration (Drive past some MG emplacements) and this happend https://ibb.co/NrmW1N0, there is a specifick point on the armour plate where an impacting vanilla 12.7mm round just "teleports around". Any idea what is happening

#

a 12.7mm round doesn't penetrate the armour in usall conditions, the plate is set to 100mm thickness

woeful viper
#

read the biki article, what you do doesnt work

marble ravine
#

That information is incorrect

#

This does work

woeful viper
#

i highly doubt that, because i ran extensive tests

charred bolt
#

Do you have overlapping fire geometry components? Or are they very thin?

marble ravine
#

Not intersecting but yes, the red metal armour is spaced away from the hull of the vehicle

#

and modeld about 8cm thick. Should be sufficiant.

woeful viper
#

you probably have multiple plates next to each other? At joints, there is a risk of bullets glitching through, because they have no volume

#

intentionally overlapping edges on joints is a way around it, but also has quirks to watch out for

charred bolt
#

The FG/HP model is so 'wooly' it's probably best not to worry about unusual, hard to repeat, edge cases like that, it'll do your sanity no good at all.

marble ravine
#

The pattern looks a lot like internal fragmentation, like that of the result of a HESH shell. The vehicle is supposed to be a scrapyard type vessel having its armour be weak on the edges (where it has been weakend by improper welding) is a pretty good realism aspect. XD Thanks for the help. I'll give that explanation if anyone start asking questions

stuck oyster
#

sanity and arma modding dont go hand in hand

marble ravine
#

When I did SQF focused modding my mind was whole, but Physx and Hitpoints have melted my brain.

round bloom
#

Do Multimats not support _CA textures? PepoSad

woeful viper
#

no, alpha maps are not possible. Only as _mc or _dt texture (as overlay over diffuse textures)

stuck oyster
#

you really dont want a lot of alpha transparent surface either

#

that can be bad for fps

woeful viper
#

you mean overdraw?

stuck oyster
#

yeh

woeful viper
#

its only noticebale if you can view many objects through the transparent surface. Not if its just covering the floor

stuck oyster
#

yeah it varies. but I though better to give the heads up of potential drawbacks

woeful viper
#

y, it can backfire quite badly if you think you can just alpha the crap out of something

round bloom
#

Yeah, just trying to save sections and include a couple CAs within a multimat but RIP that idea

round bloom
#

Whats the correct way to kinda force the NOHQ details to show when the light conditions don't do it by default?

#

In-game a texture looks like this

#

I want to get that detail out so it actually looks like office ceiling tiles like it is supposed to

stuck oyster
#

render blotches and shadowing to the CO texture

#

Id recommend taking a look how Armas vanilla textures for similar materials look like

round bloom
#

I get it in principle, but I'm using Substance so trying to minimise manual extra steps, was hoping I could make the NOHQ more prevalent somehow

stuck oyster
#

nope

#

shading needs light

#

you probalby shouldb e able to do it in substance just as well

round bloom
#

Found a workaround (all be it very dodgy)

#

Exported as 2D view in Substance so it exports the material view instead of per layer, then used that as the CO

stuck oyster
#

👍

#

Albedo used in PBR is not suitable for CO texture on its own

marble ravine
#

when giving a model headlights, how do you make the modeled lamp have an emissive colour aswell? I have the reflector class working fine, besides this point

stuck oyster
#

there is usualle separare emissive and possibly partially transparent plane over lamps that is hidden/unhidden by lights toggle

marble ravine
#

Figured it out, just scaled the model up a bit, it has being blocked by the unlit feature

marble ravine
#

The texture for the vanilla vehicle license plates seems to be separate from the main texture files. Anyone know where it would be located? Not talking about the actual lettering, I know that is done with platesInfos in config.

outer bough
#

Would a 32k Triangle Model show up in arma?

stuck oyster
woeful viper
#

but only if you bring flowers

still prairie
round bloom
#

There isn't any good list out there of vegetation/trees/plants is there? I need to proxy in some to a building for a garden type area but struggling to find good ones

still prairie
#

you can check plants with the mod eden extended objects they all come from arma

#

you can place it in the editor

stuck oyster
#

proper mesh could perhaps work better

#

you could just reuse the existing textures

marble ravine
#

I am having trouble adding break lights that function to my model now. The emissive parts work, but the arma isn't hiding them. I have selectionBrakeLights = "brzdove svetlo"; in my config and a proper brzdove svetlo selecion in the model. Yet no dice.

rough idol
#

check if brake lights selection is not part of other selection like camo

marble ravine
#

Yup, there was a selection lurking. Thanks

halcyon bluff
#

Are there more recent Tutorials for getting assets from Blender to Arma? Everything i can find is very old and borderline unusable for Blender 2.8 and above.

#

Ive installed the ArmaToolbox, but its barely documented at all.

livid canyon
#

You can also import a3 sample models into blender and see how they look in the toolbox settings.

halcyon bluff
#

@stuck oyster do you recommend a way to learn those things ?

stuck oyster
#

well basically the methods are the same

#

only thing that has changed is the UI

#

and where some of the buttons are

#

but the "what needs to be done" is the same

stuck oyster
#

indeeed the samples can help

halcyon bluff
solid sonnet
#

Hi guys, I'm importing a model into OB and I'm using Blender's ARMA Tools to export P3D, but OB seems to recalculate some of the model's settings

#

How do I export the model correctly?

stuck oyster
#

that link cant be accessed

#

you need to paste link to picture not the message

stuck oyster
#

perhaps you dont have O2 Script exe path set up right

#

or you have not marked those edges as sharp

#

though you can save polygons by not cutting the screws into the side

#

just have it solid under the screw heads

solid sonnet
stuck oyster
#

in the addon settings

#

O2script.exe is in ObjectBuilders install folder

solid sonnet
#

OKEY

#

let me see

#

To add, this is the model I imported into OB and then re-exported, the edge of the marker was originally relying on the normal for sharp edges, but after entering the OB normal sharp edges of this function disappeared

stuck oyster
#

blender export does not export custom vertex normals

#

so you might not be able to get that work

solid sonnet
#

I want to try to import FBX, but I don't know why my OB can't import FBX, before my OB could, but after I reinstalled it, it didn't work

solid sonnet
#

New question, this is the model I imported using FBX

stuck oyster
#

this is in OB?

#

looks like smoothing groups have not come in properly

#

whats the model from?

solid sonnet
solid sonnet
stuck oyster
#

Id suppose those things can be a bit of hit and miss if they are easy or hard to convert to Arma use

#

I dont really do FBX importing to Arma so I dont have any advice on that

solid sonnet
#

allright thanks.

half dagger
#

Hello, I am looking to learn how to make models and assist for arma. Any sources that have an explanation of the process?

stuck oyster
#

first you pick a 3d modeling program

#

then start watching and doing tutorials for it

#

after you have learned how to make models, textures and the works

#

you can start looking what Arma models require

frozen geyser
#

@solid sonnet try breaking the model down into multiple p3ds then joining them in object builder.

red charm
red charm
#

No, I have opened the model to check it, because I was not able to get the container on my vehicle using ViV, until I have stretched the ViV area in memory LOD of the vehicle. So I have found out that, the p3d model of the container is 90 degrees rotated. You are not able to load it on HEMTT too. If you load the small container, you will see, that it is also rotated 90 degrees.

desert notch
#

If you're on dev branch it should be working rn

red charm
#

Good. I will check it.

stuck oyster
white jay
stuck oyster
#

wrong rvmat type, not _Ca texture on the lens, no alpha sorting on the lens (OB thing Alpha - mote to top)

#

possibilities

white jay
#

RVmat and _ca texture prefix are in place, I assume selecting the lens then Faces>Move to Top could work?

stuck oyster
#

possibly

#

does the whole model use_CA texture?

#

or are the solid parts _CO

white jay
#

No, just the lens.

#

My mistake might have been selecting the entire goggle set and moving it to top

#

I'm tempted to say it's not an issue with the Goggles themselves at all, because they work fine with vanilla headgear.

stuck oyster
#

thats possible

white jay
#

^ Same goggles on a vanilla helmet, so it's definitely the Virtus helmet itself, though I have no clue what the issue could be

stuck oyster
#

whats virtus helmet?

#

probalby from some mod?

#

if so, then it likely has some bug in it

white jay
#

It's my own mod, I'm tempted to say there's a property that the resolution LOD should have but is missing.

stuck oyster
#

could be problem with the helmets texture or rvmat too

frozen geyser
#

@white jay do you have the render flag nozwrite in the rvmat

renderFlags[] = {NoZWrite};

white jay
#

I input that into the goggles RVMat, but the lens just disappears, yet again on the helmet exclusively.

white jay
#

Issue persists, I can't imagine what could be causing the issue but it's definitely specific to the helmet.

stuck oyster
#

the helmet had _CO texture?

#

does that _CO texture have any alpha transparency in it

#

say outside of the UV mapping

#

and what kind of rvmat do you have on it?

white jay
#

I just copied the RVMAT for the ECH (equip1.rvmat)

#

The odd thing is that at some point previously it worked fine. I'll see if changing the texture prefix to _CO works

white jay
#

Nope, issue persists. Can't think what's not working, weirdly there's old screenshots where the helmet isn't bugged and I can't think why it's not working anymore

stuck oyster
#

@white jay you cant just change the suffix to _CO you have to convert it to .paa with the _CO suffix in the source files name

#

the suffix tells the .paa conversion what rules to use for the conversion

white jay
#

I did.

stuck oyster
#

can you pastebin your rvmats

stuck oyster
#

alright this looks to be pretty normal

white jay
#

I'm tempted to say it's something within the model itself, maybe it's missing a property in OB or something like that

runic plover
white jay
marsh jewel
#

yo bros im trying to import a M4 from Arma2 to Arma3, so used objectbuilder, add proxies, repositioned and rescaled etc, and its now working correctly.

Problem is there's another variant of that M4 (different rails) that i also want to import, how would i make this new one the same size & proportions as the first one i imported? any tips?

thanks!

woeful viper
#

repeat the same things... also, why would you need to rescale? o0 Scale has never changed in arma

marsh jewel
#

yea but problem is i absolutely forgot the steps lol was just messing around til i got it right yourekillingme

#

hmm well the arma2 M4 was a bit small apparently, and some mags were clipping thru the magwell

#

it works fine with its own mags but i wanted to use the proxies of a3 so had to rescale it a bit bigger

stuck oyster
#

OB is not really the best for that kind of thing

marsh jewel
#

i see, so whats the best workflow

#

really new to this side of modding, figured out about the config and selections stuff, but still in the blind when its about editing the models

woeful viper
#

just select a few faces and pull them out (you can also use coordinate input) if you want a quick job

#

if you want to go deeper into modelling, forget O2, learn blender

marsh jewel
#

so would the ideal workflow be to edit models in blender and use OB specifically to add selections and make p3ds only?

stuck oyster
#

by using blender one can basically skip almost all things OB

marsh jewel
#

i see, one question, the a2 model doesnt have a bolt selection modeled, in theory this can be added with blender right?

stuck oyster
#

yes

marsh jewel
#

awesome thanks

unreal jolt
#

Is there anyone that knows anything about modeling custom heads? I have put somthing together but no matter what I keep getting somthing called "bad file format" im losing my mind trying to figure this out and dont know what ive done wrong

#

side note this is my first time dabbling in models but i follow another example to a T

stuck oyster
#

there is nothing special about format etc wise with heads

#

there must be something wrong you do with creation of the p3d

unreal jolt
#

ok so I got it fixed but now the head that i was working on appears between the legs of the character

#

how do i go about fixing that?

runic plover
unreal jolt
#

nope no idea what that is

#

@runic plover lemme rephrase that I dont know how to make one anyway

unreal jolt
round bloom
#

Are there any good examples out there of how to set up animations properly for something like a garage door? I don't want to do the generic hide it in something routine ,got a door split into multiple sections that I want to move together but along a curved kinda axis

#

All my tests so far don't work very well

woeful viper
#

this is the most asked door question in history of arma...

round bloom
stuck oyster
#

hide in it routine is the simplest thing

#

making it roll is a looot more advanced animation sequencing

mental wave
#

Hey folks, so i have a model as part of Exile extension im making for base building but im trying to do cursorObject setObjectTextureGlobal [0, "\a3\data_f_kart\Flags\flag_redburger_co.paa"]; ontop of my texture but it will not work and i cant figure out why is there something im missing on my model ?

small olive
#

Hi, I'm still working on an UAV model, my question is what does a wheel supposed to do when increasing the sprungMass of it?

frail pumice
#

does the AI consider firegeometry at all when shooting at targets? or is there just a specific memory vertex or model center-of-mass or whatever that it shoots at

stuck oyster
#

There is a aim point memorypoint if I recall right. But geometry in general is not considered

#

Usually the point is in the middle of the thing.

#

And also if the point is obstructed but rest of a thing is visible si won't fire

small olive
#

it's zamerny afaik

stuck oyster
runic plover
#

not sure if its the right channel to ask

doing a MLRS turret and added rocket proxies to it
everything works fine, rocket proxies are going away while firing rockets etc until magazine is empty

ive added more magazines to the turret, when its reloading to the second magazine, the rocket proxies are still gone

is there a trick, or did I miss something that the rocket proxies are again visible when second magazine is loaded? or will the rocket proxies only work for 1 magazine and you have to reammo at supplypoint?

unreal jolt
#

anyone at all, just tell me why 😦

#

why it look like dis

runic plover
unreal jolt
#

didnt change anything

#

though only editing I did was throw in the bust from samples move the eye a bit and then this happens

#

I have no experience in modeling this is my first go

runic plover
#

ok, go into OB
select whole Head and press F5 and try again ingame

unreal jolt
#

alrighty

#

recalulate normals? then export the model again?

runic plover
#

you work in OB or you work in blender?

#

OB (Object Builder)

unreal jolt
#

blender

runic plover
#

in OB is F5 recalculate normals, dont know where it is in Blender

unreal jolt
#

I can use both

runic plover
#

ok so do it in OB

unreal jolt
#

so

#

this what i got now sooo it did a thing

#

just kinda looks like I took a lube bath after being underground for 20 years

runic plover
#

kekw2 but the weird darkening stuff has gone

#

looks like you miss something of rvmat file

#

go into OB, select head and press E

#

and send picture here

runic plover
#

a3\characters_f\heads\data\m_white_01.rvmat

put this in bottom line

unreal jolt
#

somthing tells me I need to change all these paths to my custom RVMAT/textures

#

should I put my custom RVMAT there?

runic plover
#

or that yeah

#

maybe try first with my variant if it works

#

and then change to yours, just to get the errors out first and get it to the basic with what you can work with

unreal jolt
#

alrigth will do

runic plover
#

👍

#

and i see one more error

#

your top line has something weird at the end

#

[]

#

something like this

#

change it to this:

a3\characters_f\heads\data\m_white_01_co.paa

#

yours is this:

a3\characters_f\heads\data\m_whi[]

thats not correct

unreal jolt
#

alright i changed them twice but it keeps reverting back and not saving or somthing

#

is there anything else I need to press other than "Apply"?

runic plover
#

Apply and then OK and then check again if its done

unreal jolt
#

this is what it keeps giving me

#

I dont know why it keeps reverting it back

runic plover
#

ok

#

go into OB

#

copy this:

a3\characters_f\heads\data\m_white_01_co.paa

#

in OB you go to:

Tools / Mass Texture & Material Renaming

#

select this weird:

a3\characters_f\heads\data\m_whi[]

and bottom line (new name: you replace it with:

a3\characters_f\heads\data\m_white_01_co.paa

then click rename, save and test

unreal jolt
#

alright also pressed E again its showing the new one now in that list of stuff do I need to go ahead and add the RVMAT line as well again?

runic plover
#

if rvmat line is correct as like above of my pic its alright then

runic plover
unreal jolt
#

alright no errors this time but still looks the same lube drentched head and pale face

runic plover
#

you got the bulldozer also configurated?

#

model viewer

unreal jolt
#

eh I have no idea what that means so imma go with no

runic plover
#

not sure if it works with installation normally but when you open OB (so your head model), click to the red icon with a golden hammer and sickle

unreal jolt
#

alright

#

dont really see that icon anywhere

#

I see an icon that looks badly rendered and could be that and it opens up a drop down menu

runic plover
#

its the only red squared icon

unreal jolt
#

clicked it and it opened up a drop down menu

#

think I have to set it up I see a lost on what I need to do on google ill do that real quick

shrewd jay
unreal jolt
#

probably not because I dont know what that is

shrewd jay
#

Are you using my Toolbox? If so, o2script.exe is in a fsubolder inside the same folder ObjectBuilder is in.

unreal jolt
#

Dont know what im using I just have whats called ArmaToolbox downloaded as an addon in blender

#

again I know nothing about the modeling process I tried watching some tutorials on youtube but most were older videos so the stuff they were going to was in different places and named differently since blender has been updated so I didnt get too far

shrewd jay
#

Go into the Addons list in Blender and find the Arma Toolbox entry. There is a triangle to the left were you can open up a panel. There should be an empty field with a file chooser button. Click that, find ObjectBuilder, then look for a folder named O2Script, go into that folder an find o2script.exe, select it and click ok. That should be it.

unreal jolt
#

what will this do exactly?

shrewd jay
#

It will make sure that you don't have to load anything into ObjectBuilder and press F5 anymore.

unreal jolt
#

hell i never figured out what that did either

storm estuary
#

Hello, I'm new to Arma modding.

I felt like since I'm getting my bearings down I might as well start simple, so I'm thinking of adding this one special sci-fi vehicle to the game by making a mod for it.

The model itself doesn't have any wheels, since it's supposed to hover across the ground. It also does not have any guns attached to it to make things simple. However I've modelled it as an obj file, and I have the .mtl file as well for the textures.

Wondering if anyone experienced with importing and modding vehicles would be able to help me out with this, since it's my first time doing something like this.

I have the model with me if anyone needs to see it in order to be able to help.

stuck oyster
#

Ok so you will want to start with something simpler.

#

Not a vehicle that is not natively supported by the engine (Hover vehicle)

#

And what modeling program have you used?

storm estuary
stuck oyster
#

For Blender you want to get the toolbox addon mentioned in the above conversation. It exports directly to Armas P3d format

storm estuary
stuck oyster
#

Also remember to set up the O2script path mentioned above

shrewd jay
#

This one

storm estuary
storm estuary
drowsy sail
#

So, as far as I can tell there are two approaches to have a weapon magazine.... One approach is to include the magazine as a named selection within the model

The other is where the model of the magazine is used and presumably configured via a proxy on model - is my understanding correct?

drowsy sail
#

Okay so, I've got a weapon in the game, that works as intended for the most part - with the exception of any optics.

The ironsights work absolutely fine, and the optics are mounted on the weapon in the correct direction, but when I look down the scope, it seems my view is directly to the right, seemingly exactly 90 degrees?

Is this a missing memory point or a config issue? Or both?

#

Currently has LOD 1, Geo and Memory - I did see a post about needing 'Pilot' LOD but apparently if it's not present, it'll just use LOD 1 instead - so I've discounted that as an issue?

stuck oyster
#

Missing memorypoint possible

drowsy sail
#

Which memory point? I've got the 'eye' point

stuck oyster
#

Dunno. Check the optic example for clues perhaps

#

Not bad idea to add the pilot view either

drowsy sail
#

Not sure if that's a bad strategy

stuck oyster
#

Yes it is

#

In case you don't do separate, more detailed pilot view lod it's few clicks to copy paste it

drowsy sail
stuck oyster
#

I don't remember exactly what optics model needs but the sample optics should provide the essentials if I remember right

drowsy sail
#

Okay, but just for clarity, not trying to create my own optics, just get attached existing ones to face the correct direction

#

Thanks for your help so far, I'll see if the Pilot LOD makes a difference

storm estuary
stuck oyster
#

make models, export them etc I suppose

storm estuary
stuck oyster
#

in case the goal is to make models and put them in game, yes 😄

eager mauve
#

I would like to import a FBX model into arma 3 (make a unit) ? somone can help me out ?

quick terrace
stuck oyster
#

those models would require quite a lot of rework to fit Arma

storm estuary
#

Sorry

#

:>>>>>>>>>>>>>>>>>

#

I'll hop in the configs channel now I guess

flat breach
#

what does TrackBLL do

stuck oyster
#

@flat breach where?

flat breach
#

in object builder

#

the samples car has it in the memory LOD

stuck oyster
#

they are tire track memorypoints

#

BackLeftLeft if I recall right

#

so left rear wheel, left side point

flat breach
#

Ah. Not vital then

shrewd jay
#

Isn't that where the tyre tracks come out?

flat breach
#

Just more of a quality of life thing

stuck oyster
#

why bother to even make a car if it does not have all the features

#

those points take like 5 minutes to set up 😛

shrewd jay
#
        /// memory points where do tracks of the wheel appear
        // front left track, left offset
        memoryPointTrackFLL = "TrackFLL";
        // front left track, right offset
        memoryPointTrackFLR = "TrackFLR";
        // back left track, left offset
        memoryPointTrackBLL = "TrackBLL";
        // back left track, right offset
        memoryPointTrackBLR = "TrackBLR";
        // front right track, left offset
        memoryPointTrackFRL = "TrackFRL";
        // front right track, right offset
        memoryPointTrackFRR = "TrackFRR";
        // back right track, left offset
        memoryPointTrackBRL = "TrackBRL";
        // back right track, right offset
        memoryPointTrackBRR = "TrackBRR";```
flat breach
#

Im aware that it takes little to no time to set it up. However if it isnt vital, i dont want to be sat around trying to get it point perfect when theres bigger things to worry about before hand

stuck oyster
#

👌

flat breach
#

Could just not be an ass about it

ocean patio
#

What exactly does changing skeleton pivots do to a model's animations? Like, by using a custom one, but using the dog CfgMoves, could one feasibly make a Chihuahua or, on the opposite end of the spectrum, Clifford?

ocean patio
#

I ask because I have a unit whose model is about thrice the size of a soldier, and I want to use the soldier locomotion animations on it. Simple issue, really, just with a not-so-simple solution, I assume

stuck oyster
#

no

#

animations can no be scaled

#

@ocean patio

ocean patio
#

Hmm

stuck oyster
#

so you will need to make new set of animations for the new skeleton

#

and no there is no way around this

#

custom sized characters == pain in the arse amount of work

ocean patio
#

What a shame

stuck oyster
#

it can pay off though

#

custom characters can be very cool

shell jolt
gloomy hemlock
stuck oyster
#

Like everyone plays with it due to the smaller frame and that sweet hit geometry edge it gives? XD

gloomy hemlock
#

tiddies

#

nah basically thats a thing im especially missing for the civilians. will be great to get some women

flat breach
#

But women dont exist

limber meteor
#

Hey, model gurus, could you help me with ladder question please? How do you ensure you are facing ladder when on it. I found 2002 note by Suma on the forum that says you need to offset end point slightly so it is "more in". Is this still the case? This means on very long ladders you would be hovering over ladder at the start and goin into the ladder at the end, is this the situation?

desert notch
limber meteor
#

I saw some mention of vertices but not sure what they meant

desert notch
#

actually iirc there was one object that didn't work properly like this. let me test it again

limber meteor
#

please

rough idol
#

yes, ladders need to be slightly inclined - even some minimal difference is enough

ebon orchid
#

i see we got a man of great wisdom

rough idol
#

difference can be even as small as 0.001 which means practially (ladders below 50m height) its rather unlikely to reach misalignment as you mentioned

desert notch
gloomy hemlock
limber meteor
#

So you have 2 choices, either build perfectly vertical ladder and move memory points or have them relative to the ladder and then tilt ladder when you add it to the building?

rough idol
#

basically yes

#

in any case, tilting memory points is not that big issue - more often people are trying to do 1:1 ladders from real life which doesn't fit Arma animations at all

limber meteor
#

more often people are trying to do 1:1 ladders from real life which doesn't fit Arma animations at all
could you explain it?

rough idol
#

usually it boils down to either wrong spacing between rungs or wrong width of ladder

stuck oyster
#

@limber meteor does your inquiry mean adaptive ladder movement soon™️

arctic carbon
#

I am trying to make a helmet retexture and it shows up at waist level instead of on the character's head, is this something to do with model.cfg? I can't find clear instructions on how to write that and it has been a long time since I tried working on this

median bough
#

you don't alter any model related files for a retexture

arctic carbon
#

maybe retexture isn't the best word, but adding a new helmet with the same model as heli pilot helmet but with a logo stamped on

median bough
#

so you add another skin to an existing helmet?

arctic carbon
#

yes, as a separate item in the arsenal

median bough
#

share your config plz

arctic carbon
median bough
#

don't "overwrite" an existing vanilla class

#

gimme a sec

stuck oyster
#

@arctic carbon have you altered the P3d?

arctic carbon
#

I'm not sure, it's been a while, I don't even know where I would find that in my file structure

#

I don't see any p3d files in my mod folder

median bough
#

you don't edit vanilla models

#
{
    class H_HelmetB;
    class YOUR_NEW_CLASS: H_HelmetB
    {
        author = "Missile Magnet";
        scope = 2;
        displayName = "292nd Heli Pilot Helmet";
        picture = "mm_headgear\data\logo.paa";
        model = "\A3\Characters_F\Common\Helmet_Heli";
        hiddenSelections[] = { "Camo" };
        hiddenSelectionsTextures[] = { "mm_headgear\data\custom_heli_helmet_co.paa" };
        class ItemInfo : HeadgearItem
        {
            mass = 30;
            uniformModel = "\A3\characters_f\common\helmet_heli";
            modelSides[] = { TWest };
            hiddenSelections[] = { "camo" };
            class HitpointsProtectionInfo
            {
                class Head
                {
                    hitPointName = "HitHead";
                    armor = 6;
                    passThrough = 0.5;
                };
            };
        };
    };
};```
arctic carbon
#

ok thanks, I have to go now but I will try this

arctic carbon
median bough
#

ah, sorry... forgot to add parent class.
add class HeadgearItem; before class H_HelmetB;

arctic carbon
#

I just tried that and it launched but the helmet is gone

#

ok I think it was because I capitalized Gear

median bough
#

also, add weapons[] = {"YOUR_NEW_CLASS"}; (or whatever you class is called) to class CfgPatches

arctic carbon
#

should I just put cfgpatches back at the top?

median bough
#
{
    class custom_heli_helmet
    {
        units[] = {};
        weapons[] = {"YOUR_NEW_CLASS"};
        requiredVersion = 0.1;
        requiredAddons[] = {a3_characters_f};
        author = "Missile Magnet";
    };
};
 
class CfgWeapons
{
    class HeadgearItem;
    class H_HelmetB;
    class YOUR_NEW_CLASS: H_HelmetB
    {
...
...
...```
arctic carbon
#

so the difference between what I had and the one you edited is the new one inherits from H_HelmetB instead of ItemCore?

median bough
#

no.
the old you had was replacing (and possibly screwing up) the original helmet. the one i gave you leaves the original helmet as is, it just creates a new asset using the original asset as a base

#

try to remove this part completely since it is already defined in the original helmet / parent class

        {
            mass = 30;
            uniformModel = "\A3\characters_f\common\helmet_heli";
            modelSides[] = { TWest };
            hiddenSelections[] = { "camo" };
            class HitpointsProtectionInfo
            {
                class Head
                {
                    hitPointName = "HitHead";
                    armor = 6;
                    passThrough = 0.5;
                };
            };
        };```
arctic carbon
#

now it's in the right place, but it appears to be some tan combat helmet merged with a black one

median bough
#

looks like you have a texture issue now.

#

did you copy the original texture to your files and added the logo to it?

arctic carbon
median bough
#

is it just the logo, or is it the logo applied to the original texture and then renamed?

arctic carbon
#

it is the logo applied to the texture

#

I also have a paa called logo in that folder that is just the logo

#

not entirely sure why I did that

#

so hiddenSelections[] = { "Camo" }; is selecting something? and then hiddenSelectionsTextures[] = { "mm_headgear\data\custom_heli_helmet_co.paa" }; should be setting the skin of the helmet to that texture?

median bough
#

hiddenSelections[] = { "Camo" }; defines where to put the texture in/on the model
hiddenSelectionsTextures[] = {"mm_headgear\data\custom_heli_helmet_co.paa" }; defines what texture to apply

arctic carbon
#

and "Camo" is just the external texture?

median bough
#

no. camo is the selection named in the model

arctic carbon
#

any idea why it isn't working?

median bough
#

here'S an example of a CUP helmet to give you an idea how this works (does not mean this is the same for all models / names):
the model has two selections, one is called camo and defines only the chin strap, the other is called camo1 and defines the actual helmet. this means, the helmet actually uses two textures

#

now you know what the name(s) in hiddenSelections[] refer to

arctic carbon
#

and where would I find what hiddenselections go where

median bough
#

the original helmet you are using has only one selection, meaning one texture.
this is the original texture: \A3\Characters_F\BLUFOR\Data\equip1_co.paa
did you use this to apply your logo on?

arctic carbon
#

equip1_co looks like some sort of nato uniform

median bough
#

this didn't answer my question 😉

arctic carbon
#

I did not, I think I used helmet_heli_blk_co

median bough
#

if the texture you are trying to apply does not look like this (with your logo on), it will not work

#

the helmet must have this texture setup

arctic carbon
#

and that will result in a logo on a heli pilot helmet?

median bough
#

no, not "magically"

#

please share a picture of the exact helmet you are trying to add the logo on

arctic carbon
#

the paa or just the in game helmet?

median bough
#

i'm getting the feeling that we are working with the wrong model here

marsh jewel
#

yo bros is it possible to combine a vanilla model with another model? (ex. vanilla hat combined with a headset)

median bough
#

in game

marsh jewel
#

i see, im curious so how is something like this achieved then

#

he modified vanilla comanche

median bough
#

he did not modify the model

marsh jewel
#

then what did he do

#

cause thats what im trying to achieve

arctic carbon
median bough
#

no worries tho

#

gimme a sec

#

what's the name of that helmet again?

arctic carbon
#

Heli Pilot Helmet [NATO]

median bough
#

you had the wrong model and wrong parent class. try this

{
    class custom_heli_helmet
    {
        units[] = {};
        weapons[] = {"helmet_292"};
        requiredVersion = 0.1;
        requiredAddons[] = {a3_characters_f};
        author = "Missile Magnet";
    };
};

class CfgWeapons
{
    class H_PilotHelmetHeli_B;
    class helmet_292: H_PilotHelmetHeli_B
    {
        author = "Missile Magnet";
        scope = 2;
        displayName = "292nd Heli Pilot Helmet";
        picture = "mm_headgear\data\logo.paa";
        model = "A3\Characters_F\Common\headgear_helmet_heli";
        hiddenSelectionsTextures[] = { "mm_headgear\data\custom_heli_helmet_co.paa" };
    };
};```
desert notch
arctic carbon
median bough
#

nope. copy as i posted it

marsh jewel
#

is there like a feature for helicopters that let you switch pylon models?

arctic carbon
#

it worked

median bough
#

🤘

arctic carbon
#

the logo is upside down and too big, but it worked

#

thanks

median bough
#

you're welcome

arctic carbon
#

any recommendations on tutorials where I can actually learn to understand this and make it from scratch, and maybe make some guns?

#

and where can I find those class names?

median bough
#

well, jumping right into making models seems to be a bit out of your league at this moment. you should do some retexture mods first to get a feeling for it.
there are quite a few beginner tutorials on the interwebz already.
use the in game config browser to find class names and model paths.
i've made a small sample/tutorial config for CUP retextures. have a look
https://gitlab.com/CUP_Public/cup-public-repo/-/tree/master/retexture config template/ABC_CUP_Retextures

sleek estuary
#

Anyone know why my friend can't load my vehicle in game when it works perfectly fine for me?

ashen mason
#

Cause your friend doesn't have a sexy pfp like yoi

#

@sleek estuary

terse scroll
charred bolt
terse scroll
#

Thanks, I'll continue looking into my issue then. I was in SFM but when reading the value with animationSourcePhase but it didn't work. That script worked with "altBaro" though

#

Just wanted to make sure that animation source actually exists

errant forge
#

Wierd question, if I'm making a request for some1 to make a m1128 mgs Stryker , updates texture , like what would it cost or such ?

flat breach
#

a lot

bright echo
#

I'm trying to track down an issue that i've been noticing with alpha textures, i thought it was originally caused by face sorting or something but i've been having it happen when it's a lone alpha texture

it's sort of subtle to see in this instance but is very obvious ingame in motion (the flickering around the compasses lines on the outer edges)
(cant find a good place to upload) https://cdn.discordapp.com/attachments/657478480333635595/913978138906730526/aliasingError.mp4
will need to fullscreen to notice it

#

I have it happening on the dials in a planes cockpit too and it plus emissive textures makes it go full tv static looking

bright echo