#arma3_model
1 messages · Page 177 of 1
thanks for this link, helped out alot 😄
Looking at a model in ODOL, I see a MassReciprocal of .000238 .... which seems small, but I can't find a definition of what that variable is, or how it interacts w/ the engine. Does anyone here have a definition (or better yet, a link)???/ TIA.
('Seems' because to my vastly limited recollection, I've only ever seen a '1' in that variable... )
Been working on a pool table and here is my current progress:
https://youtu.be/uDlvLuCsRJw
Was curious if I could fine tune any of the physics to behave better, currently I have a custom surface to remove friction between the table and balls but it seems that there is very little rebound and the transfer of momentum between balls doesn't work very well. It'd be nice to get it to behave a little bit better if possible. I think being able to modify the elasticity of the collisions would be the most desirable
I think the texture on a pole I'm making is being rendered transparent, any idea how to fix this?
https://cdn.discordapp.com/attachments/566060230824165383/925879601102717048/20211229173345_1.jpg
use correct suffix and dont have transparency in the texture
in ob select your alpha faces and move them to the top.
that's the result of a _ca with 100% opacity, it always shows the scene generated ambient occlusion behind it
strongly advise against using it for solid objects, use _co to convert the transparency to a mask (saves a texture with an alpha channel to include opacity but it's 0-1, it is transparent or it is not) if you must, but _ca files do not recieve shadows casting on them.
That's what I did, I used _CO.png and the image is opaque
And converted it to paa
I'm gonna try saving it as a jpg
Then converting to paa
Hello comunity.
Somebody can help me.
I need use player name like text on hidden texture uniform
you cant have dynamic text on texture
so you would need to have enough letters as separate hidden selections to be able to write name dynamically
duplicated physical lods 0 and 1, resolution 1.0 - how to fix this? resolution as far as can see is 1.0 already, but, LOD? 0 and 1?
it means lods 0 and 1 are same
replied to in #arma3_config
It may have converted oddly since you did not use a .tga
I don't think it's the image that's the problem
I deleted the alpha channel, still does it.
I tried other textures that are known to work on other models and they give the same issue when on this fence object
https://cdn.discordapp.com/attachments/566060230824165383/926173045826154566/20211230130042_1.jpg
it's almost as if the whole model is rendered as transparent
so the pole is part of a fence with transparent texture?
yes
so the texture works fine on other objects
https://cdn.discordapp.com/attachments/566060230824165383/926176307006537778/20211230131348_1.jpg
but it acts up on the poles of the fence
what type of rvmat shader does it use?
one sec lemme check
a pretty basic metal shader
super shader
I've used the rvmat on other objects and it works fine with those
those objects probably dont have the transparent wire fence on texture also on the model?
only on the faces that make up the transparent part
no they dont if you're talking about the other objects
is the wire and solid parts on same texture?
no, 2 separate textures
what rvmat does the wire part use?
one sec
you could perhaps check out vanilla wire fence rvmats for comparison. for example the wire part on one from apex has "noZwrite" flag in it
ambient[] = {1,1,1,1};
diffuse[] = {0.9,0.9,0.9,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,1};
specular[] = {0.03,0.03,0.03,1};
specularPower = 70;
renderFlags[] = {"NoZWrite"};
PixelShaderID = "Super";
VertexShaderID = "Super";```
you could also test yours with the vanillla textures and materials applied to see if there is any difference
I'll try it out
Has anyone here played around with using Marvelous Designer at all for clothing? I can see a few things on art station etc that suggest it work for arma, but I'm having trouble with getting it to accept an FBX of the character samples
some people have worked with it to make highpoly models yes.
you would need a cleaned up version of the sample character though
that has only the character, nothing else
is my guess at least
I've got a version I normally use to get scale for buildings: https://i.gyazo.com/3635ac4ba38670af182130ea3dfa96ce.png
But Marvelous just seems to kick it out
Trying to get back to it to screenshot, but before it shows the error it gets stuck on "load arrangement point.. 99%" for a long time
So will be a while before I see the error again
could be it does not like the version of the FBX 
Turns out it was just a weird issue with scale, as soon as i put it to auto-scale it works
the programs likely work in different units
speaking of uniforms, any tips on creating them in blender?
use Arma man as reference so you can put similar topology on joints and get the shape correct.
I have a little issue regarding shadows, my shadow has this strange effect where it's "zebra striped" and appears below the ground and odd bits seems to be on the surface and below the model, which can be seen here;
https://media.discordapp.net/attachments/892303619418914836/926225534088798308/SHADOW.jpg?width=1356&height=676
I've been following the guides included with arma 3 and as far as I can tell I've done everything correctly (so far).
could this be an issue with the model I'm importing or a missing proxy or something of the like?
No your shadow lod is just badly made. It needs to be made out of closed shapes.
Hmm good to know, thank you
Out if interest can it be made of closed shapeS or just one single closed shape?
Can be many shapes as long as all are closed
Should also aim to have about 1000tris at max
So very simplified shape
Excellent, thank you
Is there a way to remove the miniguns on the Hellcat without needing to edit the model?
No
ok, thx
duplicated physical lods 0 and 1, resolution 1.0 - error message via pboproject, but cannot see anything on LOD (if LOD even exists in blender) that has the value 2? only thing can see is resolution 1.0, but canot find anything on LOD in blender?? can someone please advise
In blender lods are set up in the Arma properties that the toolbox adds.
yes but all i see is 1.00, not 0.00, but its still saying there is a 0.00 LOD? this is what confuses me

lod and resolution are the same thing right?
Resolution is the number of a lod
and lod only affects objects,not animations, right?
Yes
when i change the resolution of the one object, from value 1.00 to 0.00, it changes from in pboproject;
duplicated physical lods 0 and 1, resolution 1.0
to
duplicated physical lods 1 and 2, resolution 1.0
any idea?
Your export something wrong. Idk.
ok so trying to export the rig with object into .p3d and this is why its saying what it does
rig?
character rig
You mentioned that you deleted the alpha channel, but are you saving the image as a png still? Or a tga? And if you are saving it as a tga are you saving the file as a 24bit or 32bit?
it should be 32 bit right?
@white jay 32bit only if you want transparency included, you can delete the alpha channel but the moment you save the file as a 32bit it will automatically generate a solid white one.
saving the file as 24bit will save the RGB channels only
alright I'll try that
For anyone interested to getting into modelling and looking at blender, CG Cookie has been publishing some short basics videos which should assist newcommers.
and they have some awesome new stuff there for people with experience as well, always something new to learn
This one also has a great general message for just about everybody who wants to model, timestamped when it begins, highly recommend having a listen
https://youtu.be/EnEWjuigTUU?t=392
in blender check if arma edge split modifier has the "sharp edges" box ticked
Hello. Is it possible to edit a model from arma and bring it back by pulling out model.cfg (skeleton) using mikero tools?
Note that with later versions of the Arma Toolbox for Blender, you should not longer use an edge split modifier.
Hello, I am experiencing performance loss in the vest models I have made, what can I do about it?
Is there any other setting left after setting LOD in Object Builder program?
you will need to optimze the models and textures
if you got performance loss you got some serious design issues
How can I optimize textures?
how many do you use
there are about 14 vest models
no textures
Around 15k polygons on average
So with what program can we reduce the number of polygons while adjusting the LOD? I tried to lower it with blender.
do you have distance lods made for it?
and how many textures do you use?
and what resolution textures do you use?
Of course there is, the number of polygons decreases to half in each of them. https://prnt.sc/25poxza
1 minute
close to 10
Varies between 2048x2048 and 4096x4096
ah
thats the problem
you should fit it to 1
max 4k
but 2k would work better
youre now wearing 10 vests together
no wonder performance takes a hit
😅 I will try to implement what you said. Thank you very much for your help.
1078 Sections is to much, should be 1 or max 2
How can I set sections?
Are you using the Arma Toolbox for Blender?
Yes
The latest version optimizes automatically on export, earlier versions should have a button someone in the Arma 3 Tools.
If not, you can always sort polygon faces by material
means, if you are using 10 textures + every texture has its own shader, you should have 10 sections
if you merge your 10 textures in 1 texture file, and use 1 shader for it, you should get to the 1 section
but you have to redo your UV map then to use 1 texture file
Yeah, or rather by number of used RVMats since you might use different rvmats with the same texture.
And I agree, 10 textures with 2k or 4k is way too many...
happens as example for headlights or tail lights
Yeah, or if you use the same texture for metal and plastic parts
I will take into account what you said. Thanks a lot for your information. 🥰

Oh man, another spammer
Is there a way to snap move a point to pin in OB?
Which memory point controls where the camera looks when looking down an attached optic?
And is is a single vertex, or an axis?
Cause my ironsights work fine, but when attaching weapon sights, it looks off to the right for some reason
I've tried with a number of different optics from two separate mods and vanilla, same effect - which is what convinces me that it's a memory config issue
it should be opticEye in memory LOD and no it's just a point but it becomes the start of the axis with your direction in game
Hm, seems to make no odds. In terms of positioning should be behind the sight?
Additionally, is the value defined in config anywhere?
Okay this is starting to drive me a bit nuts!
My understanding is that once an optic is attached via proxy, it uses the eye point & direction memory points from the optic itself - is that right?
With that in mind, I don't understand why the view is directly to the right when when the optic itself is mounted correctly on the weapon
Do you have a view pilot LOD?
Yes, proxies included in that LOD too
You defined the viewpoint opticEye in your config too?
Sounds more like you got problems with the config.
Within my weapon config I have:
cameraDir = "opticview";```
both of which correlate to memory points in the memory LOD
Just FYI I'm moving this over to #arma3_config since I agree that this is probably more of a config issue
Do you have autocenter 0 named property in the geometry LOD?
(not sure if exact correct chat) In theory, how hard is it to put a custom model in to replace the model of a grenade/make a "new" grenade with custom model?
no different from making any model to import to the game.
I think importing models without animations is not too hard
It is hard to learn all the first steps though
Really? What are they?
Well actually i just tried a couple hours ago to import a small object with no animations and it seems pretty easy, got it in game within like 15 mins
So i was wondering if i probably missed something ?
I got rvmats, shadow lods and geo lods done too but there’s one problem tho:
The object has collision with helicopters, boxes, etc just fine, however it has no collision with the player 🤔
Do you know what might be the problem?
You've been around for a while. That can take the edge off of the process.
Is it very small?
Hmm i guess you’re right, but i still think the most complicated part is messing with model.cfg and animations
And also the controls for OB😂
Yes it’s the size of a skateboard. I read in wiki that “Geometry objects should have a thickness of at least 0.5 meters in order to work properly.” But i see some vanilla objects that are smaller than that have working collision??
collision to work it needs to have convex geometry parts, they need mass and they need componentXXX naming
Assign mass to the geometry LOD
Geometry Phys LOD does collision for vehicles, grenades etc..
The regular geometry LOD handles player collisions and a few other things
However it needs a mass to work
Hello everyone, sorry I’m new to Arma 3.
I’ve been trying for a few days to make a pilot’s uniform.
Unfortunately parts of the characters keep the textures of the basic model bare.
Thank you in advance for your help.
Check if you have a selection called "hl". Make sure that that selection only contains things like hands and exposed skin, nothing else. @odd garden
I am not sure if this is the right channel, but does anyone know if there are improvised or makeshift mortar/rocket mods like insurgents use in the Middle East?
Seems like something that would be pretty cool but not sure if it has been done before
ok it did have all the requirements, and the collision worked with other objects but the mass was 3.5. after some testing, i found that the collision with player only works if the mass is above >=10. Below that you just clip right through
can someone verify, if its true then we can ask lou to update the biki
Thank's you very much; big thank !!! you are the best. My mod airwolf is soon ending thanks to you @shrewd jay
From my experience, this is true
awesome thanks for verifying, @turbid cove can the geometry LOD biki entry be updated too https://community.bistudio.com/wiki/LOD#Geometry
rhaaa
how
i feel like im not experienced enough to actually write what to update lol so maybe goat can help?
@marsh jewel @turbid cove maybe like this
👌👍

no! it must be in comic sans MS so people would actually read it
C H A L L E N G E A C C E P T E D
Is anyone familiar with the reason this would happen when looking through windows? Seemingly the entire texture of the window is entirely gone when looking at the ocean of any map (default game and custom maps)
https://i.imgur.com/hYEjrqB.png
https://i.imgur.com/hOPVxyn.png
This happens on any building I've looked at for both default game and custom, for this building in particular, I'm using "Land_i_House_Big_01_V1_F"
Does anyone got a tutorial or way to do multimats using blender (Arma Toolbox)?
toolbox has not much to do with it
This is a example material setup that mimics Multimateral enough that you can paint mask and MC pretty accurately in Blender
Thanks, will check it out.
@rich frost bring your glass texture to the top of the stack in Object Builder
sea shader does that too. since it happens also on vanilla stuff
I've tried that a few times on different models and nothing has helped so far
And yeah I assume it was something related to the water itself being an issue
Do base game tanks have spaced armor in the turret? I'm not sure by look at it in the virtual garage.
Not Spaced armor, but the Rhino has a Up armor variant with ERA plating on it's turret.
Explains why HEAT is not implemented correctly in game.
I'm looking to start doing basic modeling for arma, is there any way that you guys recommend?
yeah, start with something simple
I don't have any tutorials on hand. But for the most part, you can follow any Blender tutorial up to the point of using the now dated importing tools (although a savy person could get all the correction versions to use it).
You can then import the model to O2 and go on from there. Only major challenge I have is scaling which doesn't always work well. You can solve this by making your own scaling set up by adjusting Blender params, and just porting in cubes back and forth tell you find that sweat spot.
Thanks!
I also recommend learning High Poly to Low Poly model baking if your new to modeling in general. It seems like a lot of extra work, but it pays in the future by having nice models to use for either other games, or future products.
ok, i'll check it out, thanks for the tips
Can I select faces by texture in the object builder?
where do I do that?
the texture list window in object builder
If it's not showing by default, press Alt+T
thank you so much
how do I make a selection off of that?
When the faces are selected, right-click the named-selections window and "New"
thanks
Id recommend doing such edits in the source model with a program you dont have to learn again
im trying to export my fire geo from blender to object builder but every time i export it as a p3d it merges its verts and becomes non convex. dose any one know how to fix this?
you sure they are split in the first place?
do you have some modifier on that would do it?
no i checked
that does sound like the mesh is not actually separate
can you link up some pictures of what you see in blender and what you see in OB
i think i figured it out
Hi to all! Was created model uniform. And at this stage is the animation of points to display the movement of the uniform during the movement of the unit. We do it in the following way - at each point we make a dependence, but there are many of them and it just doesn't look unreal, so there is an opinion that we are moving in the wrong direction. Tell me how to unify animation of points of the uniform, or it exists something easier, because somehow it is hard to believe that there is no easier way to do it, maybe there is a guide to understanding how to do it properly.
you would likely want to copy weighting from the sample character and then you will likely need to manually tweak it so it works right
there is no magic to make it automatically work with a click of a button
also if your uniform would need to have similar topology at joints as the sample character so that they bend correctly
that is, you mean if my model has 5100 points then I have to configure each of them separately and have no other option?
no
or well I suppose depends where you have made it in
Blender for example has great weight painting tools
I do not understand. I meant when the model is already ported to the object builder and it is in it that the animation of points is set, isn't it?
https://cdn.discordapp.com/attachments/860578182083903518/929460365681655838/unknown.png
if you saw in the screenshot there is a problem with some defect that stretches the model to the bottom I still can't figure out how to fix it. Can you tell me what it is?
Object builder does not have the best weight paint tools but its possible to do there too
I dont recommend it
your will want to read up on skeletal animations and vertex weight groups to understand how it works
ok and in what program to do it and why I have these defects with what they are connected
usually people do it in the same program they model the whole thing
what program do you use to model?
3Dmax
ah
well you can probably do it there too. I dont use it so dont know how
you can probably find tutorials on web for how it works
is there a way to make a fence where ai will walk right through them but players cant?
I was wondering about making paths with objects that don't have roadways
the path wont work without roadway and geometery
Can I effectively make path lods for gates without roadways?
ah
do gates typically have a roadway?
ok
can ai open gates?
I figure its like a door but that would need a path and subsequently a roadway which would cause some problems like ai floating when placed on a slope
you can check AI behavior in vanilla maps 😉
I just tested it looks like they cant
so basically either you open gates for ai or have broken fence segments
well if you want AI to open them, give it a foundation with paths that AI can use
Hello, I'm getting into faction creation in Arma 3. I use other preexisting mods and vanilla assets. Just getting into it and I love it
Heyo im getting models by a model maker.
Those models contain texture maps yet, BUT the model is separated (uniform/gloves).
What do I need to do to combine those?
And what do I need to do now when I want a gloveless version?
you probably would want your model maker to do that stuff
He isn’t doing that. Just telling me it’s possible to combine those 2 in the ArmA tools
how much 3D program experience you got?
Nearly nothing. Because of that I got a 3d modeler
then you need to start from basics to learn a program where you can do stuff in
ready models are no shortcut if they are not really ready
So it’s not like just kitbashing those 2 via ArmA tools?
no such thing as "kitbash stufff in arma tools"
nothing is automatic
in short and if the models are made right and fully ready otherwise it could be as simple as copy pasting from one model to another
buut Im gonna take a guess that if your model maker did not do this, there may very well be other stuff missing too
but even copy pasting from one model to another is not as simple as it sounds if you got no clue on what to do
I guess he knows what he does since he made models for a couple of mods
He just told me he will make uniform and gloves separate and that they could easily be combined via ArmA Tools and that they would just have like 2 rvmats then
Also other question. Would the model without gloves and just with texture maps then work when getting configs? Or is there some extra steps between?
you would need to copy the skin parts from the sample character unless you want hands to be invisible
fuck that sounds like something i have no idea of
where would i need to copy the skin parts to? like in the texture maps as well or like with a second map and all that stuff
in the model.
so i could like forget the texture there because the hands would miss in the model?
not sure I understand the question
if i would need to add the hands to the model it would need a whole new texture because of the missing hands?
yes the skin texture
that is pathed on the sample model though if I remember right
and it also gets replaced by the character identity
would that be a separate texture then or would that need to be integrated in the uniform texture?
separate
hm ok. ill ask him if he can still combine them so we just have to do like basic config files instead of all that modeling stuff
thanks for your help
in case you have paid for this stuff, in the future it is good to have clearly wrttten contract on what you expect as end result
yeah ok ill keep that in mind
@stuck oyster little update. i guess i misunderstood him a bit. model will be just one but i would only need to add an rvmat pathing for the gloves via arma tools for the gloves since paid armatools work isnt allowed
Anyone has any idea why my tank is using like 20 seconds to spawn in editor?
do you see any errors in the rpt?
too complex model
too many textures
not packed correctly into pbo
possibilities are endless
It's not causing a crash, thanks @stuck oyster i'll test some different things
How big are your textures, and how many of them?
currently it dosnt have textures, and model is as complex as arma 3 tanks
well you can list here
triangle count
texture count
rvmat count
are you packing with pboProject
make sure you are not accidentally exporting other stuff in there
how big is the p3d?
100k kB
whats that in mb
100?
then youre definitely exporting something else than 65k tris
how complex geometry do you have?
i just tried exporting just the LOD1 in an own p3d now
came out at almost nothing
so its something in there messing it up
just the LOD1 came out at 10 mb
geometry is 50 components atm
use the exprot with selected objects only so you know what is exported
as an .obj?
blender currently
then arma toolbox is your friend
yeah i use that
so select the lod objects in blender and export as p3d
and tick the "selected only" box in the export settings
Im wagering you are currently pushing in your whole project into the p3d
and not just the lod parts
if it takes long, then your file is likely not binarized
i made a model for an inventory item and now when i place it down from the inventory it has wrong orientation
the only thing google told me was to maybe define land contact for the model
i dont know how to define it
i made the model in blender and followed a youtube video to get textures on the model using object builder
i dont know anything else about object builder
have you asked about this recently? I've just answered this somewhere before
most objects when they are put down go to their side
so if you want something to stay up, you have to tilt it 90 degrees
seems to be so recently. What type of item did you make it?
magazine?
Ok, i had first hacked together a config for the item to be placed in the editor. I made the model after that. It looked fine in the placeable item so I convinced my self I did something right. But when placing it down after picking it up it changed orientation. I noticed now that the vanilla placeable items have the model "\A3\Weapons_F\DummyItemHorizontal.p3d". Using this model also in my placeable item the orientations match.
@stuck oyster thanks anyways
👍
Is there any way to do alpha sorting in Blender using the toolbox?
if you can get latest dev build from Alwarren then yes
Hello, I am trying to port over a .obj to the game as either an armor set or some type of skin but am having issues. I exported the .obj from blender to .p3d and convered the textures to .paa. I also made the .RVmap, but when I open the file in Object Builder it is HUGE and the textures do not load properly if at all. Guides online haven't been very helpful, they either have a different version of Blender than I, or the guide is very outdated. I also cannot find anything on rigging the model I have to the arma 3 skeleton
you should use arma toolbox addon to export directly to p3d from blender, instead of OBJ.
scale issue: you quite possibly have scaled the objects and have not applied that scale to it so when you export that scaling reverts. as in scale is 0.01 and when you export it turnst to 1.0 and thus is 100 times larger
guides are yes for older version of blender, but what you need to do is the same but find where the buttons etc are in the new version.
for rigging you need to find general blender tutorials
I do have armatool box installed, along with a P drive set up. I guess I can continue trying to follow a long with some of these videos, a lot of them gloss over things asuming the viewer already knows a lot about Blender which sadly I do not. Such as scaling which all I did was just hit S on my keyboard and shrunk the model to the rough size of the Arma 3 skeleton rig.
nothing to do with this channel
port from where? who made the model etc
Ran into an issue, yesterday I set up my P drive and followed a couple videos making sure I did it right. I had been saving all my models to the P drive specifically but today everything I saved there was gone. Additionally my arma tools are coming back with errors saying Bulldozer may not be working properly, and Object Builder no longer previews models, has this happened to anyone else? Not really finding much online
you have followed videos on p drive setup which likely has been wrong way
so far have not seen any setup video worth following.
P drive is commonly a virtual drive that reads a folder from somewhere on your computer as a drive called P:\
so that original folder usually is still there somewhere
I used both these videos to set mine up
https://www.youtube.com/watch?v=2YMC6MrTLII&t=906s
https://www.youtube.com/watch?v=E5qjsjdE7Q8
longtime at least I know to have so much crap in it that not worth using
the other one is waayy too long to check out
The P drive is still there along with all the extracted arma 3 models, textures, and all that. But none of the models or textures I made were saved
I'll stand by my earlier assesment of setup videos
you have possibly set it up again to read from different folder than earlier
or worst case you have done the setup wrong somehow and deleted your old files
its not impossiblity either
PMCwiki has simple steps to set up arma tools, P drive and Mikeros toolset.
follow that
heyo im back again. i got my 3d model now along several textures.
ive got a model uniform+vest (both in one fbx but separated).
also i got full texture maps for the vest, the uniform and the gloves.
my goal now is to separate the models so we are able to add the configs for them.
but im not really sure what i need to do now in order to get to that goal.
My guesses are:
1st separate the fbx parts into uniform and vest.
2nd add some kind of pathing to the glove texture to be able to have 2 textures (gloves and uniform) in the uniform configs later on
3rd adding the configs
some tips would be highly appreciated. im a newbie so also some advice like "get someone to make that for you since its too hard" would help me a lot
Uniforms are separate from Vests. There’s no gloves slot so they need to be apart of the uniform
There’s also the ARMA sample vest config
Look at that
Uniform and Vest are altogether in one single fbx. Whats the way of splitting those up so i can make each a single thing. I guess those are 2 different models in one fbx
btw sorry for maybe stupid explanations. Im not experienced with that kind of work
- Put fbx into Blender
- Delete uniform
- Export as fbx/p3d
Repeat for uniform
Make sure to save a copy just in case
Ok woll try that tomorrow since its really late here. Would it be ok to ping you again if i have any questions?
Also thanks for the help
Sure, I guess?
Hey, I can't seem to get my old solution to fix fire geometry materials after using the "component convex hull" to work now. Doing the operation removes all face materials and textures so the penetration .rvmat's are removed.
The issue is, when you do this operation, any existing named selections you make before hand don't fully survive the process either, and only the vertices remain. So you can select vertices, but not faces. I normally would just do the operation, import into blender, and then use the vertex groups there to reassign materials, since the selection included faces there. It would take less than a minute, and would save a ton of time for structures or objects with a bunch of different penetration materials.
Problem is, the selections don't seem to remain when I import to blender. I know there were other, slightly more time consuming solutions, but I think this was one of the fastest if I recall correctly. Normally I just manually rename any new components I add and I only do it this way when there are a lot of changes or new additions
hmm that sounds odd, the selections should remain
it does clear all rvmat assignments as it remakes the component
the old mesh does not exist anymore
I’ve a problem importing my fbx model into blender. Any ideas why this doesn’t work. The 3D viewer has no problems showing that
Define "Problem"
Whenever trying to load the model into blender blender crashes or at least doesn’t reacts anymore
And the model itself has been made in blender and then made to fbx
Could that have something to do with file locations?
Not very likely, but Blender's FBX handling is pretty shitty. It has to be binary, it doesn't work with ASCII FBX files
You might want to look for FBX converter, that's a program that can convert between versions, maybe you can get it back into a binary format.
Ok thanks i will try that
Good luck
Ah great it worked. First thought it did not load but then I’ve seen the model was hidden in the default cube. 
Thanks for the help
Ah, I have long deleted the default cube and saved a new startup file, I hardly ever used it 🙂
Yeah to be honest I was expecting the cube to be replaced by the model. Only caused my attention that there were more parts then just the default cube stated in the list
Yeah, it's a bit weird, but in Blender only a complete scene will replace all the objects, so you need to load anything that qualifies as a scene. FBX I think counts as an object loader
Ah understandable. Would be uncool to load a table for your restaurant scene and the whole restaurant vanishes
Yeah
maybe i instantly have another question then.
i now have 2 models (uniform and vest) as well as 3 textures (vest, uniform and gloves)
we would just do the vest config now since i guess theres everything prepared for that.
so i would still have the uniform with 2 texture sets.
the model maker said the glove textures need a pathing to the gloves in the uniform.
he couldnt do that because of non-payment on arma tools.
so what do i gonna need to do now in order to get the uniform with the 2 different textures ready for configurating?
you can "fix" selections with this o2script https://github.com/reyhard/o2scripts/blob/master/refineSelections.bio2s as for rvmats/mats - I'm not aware of any solution
Hello everyone, who can make 6 models of Mandalorian armor? And how much will it cost?
Ask in #creators_recruiting and use the same message Lay-out as the other people there. Also you need to decide if you want a custom model or may retexture yet existing ones.
Custom modeling is way more expensive but also has the advantage your mod won’t need a dependency.
Retexturing is faster and cheaper but needs to rework textures of existing models so it’s Limited to those models and you need to add a dependency since it’s ripping if you just reuse them
Do you hold license to produce Star Wars IP?
Yes
Hahahhaha
xD
I highly doubt that.
anyone with any tips? would be highly appreciated
There isn't really any tips on assigning texture, not sure what you are missing in the process.
I have 2 different textures that need to be on one uniform and im not sure if that is done via config or some other way
initial textures are always assigned on the model first
retexture stuff can be done later in config
Yes but those are 2 different textures not retextures.
One is the basic uniform and the other texture set is the one for the gloves
yes and you assign those textures on the model
All of that within the configs?
How do i do that?
could i have a second with someone soon
im trying to import a tank but i have some issues '
@alpine matrix
https://forums.bohemia.net/forums/topic/207631-from-blender-to-arma-3-complete-process-tutorial/
Hello, As I had many requests, I did this all-in-one tutorial I am sharing today. I hope it will be helpful to you. All important stages are available in videos description. I will try to make more tutorials in the future, so dont hesitate to guide me to parts of the videos that were not explaine...
If you want to ask "why is this backpack on the floor", the answer is "wrong weighting"
It would help though if you could post more than just an image
I added more photos of model.cfg and config
That still isn't a question
It's neither a config nor a model.cfg problem. Most likely is that the backpack has no bones defined
Hm, spine2 should do the trick.
You don't seen to define a model in your model.cfg, only a skeleton
You need to define a class ArmaMan and your backpack, for example
class CfgModels {
class ArmaMan: Default
{
htMin = 60;// Minimum half-cooling time (in seconds)
htMax = 1800;// Maximum half-cooling time (in seconds)
afMax = 30;// Maximum temperature in case the model is alive (in celsius)
mfMax = 0;// Maximum temperature when the model is moving (in celsius)
mFact = 1;// Metabolism factor - number from interval <0,1> (0 - metabolism has no influence,1 - metabolism has full influence (no other temperature source will be considered)).
tBody = 37;// Metabolism temperature of the model (in celsius)
sections[] =
{
"osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury","injury_body","injury_legs","injury_hands",
"clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl","injury_head","insignia"
};
skeletonName = "OFP2_ManSkeleton";
};
class NameOfYourBackpack : ArmaMan {};
};
(sorry for the shitty formatting)
NameOfYourBackpack is the name of your backpack's p3d withouth the .p3d
Thanks
np
It only preserves the vertex part of the selection, but not edges or faces. You can move the mesh around as expected, but hiding and unhiding the selection only affects the vertices. The slow solution is to make a selection, move it x distance, and then manually reselect the components to assign a material, before moving it x distance back
i import my custom tank but it doesnt move and is able to be walked through how do i fix this?
add correct geometry lod
convex shapes
each with componentXXX name
and each with mass
check out Arma 3 Samples on steam for reference
how do i add a new LOD?
im pretty new to all this
could i hop into a vc with you?
im fairly lost
soz, no Im going to sleep
check that link you were given above
and explore the tools with time
tank is
lets say very difficult task to make as beginner
its better to start with something less complex and specific
a box
lmao fair enough \
box
and lot of programs that need learning
im currently making a tiger 1
and it trook 4 hours for the import
took*
and now im making a texture
then im gonna double check all my LODS
4 hours to import where?
right
well that can get you a thing in game yes
well best advice I can give is to study the sample models and what they have in them
and then practice with the programs
Will do
whats a good way to texture my tank?
or good program because i currently dont have one
what did you model it with?
good program is the one you can afford and want to learn I suppose
technically its possible to make textures in MS Paint if you like
i got a model from a website for a "high detail tiger 1"
i didnt make it myself
i just do imports
and then fix what needs fixed then pray to god it works '
You may use substance painter to do the textures. Don’t buy it though.
The have a free version for students.
For legal stuff I may have to say you can’t just put a picture of a cheese at the part where you should add a photo of your students Id but you can and it works fine
Can we not talk about how to circumvent copyright?
ello. i was wondering if anybody's got input regarding a model not being fully opaque for some reason. basically 2/3 of the uniform model i created has this visual noise which i initially thought was a problem with the shadow LOD and later the AS map. neither of which proved to be the case. on top of the noise, i can apparently see the silhouettes of objects immediately adjacent or on the uniform itself from the other side of the model.
been racking my brain around this and it's not an issue with any of the maps or the rvmats being used and i am headed nowhere fast with this problem.
you have alpha channel in the texture
and engine is counting it as transparent
most likely
well, this is what boggles me, i use the same workflow for the textures of the pants, shirt, and boots, but it seems only the pants is unaffected by this issue.
i also tried changing my color maps from CA to CO and it made no difference
you still have the alpha channel there
CA for solid models is a big mistake
and it has to be done before conversion
and alpha channel removed
just renaming the texture wont change how it has been converted to paa
ahh, wasn't aware of that. thanks.
and the texture needs to be set as CO in the model
all p3d need default textures and materials
just to be clear as well, the alpha channel thing you mentioned is just for the color map or does it go for all of them?
aight. thanks for the input. 🙂
CO also has alpha channel possibility, but its 1bit
yes but it has only use for actual transparency using parts
https://imgur.com/gallery/soGBSAn when you put wrong penetration material on your object 😄
where can i find the list of animation sources for ammunition, like missiles and such? im trying to animate a bomb but i dont remember how the animation sources work on those and i cant find the proper page on the wiki right now
https://community.bistudio.com/wiki/Arma_3:_Vehicle_Loadouts#magazine i found it, it was this page, but i dont think it's quite what im looking for
🤔
What exactly do you want to achieve?
have a rotation animation once the bomb is deployed
🤔
think like a fin on the tail of a bomb unfolding
Hm, I think the Titan missiles actually do that
Did Titan ever done similar?
I think so, the fins on the titan extend when it is fired IIRC.
yes!
🍻
Looks like it, yeah. Nice!
thanks!
BTW looks like that's a #community_wiki time, we don't have bay anims in the Model Config article
spanking @turbid cove :)))
mraw
oh hell nah man
WTF 😬
Hello! Not really sure where to ask this but I'm remaking Sahrani for DayZ and been hearing loads about the A1 buildings that some guys made interior for for A2 back in the day. Was wondering if anyone knew about this and if it was possible to come into contact with them. I know it's been a few years but It would be great if anyone knows anything.
Is anyone familiar with how to get rid of a "Cannot open object" error that appears in-game when equipping the modded weapon?
The model appears in-game just fine however the error still appears.
Our model inherits from Launcher_Base_F though and we've quadruple checked our model = path to make sure it is correct.
you may have broken some vanilla class if your inheritance chain is not right
does the error say anything else?
No, even checked .rpt for errors and only record was the same error I have just described.
Correct.
The full error is "Cannot open object".
what you could try is to comment out your new class first and pack and test to see if it causes the error
then comment out the parent class to see if that causes the error
and so on
to try to find the source
I'll give that a try, thanks.
with obscure errors like this exclusion of added stuff is pretty much only way to figure out where the break is
yeah
Very kool guns! Nice to see model pics here!
what might have happened that the UV editor no longer opens on a p3d?
when hitting UV in blender with arma toolbox, blender quits
seems uv editor became minimized
yes it does that sometimes
have to maximize it from taskmanager and then it pops back into view
Could also be a proxy, as example muzzleflash proxy or rocket proxy
Had this issue on my SAM Site, cause of changing my folder structure and forgot to change proxy pathes in the .p3d model 😅
I'll look into that, thank you.
This solved the issue, thank you!
hi, working on a new static ship project, but running into a problem: In Eden the flight deck is not recognized as a surface and anything placed on the flight deck is on sea level, if not raised manually
I checked getPosATL, getPosASL and getPos for the ship and compared it with Nimitz (n vs c in the screenshot): https://media.discordapp.net/attachments/393837867547492363/933477954980315176/Carriers-getPos_ATL_ASL_none.jpg
the ASL and ATL are ok, but getPos is at the height of the road lod of 16.98, negative
it's a composed ship, like the Freedom and Nimitz
I now placed a road and geo lod at 0 height on the center piece of the geo/road lod p3ds, no change
you seem to have another surface above that
yes, the flight deck roadway height is 16.98 exactly, the geo height is 16.975.
is there some autocenter=1 shenanigans going on maybe?
haven't set this property at all, only class = vehicle and sbsource = visualex
I meant another roadway surface above the plane.
negative z for getPos means the object is under the surface
getPos for the ship
oh for the ship
then it's correct 
I don't understand it - for the Nimitz the getPos returns ~0 and the flight deck is recognized in Eden
for the new carrier, the getPos returns -16.98 and the flightdeck is solid, but not recognized in Eden, e.g. objects don't snap to it
how big is the object?
276 meters
a single part?
the geo and roady is split to 40 meters
that's too big
the res lod, yes, seems to work nowadays
whether 40m works or not depends on the map you place it on (or rather the gridsize of it)
as said, it's a composed ship
I used Doung from Unsung, the Nimitz and Freedom work both there
I tried Stratis as well
what happens if you spawn in the air above it and fall down - do you collide with the deck or not?
will try, thanks for the suggestion!
height is then negative the new road lod height 😦
I replaced the p3d with those of Nimitz and still the same problem, maybe more a config issue then or a script issue
total weirdness now: if I hover 2-3 meters over the flight deck, everything works, I can place units and vehicles close by. If I move further away with the object, the deck is no longer recognized.
Id maybe try autocenter= 0
how is the model positioned in models space? is it above 0 level
yes, but for the submerged part of the hull
no change with autocenter = 0 in the main p3d
thanks for the ideas and suggestions, calling it a day now
all destroyer parts have autocenter = 0
so it might be worth adding to all of them
autocenter can do crazy thigns when the centering happens
I've never been able to find an exact limit on size, I think roadway is the first thing to cause me trouble and that was at 70m
@wispy orchid did you give the geometry mass and apply scale before exporting?
And does the geometry mesh have any concaveed parts or flipped normals?
yes, geo lod is really really basic, a combination of cubes for the form of the flightdeck right now. There are no concaved parts or flipped normals unless F7 in object builder would create them.
The autocenter = 0 property did make things even worse, somehow getPos reported -5,...e5 as height then
How you did your 40m parts?
Defined them as static ship and used the compartement command? Or you did it with a other way?
it's a p3d with the res lod, and 12 p3d with geo+roadway lods
the config for the res lod p3d calls an init script that builds the 12 geo+roadway objects
Its a static object?
Im on phone and dont got it in mind, but big static ships have splitted parts like you did and in the config is a entry, it calls the defined cfgVehicle class and memory point, as example
"TeTeT_Ship_01","pos_Ship_01"
pos_Ship_01 is defined in your main object p3d with a memory point
Its like a composition at least but done as placeable object
You have to place a BI big ship like Destroyer, and look in configviewer how its done
I got in mind, Destroyer or the other big one has a entry for the US Flag, memory point pos_flag
You will find it
Its something like multiple anything, i cant remind
yes, the Freedom and Liberty use also an init script to place the different parts. I'm using a probably older system which is used on the Nimitz and BHR
played around with this and did a pos_Flag memory point on top of Cabin
multiStructureParts[] = {{"ShipFlag_US_F","pos_Flag"}};
Didnt needed any init script
ok, thanks, I'll give it a try
hello i have made a model and the textures how dose one make the rvmat for it or is there a template i can use, its a building with no doors just the shape
are you certain you're not inheriting an init eh script from somewhere? I checked the config for Freedom and Liberty, and for example the destroy explicitely calls https://community.bistudio.com/wiki/BIS_fnc_destroyer01Init
Thats for adding your own numbers etc
You have to test the Destroyer ingame, you can add your own numbers or text, cant remind what it was
I have used the flag of it as only a test, this has maybe that EH
You have to try it out, i tested only like 5mins on it to check for future plans
so the destroyer01Init actually calls ```sqf
_dummy = createVehicle [_dummyClassName, _carrierPos, [], _carrierDir, "CAN_COLLIDE"];
...
_carrierPartPos = _carrierBase modelToWorldWorld (_carrierBase selectionPosition (_x select 1));
use google and search for multimaterial
OMG. The mission is somehow broken that I used for the tests. When creating a mission from scratch on a different map it suddenly worked. Thanks for all the help!
not sure if this is the right channel to ask, but how does one make the picture and uipicture?
embed fail
😩
Hey, hate to bother, but I really don't advise you post on sketchfab, all of your models can be ripped
I did the same mistake
All Models Its me old Models. Small part i use from Armed Assault And ArmA2 Era. Use too IFA3, FF, RHS 😋
BTW, i added at sket... only part old me models. PBR test.
aa ok
I hope this is the okay place to ask, but I'm wondering if there's somekind of model in the base game that resembles scrap metal on the floor that could be used for inventory items ground loot model?
Currently it's using the default magazine pouch model and it gets confusing when looting.
#arma3_scenario would be the place @plucky ginkgo
thanks
Is it possible to accurately edit a models center of mass? Or is it just, set weight and guess
apply the majority of the vehicle's mass to small cubes and move them
See the test_heli_01 example model
I did that, but then the commanders MG turret stopped working and the commander was left with his SMG
While inside the vehicle
Ok, it did it with the original p3d now
Wtf
Let me reset to what we have on our github
Nope
WTF happened
mass does not affect turrets, something else must have happened
I've made no changes to anything else besides the mass
I'm stumped
Have you encountered this before? https://pastebin.com/GLMb8ws4
I have 0 clue
The commander is now no longer able to use the commander turret even though nothing changed
nope, something must have changed
did you delete a proxy or add a wrong ; or}; somewhere in your config?
No, I even reset back to a working version on our github and that wont work
Though, it works in the mod currently
I'll try deleting my temp files
Nope
Unable to control the turret
It's like the weapon doesnt exist
@stuck oyster Everything works except the commander is unable to use his turret. Instead, he uses his assigned weapon inside the vehicle
Know the fix for that?
Went in and grabbed the working code from the released version of our mod
It's fixed
Do you still have both files? Would be good idea to compare their differences
what is the dimensions of the weapon pictures in the loadout?
1024x512px (most used for Alpha/Beta/release and pre-Apex icons) or 512x256px (for Apex/post-Apex icons).
is it possible that a model can have more hiddenSelections that are listed in a config.cpp of a mod? I wanted to make a retexture of a vest part, it has its own .paa file, but unfortunately its not listed in the hiddenSelections, so I assume it may be used only within the model.cfg (which I can't view, obviously). Is there any way I can view all sections/selections in other place than CfgWeapons in config.cpp?
ok, but these dimensions you mention arent compatible with the power of 2 rule used in https://paa.gruppe-adler.de/
what to do next?
use TexView2 instead of that website
...?
How is it not compatible with power of 2???
Why are you using a third party tool anyway? You can convert them just fine using TexView2.
Or imageToPaaGUI.
GRAD's website only converts square images
dont know how to use texview2, or how to use imagetopaa
imagetopaa - got as far as the weapon.jpg and process, but it fails to process convert said 'weapon.jpg'
any advice please?
texview:
- open the software
- drag the jpg inside (but better have it as png or tga)
- press File -> Save as
- save as yourfile.paa
work done
according to your specs @ #arma3_model message
these arent powers of two, so link https://paa.gruppe-adler.de/ wont work
Yeah, so don't use that.
Just use ImageToPAA.
Drag your image to the list and then click on Process files. It'll automatically convert it to paa.
That's literally all that's needed.
failing to process/convert still, name is gear_unk_rifle_X_CA.paa
nvrm, found out why, x/y is off
sorted issue, thanks @boreal jolt and @sharp coral for your contributions 👍
If its not listed in sections in the cfgModels you cant
not all parts of model or all textures are necessarily defined as hiddenselections. they just use the texture assigned on the parts in the model itself in that case
1024x512px (most used for Alpha/Beta/release and pre-Apex icons) or 512x256px (for Apex/post-Apex icons).
those dimensions are power of two.
1024x512 == 2¹⁰ x 2⁹
512x256 == 2⁹ x 2⁸
a refresher: https://en.wikipedia.org/wiki/Power_of_two
:))))
Anyone have any idea why my launcher, when disposed of via the CBA eventhandler, is offset significantly? Deleting the temp folder solved the issue.
sorry for ping, but I don't think I understand that at all. In Object Builder, in Named Selection window there is a named model part that is not defined in model.cfg, and it has custom, separate texture. So adding it into sections[] (and in hidden Selections within config) would be enough, right?
cant add it if its not your model
as model.cfg is baked into the p3d
the author of the mod would need to do that
i have the source files if that's what you mean, both P3D in MLOD format and the cfg file
then give that part some distinctive name on new selection and put that into sections array
hiddenselections must not overlap each other
and preferably they are separate dedicated selecetions
Also take attention to the order
As example:
"Screen","Wall","Door"```
```HiddenselectionTexture:
"Path/YourScreen_co.paa",Path/YourWall_co.paa",Path/YourDoor_co.paa"```
Same with HiddenSelectionMaterial if needed
the table on the bottom of this page doesn't list any vests or backpacks so I thought it's impossible
Vests/BackPacks/Helmets arent vanilla possible
With scripting it could be possible
do you know of any mod that tried to do that?
I dont, maybe others do
not possible as you cant access the vest via script to texture it.
I am having some issues with removing vertex groups form the character example from Arma 3 Samples. I am using Sokolonko's 'Uniform Implementation' video as a guide for making a uniform, however after he copies over the example character he selects all 'proxies' vertex groups and deletes them. Now I am not sure why but even though I am in edit mode I cannot select any of them, only way I am able top delete the proxies is going to object mode and clicking delete for each individual proxy, for each selection, which seams to be leave random vertex groups behind that are also supposed to be deleted. I tried looking up the issue but I couldn't find any relevant info on why this is happening. This is all so that I can rig and add weight to my uniform.
Does the pose of my model matter when trying to set it up in ArmaRig? The model I made is in the generic T-Pose, not the Arma upsidedown V pose. I am also still stumped on trying to get these vertex groups set up properly. I might use the skeleton from Arma Samples instead of the model Sokolonko used, they share similar vertex groups so I think it could work.
i’m fairly certain the A pose is what it needs to be, because that’s how the arma rigging needs to be
there’s nothing stopping you from modellling it in a T pose and then making it an A pose though @wicked kite
Is there a way to change the uvsource and other rendering properties of the main texture?
For example, in Super Shader there are stages for all other maps but not the main albedo. Where do I change its properties?
Oh, I guess there is a Stage0 for CO. It just wasn't in the BIS Wiki for Super Shader
it's not albedo, because albedo is a PBR texture
color texture, or color alpha texture are assigned directly, rvmats handle secondary textures, as weird as that might be
you can do that using the uv editor
can you describe what you want to achieve?
I want my object to blend with the ground texture
to get the UVs from the terrain
it says here that the uvsource can be from world, but I can't seem to get it to work
it's always aligned with the object
If I remember right that don't work. But could be i remember wrong
see if #arma3_terrain have more knowledge
They don't make models that much
It's fine to discuss here.
Main thing to consider here is that we have not seen anyone do it in all the years Arma has been played.
Now that does not mean it can't work, but I am a little bit skeptical
AFAIK the surfaceTexture script command was introduced so that it could be done by retexturing ingame
It can match the texture yes but not the uv mapping
I remember we did it in OFP, there was some setting where you could basically project the terrain texture onto a surface
but the engine has changed so much it might not be possible anymore
I guess I just have to use UVanimations to align the UVs
That could work yea
I can get the texture from the terrain, but not the material though
yup
Also you won't get clutter or the parallax effect
yeah, it's kinda moot since having just the texture would look different from the terrain anyway
Yeah was just about to say that it does not really matter if the texture aligns
Indeed. Next engine maybe
you can use terrain surface textures on objects using scripting, but I guess that's not what you're after
Yes, I know, but I can't get the material from the terrain.
@marble steeple out of curiosisty, what kind of elements are you doing? As this is something I tinker on mysself too and I've come to conclusion that only very old ground disturbances would really blend with the surrounding ground
craters, trenches and such are very raw when they are made
I'm just messing around, but yes something like trenches and dirt piles would make sense for this
in any case, it's very hard to make the mesh - terrain intersection look good without some kind of blending in the textures
maybe some kind of alpha texture on the edges, dunno
and making it rough enough so the seam is jagged
yeh that wont quite work
Honestly didn’t really think about that, I’ll try it out
modeling stuff in correct pose does usually have better results though
joints need to be made in correct positions and preferably joint topology is similar to vanilla so that they deform nicely with animations
What actually is the firm limit on geo size from 0,0,0 before it breaks? Can't find an agreed answer online
its terrain dependant. 50 meters across is safe
also bigger the object, bigger its simulation footprint is
this can also cause issues
my advice, stick to the 50 meters
Hey guys, im new in modeling\modding and im stuck in problems... first i cant import .obj models to object builder, actually can, but with weird normals...
and second, when im importing in .fbx, it smooth all edges so hard, that i dont need
did you make the object?
what program do you use
cinema4d
no youll need to link them
can we pm?
uh 😅
no sorry I dont have time to do private help
Cinema4D is not really best program for this
im open to explore new 3d editor, so...
im tried for fast smooth in blender, but nothing help
fast smooth?
likely in cinema i can smooth all edges by specific angle, but oxygen smooth, like, all edges with in 180 degree
is your model textured?
this is irrelebant to the smoothing, but relevant to the overall process
and yeh that smoothing there is a bit different thing
i made some textures, but they not in finish
is your model uv mapped?
yes
well. I know next to nothing about C4D but if you export from it, you likely want to use FBX. you may just need to figure out correct export settings and import setting to Object builder
when i export it i have some setting, but when import only "mesh import" and "UV set"
nothing else
problem in level of smooth, oxygen smooth too hard, and in places where i didnt want
I dont remember fbx import settings off the top of my head but Im pretty sure there was something about smoothing too
quite possible its a problem in how smoothing works in C4D and in OB.
hard to say since I dont use it
Blender is nice in the way that its smoothing with hard and soft edges is same as in OB
and not via smoothing groups
probably yes
just not automatically
you may need do the hard and smooth edges manually
in case you end up using Blender Id suggest getting the ArmaToolbox addon for it so you can export directly to P3D file
is there some difference between arma p3d and dayz p3d? im actually work for dayz, but there is same oxygen2
only in moddeling
I know this is probably trivial but I am having trouble trying to repose my model. I asked for help in a Blender discord group but it got drowned out. Long story short when I try and move my models rig, the mesh starts to stretch and contort, and parts of it separate. I turned stretching to 0 but that didn't really help with the distortions and parts separating. If I try and grab the hand most of the torso will move with it. Is this a rigging issue? A model issue? Couldn't find much on google either but I don't think I'm asking the right question
post pictures (you need to link them here)
hard to understand the problem from description
I am moving it by grabbing the red portions of the rig if that make sense. Such as the red square near the hands, and feet, and the arrows by the arms and legs. And I assembled the model in segments, and joined them all together. But I did not make the segments themselves.
where is it from?
Metal Gear Rising, it's one of the troops you fight
alright so for starters you are not allowed to use that model
its stealing
you should start learning modeling from the basics so you can get better handle on how it works
Ah I see, is recreating the model a thing I could do? Or am I not able to make anything in the style of the model?
sure you can make your own that is similar
Ok, I can try doing that. Guess I can start with headgear again.
I would recommend just fiddlign with the tools and looking/doing tutorials to learn how stuff works
Am I allowed to use an Arma 3 body as a base or do I need to make everything 100% from scratch?
Considering my goal is to pretty much make one uniform and helmet and have different color variations I feel this can be very doable, but being able to use an Arma 3 body would save me time
you can use it as a base yes.
@stuck oyster i fixed it, thanks at help
fixed by right export configuration in blender, it have more settings to export in .fbx
if anyone have same problem with smooth edges in oxygen2, solution is export in blender with:
-only mesh
-geometry > smoothing:edge
-export subdivision surface (dont think it need it actually)
usually you dont want to export subdivided stuff as that gets very polygon heavy
optimized models with details baked inot the textures is the way to go for game assets
total 10k polys, 6.5k points in cinema, and same after export in oxygen
in my case subdivision did nothing :)
what geometry or selection defines how an object can be seen by the player via UserActions?
it seems its viewgeometry
geometry lod components can be set as action trigger components
so when you look at the component you get the action
well im in arma 2 and using the built-in useractions
and for those it seems to be viewgeometry
always mention all details in the question 😛
i dont think a3 is doing it much different
it is
it has the geometry action components
that can be used instead of memorypoints
its far more accurate and reliable
but A3 only
hello im fairly new to arma modeling and modding and i appear to have a issue with my model (uses the helicopter flight model to achieve flight) and in game when i start up the engine it runs for a second and then the main and alt rotors all die and break is anyone willing to get with me and help me figure out whats wrong; or know a good link to help direct me towards an answer
Anyone interested in ww2 modding?
the iron front guys i guess
When I make an object in blender, do modifiers like the subdivision modifier transfer over to object builder?
Object Builder doesn't support modifiers. If you are using the Arma Toolbox for Blender and have a relatively new version, that can apply the modifiers when you export.
Check the samples package on steam, it contains a character model
Okay. Thanks!
👍
What is the max polycount limit for a uniform in arma?
Not unlimited but theoretical maximum is pretty high. Would probably fry gpu.
@sharp coralit isn't unlimited mind you...
its in the biki...
https://community.bistudio.com/wiki/Arma_3:_Modding_Characters guess I'm blind then or this is the wrong article
its pinned...

Hello guys, I heard that with dx11 the poly limit in arma is now raised. Is that true? If so, whats the new limit? Thanks for you answers :D Regards Tobi
the upper poly limits is irrelevant altogether
because it's not actually usable
also the limit is DX11 general limit, not ArmA specific. a simple uniform should be a lot under 10k tris
getting issues with x mirror editing. I understand that if the model is not symetrical it doesn't work but it looks fine. I am using the example model from https://community.bistudio.com/wiki/Arma_3:_Modding_Characters as a base. Is there needed prepwork I am unaware of for this model? Parts of the chest work but that it. I also do not have a full body mesh in my samples for some reason. It's mostly arms and legs, except for some ver low poly torsos.
the man model is not completely symmetrical
so basically you cant do edits with x mirror
I assume I could edit and make the model symetrical, however that almost sounds like moer effort than just editing both sides and trying to make them look the same
if you are making a uniform it is far easier to keep the man model as reference and then build another model on top of it
sad, I thought using "snap to symmetry" or "symmetrize" would work but it did not lol. I can grab vertices but connecting them doesn't work still in mirror mode, which I should have honestly knew would happen
Hello! I have a problem with my tank turret, (i dont know if its in model or configure) when i try to move my turret main gun upward the gunner view always goes up first its not fixated or doesnt follow the turret main gun, the turret will also go up if i move the gunnew view upward but its not fixed and doesnt follow the view properly Does anyone know the solution for this?
view memorypoints need to be part of the gun selection so they move with the gun animation
You mean the otochlaven? Yes the gunnerview and otochlaven are in the same selection
In the memory point
There's two Otochlaven in my memory point one with uppercased O and one is not
In my Otochlvane selection consists of gunnerview, coaxial gun beg, main gun beg, osahlavne,
In the otochlaven, there is the two vertices near the osahlavne and thats it
that does not sound right
how do you dictate where a player looks from in a vehicle? mine appears to be stuck underneath mine looking straight up instead of out of the cockpit
crew proxies
awesome thanks now i just need to dial it in and ill be set
what is set as the real gun selection/bone in your model.cfg?
thats what it needs to match with
this is my turret as you can see works perfectly well on this level
https://imgur.com/a/mv5MEXa
and this is where i move it up, the turret goes up as well, but it doestn follow my crosshair
https://imgur.com/a/BvBLpwU
}; class MainTurret { type="rotationY"; source="mainTurret"; selection="OtocVez"; axis="OsaVeze"; animPeriod=0; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; memory = 1; }; class MainGun: MainTurret { type="rotationX"; source="mainGun"; selection="OtocHlaven"; axis="OsaHlavne"; };
and this is my entire model cfg
https://pastebin.com/hJfx1Ltu
and this my cfgvehicles
https://pastebin.com/EztRi6eP
(ill move this to config_makers if this is about configure problems dont worry haha)
no dont move it, the context gets lost
its pretty much same people all around
and the problem as model component too
not just config
remove the otochlaven selection and just use OtocHlaven
copy that, ill test the tank now
I remove the otochlaven, but problem still occurs the gunnerview still moves first and the turret can't keep with the angle 😫
Maybe something wrong with my configure perhaps?
Sounds like you aren’t using memory point groups for the gun and turret
For the gun to follow the gunner view, you need to include everything gun wise in a mainGun(or Czech word equivalent) memory group
Or some weird model.cfg pairing
oh no, i am using memory point groups here https://imgur.com/a/3WL6ld6
all are moving well in game, the problem is whenever i raise my main gun upward like higher, the main gun cant reach it.
the gunner view moves faster, and the main gun follows the gunnerview but it doesnt zeroes in the crosshair
this is the problem:
https://imgur.com/a/6c3VXhg
main gun and gunner view cant zero in maybe problem in angle on configvehicle?
https://imgur.com/a/tBWEp6P
Are you pairing gunner view with the gun
here i used paint hahaha
yes i did in the otochlaven selections of memory pint groups: there is gunner view main gun and coaxial gun all complete there's just some problem with the main gun not following the crosshair of the gunner view
That happens when the gun/turret doesn’t have the correct memory points in its group
You’re missing something memory point wise most likely
Or your config is not labeled correctly
this one yess probably i checked the memory point of main gun all are in there in otochlaven
and this is my entire model cfg
https://pastebin.com/hJfx1Ltu
and this my cfgvehicles
https://pastebin.com/EztRi6eP


