#arma3_model
1 messages · Page 175 of 1
there is quite a lot that could be cleaned up in there
but such things could mess up the textures depending on how well its made
lot of unknowns
by description its more meant for rendering purposes
ok so best thing i would ask the guy that made those models if he can make them way easier?
sure but i guess this would be cheaper than getting someone to make that thing from scratch

what would be a poly count thats ok for infantry weapons?
he does low-poly which are all between 10k and 20k
for a pistol that is quite a lot in Arma
hm ok. would that be ok for assault rifles and stuff that size?
its at the high end if I recall right
model looks ok by quick glance but its not really possible to evalueate if it would work in Arma as well
the texture types are also wrong since its PBR and Arma uses different shading method
would it be a big problem to change that?
yes
but also you are unlikely to find straight arma compatible texturing online either
and by yes, I mean because you need to ask, it will be difficult
ok. so i would only be able to use the 3d model without a texture then?
well model needs textures
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)
hzm ok thanks for that information
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
heyo i have a question how do i open the arma 3 sample p3d into blender
These are all at the same time of day and shadow distance settings?
You need the arma toolbox for blender by Alwarren and then use "import"
were can i find the tool box
See pinned messages in this channel
ty
is it supposed to take me to a place were i can view the code but not the download file
im new to this ngl lol
just trying to learn
youtube been kinda a bitch ngl
If you scroll down a little you'll find this
https://github.com/AlwarrenSidh/ArmAToolbox/releases/tag/v3.0.4-alpha
holy shit ty
mind if i send you a screen shot of the addons section to make sure i did it right
Tbqh, I have no idea. I just know where to find stuff and where to read up 😉
i gotcha
oh that's interesting, I just placed my buildings on tanoa and noticed almost no shadow banding, but on my custom map I use default stratis lighting and the shadow banding is terrible
Is there anything in map settings relating to shadow cascades or a way in which the shadows might spread?
not that I've seen, I haven't looked much into custom lighting
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.
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
hmm, this might be entirely a map lighting thing
!code
```sqf
// your code here
hint "good!";
```
↓
// your code here
hint "good!";
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;
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.
-
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
-
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
Any ideas?
is the model modeled to face correct front direction?
is the dirver proxy properly set up to face to the correct direction?
not moving cold indicate no existing/faulty physX wheel setup where wheels do not touch ground = cant move forward
assign weights, put a model.cfg in the same folder with the .p3d and define .p3d in it
i think i did it already https://docs.google.com/document/d/102Y-ZMCJ91bHVo_yD5oj89yfAUsF4GQH-fKw0R5xlEA/edit
I can't open it
permission needed
also you need to set a named property "autocenter=0"
to the geometry LOD
Does anybody know how rvmat are working? My cars looking like plastic and wan´t them to look a little bit better
I already looked onto it and didn´t help me
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)
i looked onto some custom rvmat and saw some paa´s with nohq and all the stuff. Is that for the shadows and depth? https://pastebin.com/4pLf577s
For really good looking vehicles you will need to make a set of textures, not just the _co.
_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.
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";```
Shadows are produced by mesh in another LOD in the p3d, "ShadowVolume 0.000".
https://community.bistudio.com/wiki/LOD
Hey i am new to all this and i am down to learn allot how do i start this?
depends what is your goal
To be honest like clothes and guns
Like from people to clothes to guns
do you have any experience on the subject?
as in what kind of baseline are we talking here
I do not know anything
like i am here really to learn learn
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
then progress to tutorials about texturing and uvmapping etc
@charred bolt i just changed the specular and all the stuff...
Does anybody know how i can add a smoke effect to a damaged engine?
to number 2 if not fixed yet
did you add Mass to your Geometry LOD?
and also did you a Geometry Phys LOD?
If you did a Geometry Phys LOD, take care it should not touch the ground.. means if you did a Geometry for the tracks in the Geometry LOD, do not use this Geometry of tracks for the Geometry Phys LOD or your tank will not move
probably around 10k
for any game.
also question is pretty moot since arma modding tools are non commercial
but in case they were not the expertise required is worth more than 10k
and you said animate it etc
not just making the character
and high quality character art costs too
for me not too hard. but I have years of experience under my belt.
assuming you speak of my stuff for Lost Dragons
well like I said the putting into Arma part can not be paid for as the tools are non commercial
you can commission 3D models though
throwing money around is not really a solution in mod making
it mainly attracts scammers
you can link pictures here
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.
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.
moreover just making the model is not all of what is involved which ramps up the cost of commision models
and when you said animated I assumed you meant complelely new animations which is its own thing altogether
well that probably would mean you would want a game ready character
maybe somewhere around 2k then 
nowhere
well you might find "game ready" characters
but nothing guarantees they are ready for Armas specifications
like I said, money is not a shortcut in modding
Those you posted would not work in Arma very well. they would look pretty horrible
and well they would require a lot of work to get them into the game even
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)
no
also those are for unreal
I dont think their license allows use outside of it
indeed it is quite a lot more than people usually think when they get the idea of new character
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
well you would be commissioning someone to spend their time and expertise too
and I doubt if you were asked to work for peanuts you would be very happy for that
3D model making = time consuming work just like anything else
Most successful projects are done by hobbyists who dont get paid at all
like CUP and RHS and ACE and the many terrains etc
the makers do those on their own time and learn the stuff because they enjoy it
and well like what Im doing with Lost Dragons, Its a hobby and I dont get paid for it
but it has taken time to learn to do all the stuff
yah no offence taken, just wanted to put it out there how I see it.
And I get that you have good intentions. It just does not quite work out like that
probably might get some insight to it from there
but it also needs to be certain shape etc to work
and joints need to be made in certain way to look ok
lot of things really
there is no simple way to explain it
https://cdnb.artstation.com/p/assets/images/images/025/944/947/large/warden_1-render6.jpg?1587413141 guys, I'm wanting to make the 3D model of this Wilcox Flip mount, but I don't find any reference of this part that have at least the measurements in the metric system, so if anyone has already made this part there for the weapon mods, any reference or even who have this real piece and can send me the exact measurements, even with the imperial system, I would appreciate it 😄
in case you dont find any info elsewhere you could try contacting the manufacturer and explain what you are doing and ask for assistance
it's true, i will try this, thank you very much
Standard Rail is 22mm wide, so you can ballpark estimate all the other measurements
view seems to be orthographic too (or Perspective FOV is really low), so its even easier to measure from the image
is there any program, where I give an exact measure of a point and show the lines that I want the measure based on estimates in the first one?, I've seen programs that give perspective and camera angles based on vectors, because I couldn't there is something with measurements haha even if it is something approximately.
any image editing program with a ruler function will do the trick
or 3d modeling program if you can match the camera angle
there is something to note though
if you cant find the exact measurements, then nobody else can either
and nobody will be able to actually measure them in game
and for a thing that small, nobody will care if the edge chamfer is 1mm or 3mm
indeed
got it, thanks guys
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!
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
Does anyone ever use O2? I remember trying it years ago and found it horrible lol
there are few people who work in it
it takes a lot to learn too and has some limits with the tools
marvelous things can be done with it if one knows how to.
buut learning more modern programs is usually more easier and more beneficial
Anyone looking to make a unit some custom uniforms for some money? DM me
Thanks
Hey anyone know how to make a equipment/headgear into arma 3
Need some help with blender
Anyone?
state the problem and if someone knows they might answer when they are online
@brittle comet
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
I'm not sure if the addon is outdated tho because blender did had some updates
latest version of ArmaToolbox can be found on the ArmaToolbox github page
I have already downloaded them
And extract the files to the blender script addon folder
then you will need to fix the zip folders as github adds extra folder to the stucture
That's kinda gay
I wasn't trying to give attitude, so i'm not looking for an argument
Tho i do still want the help to figure out the issue
Like you want me to install the latest version right?
like I said, you need to fix the zip folders so it installs correctly
it has armatoolbox\armatoolbox\stuff
when it needs to have armatoolbox\stuff
Yea, but you want me to get the latest version right?
Because i might setting it up the incorrect way
you said you already got the latest version
code - download zip
thats the latest one
its just that when you use that download it adds the extra folder
I will eventually figure it out
Does anyone know how i could get the arma 3's helmets?
you cant.
Arma 3 Samples\Addons\Test_Character_01\A3_headgear_example.p3d
you can start with this
👆
Yea it's to prevent copyright?
it is forbidden yes
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?
Grabbable?
hi i've a problem with nvg. I make my own model like always but they not on my head in game. I have the model.cfg and the weight in o2 but still not working correctly
some pictures of o2 and in game:
https://ibb.co/qJs1hJ2
https://ibb.co/ZHT2zQ4
https://ibb.co/r6S4jjp
model.cfg :
https://pastebin.com/jjAR3KA5
Model.cfg class name must match the nvg item P3d name
What's the P3d name?
gpjvn_proxy_off.p3d
gpjvn_proxy.p3d
Why do you proxy in the name?
cause the main p3d of nvg in game are named with _proxy
without "_proxy" i've the same problem
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?
I think no cause sections are needed for hiddenselections but i try
nop not working
for nvg ?
yes
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
so property name and
name:
autocenter
value:
0
give it a try
can I see the model.cfg? (I can't open the pastebin links)
in screenshot ?
ok
it's too big 😄
you can just send me the model.cfg in dm's
oh
yes
done
for me it's the weights cause it's the only things changed
the selection are good, the model too the only things is weights
solved thanks all
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?
geometry cant be out of bounds?
I dont know what mechanic is being used to to trace what is under the cursor though so no idea
by bounds I mean bigger than the 100-ish meter size limit
I would say the selection detecion does stop at some point
no idea what the limit is
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...
this is normal @hoary adder, what you see is all the different lods that make up the model (visual and technical)
Ah well is there any way to make it look better so i can use the model as a reference ?
just unselect the different collection in your blender. At the top right corner you see collection and object. collection are the little white box and object are the little orange triangle
just select the collection/lod 0
I would suggest studying how blender works via its manual and tutorials before jumping into Arma related making.
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?
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
first try packing them with rvmat removed to see if that does anything
also do they use hidden selections?
(terrain objects dont use those)
also what shader are they using?
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.
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
LOL when I say pack I mean the PBO. It's a PBO with buildings for the Map.
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
i want to test if proxy usage can bypass arma 3 engine switching to last lod to early
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
here is the idea
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
and you're calling the p3d by proxy right ? but it is the same p3d ?
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
no, i am trying to use another p3d
ok
this 2d lod bumping is really annoying and i decided to experiment a bit
but i can't set proxy up, it just disappears
i check something
so
for lod's 4,5... you just need square with a texture
for example in weapons we have proxy
and the game choose different lod in proxy too
if the weapon are render in the lod3 the model called by proxy will render at lod3 or 4
if you have a square with a texture, you will have nice 2 or 3 detail lod transfere to sprite when you use binoculars
you can even find an angle to trigger it with slight movement of sight
so the whole point is to trick engine so it think it use worse lod which have only proxy triangle
yes but the proxy call another model right
so the engine choose another lod in the other model
and that one model has only 1 lod
i.e. lod 3 stage of a tree, which is ignored by the engine
make the proxy in the lod 1 shift from the other tree and check if its appear
problem is i cant get proxy working, so i have asked if anyone tried to use it in the tree
how do you call your proxy
the copy of the model with only 3.0 lod renamed to 1.0 lod
you have 3 lods with the name 1.0 ??
no, currently i try to use only one lod
ok so how do you call your proxy
tree_proxy
yes but how do you create the proxy ?
copy the model
no this does not work
absolutely wrong approach
well, propper approach will be to tweak engine
there is a named property that can alter the lod change
hmm
and if your tree swaps too fast, it means the the scene is too complex
very interesting, is it listed there? https://community.bistudio.com/wiki/Arma_3:_Named_Properties
its the engines method of trying to keep your hardware running
just make 5 lods and do square for the last
yes, but this is made way to crude
it depends on the scene complexity
yes it is there
its like you see 2nd lod of the tree, turn sight 1 cm to right and you see 2d lod
can you point which one?
anyone hardware cant and i have like 90 fps

arma can't use 100% of your hardware
anyway
ther is loddensitycoef that can be used
but it is likely to lower your fps
try it out though
also how complex and big trees you have?
hm, i was trying the .25 and 1 values in adition to .75
did you read the description?
i am experimenting with vanilla trees for private usage and quick implementation to game
ah
A3 trees?
private use or not
its bannable thing
I'll have no more to do with that
Yea i see your point. I will switch to sample tree so we can proceed later
i think every arma 3 player is really upset with that 2d tree bumping
actually i have found out that sample tree is the one which is right in the center of screenshot
yes but we all know it's arma and all new modders want beautiful assets all times and I think the performance is going to get worse and worse if everyone starts finding tricks to bypass the engine
how do you think, can i experiment by changing that tree to sample one or this is not legit aswell?
but we will see
if the sample are public you can if not u can't
all stuff in arma 3 sample can be used
all binarized p3d no
look, the model from arma 3 samples is the on i shot before, so, would be discussion of tweaking its lods propper or not
Last thing I'll point out that the draw and stuff works differently in zooming
Yea, and problem is only in zooming modes
if it's the same it's ok i think
ok i have transfered to sample tree model anyone can experiment on
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
and here is the proxy model : https://imgur.com/MYGak6F.png
Like I said, proxy does not work for this kind of thing
and it would not be in anyway different
proxy in this situation would be heavier than mesh
there isnt really anything you can do about this
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
proxies have lower draw distance
like I said
proxies dont work for this kind of thing
proxies have very specifc uses
this aint one of them
https://feedback.bistudio.com/T126021
there is a ticket link
i dont know may be we should just keep activity in the feedback tracker
What ya guys think of making more respirators or gas masks eh?
Like the GSR, CF01, or the 93M, what are like newer military type gas masks
Into arma 3
I think that would be pretty nice
I'm not sure
I was just saying it as an suggestion idea for other people (If they did technically wanted to i guess)
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
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...
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 ?
fixed it, the rotor_center points were missing in the memory Lod
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
Does anyone have good guides for Object builder and Bulldozer ?
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
That's how I've been doing so far, the UI is so unintuitive
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
they dont have animationSource, they run RTM animations as far as I know
so you would have to do your own RTMs
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
- Learn how to do skeletal animations in your choice of 3D modeling program
- get familiar with animal moveset configs
- put stuff together
Well, I know how to do the first one at least
you could perhaps createa a derivate config of the seagul moveset too
and alter the animation playback speeds
That's possible?
would not suggest it otherwise
Right
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
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
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.
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 !
possibly but how do you define useless uvset?
preferably you should make sure uv setup is done right in the source model
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
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
Almost all UVsets are empty. The only one who contain something is the UVset 0. We use Arma Toolbox for blender
yes and the toolbox does not add extra uvsets unless your source model has them
But these UV set are empty so, that confuse me lol
https://imgur.com/a/lRwpUUD screenshot of my Object Builder
And, in game, there is no difference between having them and not having them
Alright, so is there a way to delete the rest faster with script ? I don't know exactly how it work
it is. just how to write such a script I got no clue
well there is o2script comref in the the OB folder
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 ?
Had to ask, is it possible to make a p3d which is not possible to be included into an another p3d as a proxy?
dont think so.
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
how are you trying to set it up?
all into 1
and proxies inside proxies does not work so could be related to that
Object Builder, Create > Proxy > a3\boat_f_destroyer\Destroyer_01\Destroyer_01_hull_01_F, that's it so far
🤔 The proxy path doesn't need P:\ right?
...Or am I crazy or something's wrong on my end? In my buldozer P:\ is required to show a proxy
Neither of P:\ and nothing works in game, though
you may need this in the settings
yeh just tested it myself too. does not seem to load as proxy
Yeah, I can see the proxy if I change the path into like a Black Wasp II, just not for Liberty parts
the differents part of the boat are called by a script with memory point
yes for the normal use
I'm aware. Just wondered
yes
could be something how they are configured
Might need a cfgnonaivehicles class to proxy in some cases
yeh
Not sure..
My Nod TickTank deploy animation is using a vanilla crater as proxy and i did not configured it anywhere.. maybe it is by BI already like that configurated, i dont know 😅
Also some BI vanilla structures are using proxies for placed objects / furniture
Nod Tick Tank animation preview
the ship parts possibly have some special config stuff so that they work with the multipart system
Yes these ship parts have other config classes for the compartement system
aim to head, good choice.
Awesome animation too, replicates the tiberian sun animation to a T.
Thank you sir ✌
Im still looking for a texture artist if you have free time 🤪
I might have some when 2022 rolls around
That's just textures (and maybe UV mapping) right? not LOD's or anything?
UV mapping and texture work, like you did years ago with the GDI Wolverine in Arma 1 (which was great work)
is there any tutorial on texturing some basic blender model anywhere? only talking about the texture not the config stuff
theres plenty of tutorials on how to do stuff in Blender
just dont look for anything Arma specific
Yeah sure but iirc ArmA needs a different kind of texture than basically any other game or stuff made via blender
you'll need to understand texturing first before you can understand the arma specifics
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.
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
Ok. Maybe i will also benefit from that later when arma 4 drops
Ok getting a bit into it. So I basically need to know how to texture a weapon via uv unwrapping instead of procedural texturing?
Yes Harlekin. The UV is a map of how a flat 2d texture wraps onto the complex shapes of your weapon.
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
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
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
Ok thx for that Info
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.
no
its a multi part process that can not be properly explained in 10-20 minutes
there is no skipping the learning
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
You use same uv0 but another material/texture.
I'm new to Arma 3 modding so I was wondering, how do I make custom helmets?
as in how to model them or what comes after that?
you cant extract models from the game
that is forbidden
all models need to be made from scratch
got it, thanks
there are sample models in the steam Arma 3 Samples
they contain examples of the necessary technical parts and configs
Anyone have a link to anything that could teach me how to import just a basic crate in game
i don't have any links but u can check how their made in "a3\weapons_f\ammoboxes\config.cpp" if you have the Arma 3 Tools install correctly. if not you can check it : https://forums.bohemia.net/forums/topic/190353-howto-work-drive-setup-bulldozer/
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>
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.
Physx is 
The calculation for peakTorque isn't on the linked wikipedia page anymore, any tricks?
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.
realism... (yes, vanilla tanks can do it too). Something is just seriously wrong with friction / gravity force calculation in the game.
Thanks for the advice. I'll apply it on the next vehicle I try this on. Right now I have a "working" solution, just need to tweak the uphill performance can't go beyond 10 kph.
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
Why it is omega anyway
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
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
i highly doubt that, because i ran extensive tests
Do you have overlapping fire geometry components? Or are they very thin?
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.
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
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.
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
sanity and arma modding dont go hand in hand
When I did SQF focused modding my mind was whole, but Physx and Hitpoints have melted my brain.
Do Multimats not support _CA textures? 
no, alpha maps are not possible. Only as _mc or _dt texture (as overlay over diffuse textures)
you really dont want a lot of alpha transparent surface either
that can be bad for fps
you mean overdraw?
yeh
its only noticebale if you can view many objects through the transparent surface. Not if its just covering the floor
yeah it varies. but I though better to give the heads up of potential drawbacks
y, it can backfire quite badly if you think you can just alpha the crap out of something
Yeah, just trying to save sections and include a couple CAs within a multimat but RIP that idea
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
But the NOHQ has detail like this: https://i.gyazo.com/70e8df1a2e80281ca5f16aa651bdfa77.jpg
I want to get that detail out so it actually looks like office ceiling tiles like it is supposed to
render blotches and shadowing to the CO texture
Id recommend taking a look how Armas vanilla textures for similar materials look like
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
nope
shading needs light
you probalby shouldb e able to do it in substance just as well
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
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
there is usualle separare emissive and possibly partially transparent plane over lamps that is hidden/unhidden by lights toggle
Figured it out, just scaled the model up a bit, it has being blocked by the unlit feature
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.
Would a 32k Triangle Model show up in arma?
Yes
but only if you bring flowers
u can bake the normal map to the base color map it can help sometimes
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
you can check plants with the mod eden extended objects they all come from arma
you can place it in the editor
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.
check if brake lights selection is not part of other selection like camo
Yup, there was a selection lurking. Thanks
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.
You can also import a3 sample models into blender and see how they look in the toolbox settings.
Nope
@stuck oyster do you recommend a way to learn those things ?
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
Thats a good idea.
indeeed the samples can help
Yeah thats one of the main issues i face though. Finding all the options.😂
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?
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
How do I set up O2 Script exe?
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
blender export does not export custom vertex normals
so you might not be able to get that work
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
this is in OB?
looks like smoothing groups have not come in properly
whats the model from?
yeah in ob
I bought it on the CGtrader
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
allright thanks.
Hello, I am looking to learn how to make models and assist for arma. Any sources that have an explanation of the process?
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
@solid sonnet try breaking the model down into multiple p3ds then joining them in object builder.
Why are vanilla models of containers rotated 90 degrees? 😩
https://ctrlv.cz/WgMK
Are you attaching them?
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.
ViV cargos will have a rotation property
If you're on dev branch it should be working rn
Good. I will check it.
Opening binarized models is strictly forbidden don't do it again.
Anyone know what might be causing this? On the helmet I've been working on specifically the lens of the goggles makes everything behind it greyed out, but it's transparent and shows literally every other piece of headwear. It's worth noting that the Goggles are in the NVG slot for headwear.
https://cdn.discordapp.com/attachments/785583913611165767/910166859922440243/unknown.png
wrong rvmat type, not _Ca texture on the lens, no alpha sorting on the lens (OB thing Alpha - mote to top)
possibilities
RVmat and _ca texture prefix are in place, I assume selecting the lens then Faces>Move to Top could work?
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.
thats possible
^ Same goggles on a vanilla helmet, so it's definitely the Virtus helmet itself, though I have no clue what the issue could be
whats virtus helmet?
probalby from some mod?
if so, then it likely has some bug in it
It's my own mod, I'm tempted to say there's a property that the resolution LOD should have but is missing.
could be problem with the helmets texture or rvmat too
@white jay do you have the render flag nozwrite in the rvmat
renderFlags[] = {NoZWrite};
Which rvmat you mean?
I input that into the goggles RVMat, but the lens just disappears, yet again on the helmet exclusively.
Issue persists, I can't imagine what could be causing the issue but it's definitely specific to the helmet.
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?
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
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
@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
I did.
can you pastebin your rvmats
alright this looks to be pretty normal
I'm tempted to say it's something within the model itself, maybe it's missing a property in OB or something like that
Try this:
In the model (OB), select your goggle's lens (the transparent stuff, all faces of it)
Ctrl + C
Delete them (if transparent stuff is merged together with the goggle's hull, press D and delete all single points)
Ctrl + V
Pack it, go test ingame
Report if it worked or not
I tried that, but as I said whatever the issue is, it resides on the helmet model. I did make some progress though. It seems to only happen when the helmet has the meshes of certain attachments joined to it, right now the only thing I can join to its mesh in Blender is a Bowman headset. Outside of that, everything else breaks.
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!
repeat the same things... also, why would you need to rescale? o0 Scale has never changed in arma
yea but problem is i absolutely forgot the steps lol was just messing around til i got it right 
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
OB is not really the best for that kind of thing
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
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
i dont really understand how to do that 
and yes i am going to start learning blender
so would the ideal workflow be to edit models in blender and use OB specifically to add selections and make p3ds only?
by using blender one can basically skip almost all things OB
i see, one question, the a2 model doesnt have a bolt selection modeled, in theory this can be added with blender right?
yes
awesome thanks
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
there is nothing special about format etc wise with heads
there must be something wrong you do with creation of the p3d
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?
You did a model.cfg for it and in cfgModels the name is the same called like your xyz_head.p3d?
nope no idea what that is
@runic plover lemme rephrase that I dont know how to make one anyway
scratch that I figured it out. now the only problem is my model looks like this https://media.discordapp.net/attachments/697967001511133256/910949173745049640/unknown.png?width=1249&height=701
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
this is the most asked door question in history of arma...
One with any reasonable and well documented answer? I've done digging online and can't find much in the way of ideas or solutions that work
hide in it routine is the simplest thing
making it roll is a looot more advanced animation sequencing
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 ?
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?
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
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
it's zamerny afaik
make sure you have a HiddenSelection https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#hiddenSelections
Thank you
Sounds familiar! Could very well be that. 👍 👍
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?
can you do a test, turn off shadows in your graphic settings and if its still like this (to know if its a shadow issue in your model)
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
ok, go into OB
select whole Head and press F5 and try again ingame
blender
so yes, do that, i do not work with blender, i do all my stuff in OB
in OB is F5 recalculate normals, dont know where it is in Blender
I can use both
ok so do it in OB
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
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
somthing tells me I need to change all these paths to my custom RVMAT/textures
should I put my custom RVMAT there?
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
alrigth will do
👍
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
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"?
Apply and then OK and then check again if its done
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
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?
if rvmat line is correct as like above of my pic its alright then
like this
alright no errors this time but still looks the same lube drentched head and pale face
eh I have no idea what that means so imma go with no
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
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
its the only red squared icon
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
You probably have not set the path to O2script.exe in the Arma Toolbox settings
probably not because I dont know what that is
Are you using my Toolbox? If so, o2script.exe is in a fsubolder inside the same folder ObjectBuilder is in.
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
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.
what will this do exactly?
It will make sure that you don't have to load anything into ObjectBuilder and press F5 anymore.
hell i never figured out what that did either
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.
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?
Blender, sir
For Blender you want to get the toolbox addon mentioned in the above conversation. It exports directly to Armas P3d format
Ah I see
Alright I've got the mod downloaded and enabled in Blender
Also remember to set up the O2script path mentioned above
This one
I set it now
I set it, so what do I do know sir?
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?
Ah nevermind, just answered my own question by stumbling upon the wiki page for it. https://community.bistudio.com/wiki/Arma_3:_Magazine_Proxies
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?
Missing memorypoint possible
Which memory point? I've got the 'eye' point
Dunno. Check the optic example for clues perhaps
Not bad idea to add the pilot view either
Yeah was planning to do this after I was 100% with the model, save having to duplicate change cross-lod or even just repeatedly recreating LODs
Not sure if that's a bad strategy
Yes it is
In case you don't do separate, more detailed pilot view lod it's few clicks to copy paste it
Yeah see this is where I think I'm missing something. If the optic is attached to the weapon via a proxy, surely the optic model itself has memory points to determine what direction it's facing in?
I'll try adding the Pilot LOD and see where I get to
I don't remember exactly what optics model needs but the sample optics should provide the essentials if I remember right
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
Also, Goat, I was able to set the 02Script Path for the Blender plugin, is there something I have to do now?
make models, export them etc I suppose
Ah, and then find out how to make configs for them I assume
in case the goal is to make models and put them in game, yes 😄
Ah yes, 😄
I would like to import a FBX model into arma 3 (make a unit) ? somone can help me out ?
https://www.renderhub.com/ with this website
#arma3_model channel has an emphasis on maker bit
those models would require quite a lot of rework to fit Arma
Oh yeah, this is not the configs channel this is the model maker's channel
Sorry
:>>>>>>>>>>>>>>>>>
I'll hop in the configs channel now I guess
what does TrackBLL do
@flat breach where?
they are tire track memorypoints
BackLeftLeft if I recall right
so left rear wheel, left side point
Ah. Not vital then
Isn't that where the tyre tracks come out?
Just more of a quality of life thing

why bother to even make a car if it does not have all the features
those points take like 5 minutes to set up 😛
/// 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";```
Im making sure I can get the thing functioning right now. If I fuck it up somehow, its nothing vital being lost
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
👌
Could just not be an ass about it
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?
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
Hmm
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
What a shame

still waiting for you custom women. will be a gamechanger imo
Like everyone plays with it due to the smaller frame and that sweet hit geometry edge it gives? XD
tiddies

nah basically thats a thing im especially missing for the civilians. will be great to get some women
But women dont exist
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?
based on a few objects I have tested before it is true (at least I didn't find any other way...)
I saw some mention of vertices but not sure what they meant
actually iirc there was one object that didn't work properly like this. let me test it again
please
yes, ladders need to be slightly inclined - even some minimal difference is enough
i see we got a man of great wisdom
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
yeah no. the ladder I was talking about is inclined too 
in real life yes. but in arma they will exist when hogo finishes his work
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?
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
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?
usually it boils down to either wrong spacing between rungs or wrong width of ladder
@limber meteor does your inquiry mean adaptive ladder movement soon™️
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
you don't alter any model related files for a retexture
post your config on pastebin.com and share the link here
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
so you add another skin to an existing helmet?
yes, as a separate item in the arsenal
share your config plz
@arctic carbon have you altered the P3d?
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
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;
};
};
};
};
};```
ok thanks, I have to go now but I will try this
I got an error File mm_headgear\config.cpp, line 12:/CfgWeapons/helmet_292.ItemInfo: Undefined base class 'HeadgearItem' tried googling the base class names, got here https://arma.fandom.com/zh/wiki/Arma_3_Characters_And_Gear_Encoding_Guide#Headgear_configuration not sure if I need to do class:ItemCore or something
ah, sorry... forgot to add parent class.
add class HeadgearItem; before class H_HelmetB;
I just tried that and it launched but the helmet is gone
ok I think it was because I capitalized Gear
also, add weapons[] = {"YOUR_NEW_CLASS"}; (or whatever you class is called) to class CfgPatches
should I just put cfgpatches back at the top?
{
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
{
...
...
...```
so the difference between what I had and the one you edited is the new one inherits from H_HelmetB instead of ItemCore?
Here is what I have right now, https://pastebin.com/LKb8iFPD the helmet is still at waist level and the custom logo on the helmet is missing
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;
};
};
};```
now it's in the right place, but it appears to be some tan combat helmet merged with a black one
looks like you have a texture issue now.
did you copy the original texture to your files and added the logo to it?
I have a .paa file with the logo on it called custom_heli_helmet_co.paa in my data folder
is it just the logo, or is it the logo applied to the original texture and then renamed?
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?
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
and "Camo" is just the external texture?
no. camo is the selection named in the model
any idea why it isn't working?
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
and where would I find what hiddenselections go where
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?
equip1_co looks like some sort of nato uniform
this didn't answer my question 😉
I did not, I think I used helmet_heli_blk_co
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
and that will result in a logo on a heli pilot helmet?
no, not "magically"
please share a picture of the exact helmet you are trying to add the logo on
the paa or just the in game helmet?
i'm getting the feeling that we are working with the wrong model here
yo bros is it possible to combine a vanilla model with another model? (ex. vanilla hat combined with a headset)
in game
no
i see, im curious so how is something like this achieved then
he modified vanilla comanche
he did not modify the model
https://imgur.com/aGJfWEh I want to add a logo to the side of this helmet
jep... you got the absolute wrong model in your config then. you where trying to apply the pilot helmet texture to the infantry combat helmet 😄
no worries tho
gimme a sec
what's the name of that helmet again?
Heli Pilot Helmet [NATO]
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" };
};
};```
it's open source. you can just see his files on GitHub
do I need class HeadgearItem; here?
nope. copy as i posted it
yea im looking through right now, he seem to only used new models for the pylons
is there like a feature for helicopters that let you switch pylon models?
it worked
🤘
you're welcome
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?
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
Anyone know why my friend can't load my vehicle in game when it works perfectly fine for me?
Does the "collective" animation source work for anyone? It is mentioned in https://community.bistudio.com/wiki/Model_Config but I can't get it to work
Yes, but it only works on Standard Flight Model. There's collectiveRTD for AFM.
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
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 ?
a lot
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
https://cdn.discordapp.com/attachments/423013172769849348/913996246358835210/planedials.mp4 heres another example on the plane dials
