#arma3_model

1 messages · Page 177 of 1

polar fiber
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2 (=2^1), 4 (=2^2), 8 (=2^3), 16 (=2^4), 32 (=2^5), 64 (=2^6), 128 (=2^7), 256 (=2^8), 512 (=2^9), 1024 (=2^10), 2048 (=2^11), 4096 (=2^12)

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Can only have resolutions that are a combination of those pixel dimensions

terse sail
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thanks for this link, helped out alot 😄

glad crystal
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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.

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('Seems' because to my vastly limited recollection, I've only ever seen a '1' in that variable... )

runic iris
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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

white jay
stuck oyster
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use correct suffix and dont have transparency in the texture

foggy finch
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in ob select your alpha faces and move them to the top.

leaden sun
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that's the result of a _ca with 100% opacity, it always shows the scene generated ambient occlusion behind it

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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.

white jay
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And converted it to paa

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I'm gonna try saving it as a jpg

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Then converting to paa

stuck oyster
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no

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remove alpha channel from the tga

junior prairie
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Hello comunity.
Somebody can help me.
I need use player name like text on hidden texture uniform

stuck oyster
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you cant have dynamic text on texture

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so you would need to have enough letters as separate hidden selections to be able to write name dynamically

terse sail
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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?

stuck oyster
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it means lods 0 and 1 are same

terse sail
leaden sun
white jay
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I don't think it's the image that's the problem

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it's almost as if the whole model is rendered as transparent

stuck oyster
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so the pole is part of a fence with transparent texture?

stuck oyster
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what type of rvmat shader does it use?

white jay
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one sec lemme check

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a pretty basic metal shader

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super shader

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I've used the rvmat on other objects and it works fine with those

stuck oyster
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those objects probably dont have the transparent wire fence on texture also on the model?

white jay
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only on the faces that make up the transparent part

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no they dont if you're talking about the other objects

stuck oyster
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is the wire and solid parts on same texture?

white jay
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no, 2 separate textures

stuck oyster
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what rvmat does the wire part use?

white jay
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one sec

stuck oyster
# white jay this https://pastebin.com/SA9zwBwt

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";```
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you could also test yours with the vanillla textures and materials applied to see if there is any difference

white jay
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I'll try it out

round bloom
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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

stuck oyster
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some people have worked with it to make highpoly models yes.

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you would need a cleaned up version of the sample character though

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that has only the character, nothing else

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is my guess at least

round bloom
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But Marvelous just seems to kick it out

stuck oyster
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does it say anything about it?

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any errors?

round bloom
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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

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So will be a while before I see the error again

stuck oyster
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could be it does not like the version of the FBX blobdoggoshruggoogly

round bloom
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Turns out it was just a weird issue with scale, as soon as i put it to auto-scale it works

stuck oyster
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the programs likely work in different units

rough jewel
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speaking of uniforms, any tips on creating them in blender?

stuck oyster
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use Arma man as reference so you can put similar topology on joints and get the shape correct.

pale valley
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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?

stuck oyster
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No your shadow lod is just badly made. It needs to be made out of closed shapes.

pale valley
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Hmm good to know, thank you

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Out if interest can it be made of closed shapeS or just one single closed shape?

stuck oyster
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Can be many shapes as long as all are closed

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Should also aim to have about 1000tris at max

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So very simplified shape

pale valley
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Excellent, thank you

dull lagoon
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Is there a way to remove the miniguns on the Hellcat without needing to edit the model?

stuck oyster
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No

dull lagoon
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ok, thx

terse sail
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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

stuck oyster
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In blender lods are set up in the Arma properties that the toolbox adds.

terse sail
stuck oyster
terse sail
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lod and resolution are the same thing right?

stuck oyster
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Resolution is the number of a lod

terse sail
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and lod only affects objects,not animations, right?

stuck oyster
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Yes

terse sail
# stuck oyster 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?

stuck oyster
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Your export something wrong. Idk.

terse sail
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ok so trying to export the rig with object into .p3d and this is why its saying what it does

stuck oyster
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rig?

terse sail
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character rig

stuck oyster
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you dont export the rig

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open up your p3d in OB and see what you got there

leaden sun
white jay
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32bit tga

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also tried png and jpg

leaden sun
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@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

white jay
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alright I'll try that

leaden sun
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and they have some awesome new stuff there for people with experience as well, always something new to learn

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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

coral cobalt
white jay
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Hello. Is it possible to edit a model from arma and bring it back by pulling out model.cfg (skeleton) using mikero tools?

shrewd jay
tender hemlock
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Hello, I am experiencing performance loss in the vest models I have made, what can I do about it?

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Is there any other setting left after setting LOD in Object Builder program?

stuck oyster
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you will need to optimze the models and textures

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if you got performance loss you got some serious design issues

tender hemlock
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How can I optimize textures?

stuck oyster
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how many do you use

tender hemlock
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there are about 14 vest models

stuck oyster
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no textures

tender hemlock
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Around 15k polygons on average

stuck oyster
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thats a lot

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for a vest

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half of that is more common

tender hemlock
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So with what program can we reduce the number of polygons while adjusting the LOD? I tried to lower it with blender.

stuck oyster
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blender works just fine

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program makes no difference

tender hemlock
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Then let me try to reduce the polygon count of the vests.

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Thanks

stuck oyster
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do you have distance lods made for it?

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and how many textures do you use?

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and what resolution textures do you use?

tender hemlock
stuck oyster
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how many does the last one have?

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also

tender hemlock
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1 minute

tender hemlock
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last LOD

tender hemlock
tender hemlock
stuck oyster
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ah

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thats the problem

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you should fit it to 1

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max 4k

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but 2k would work better

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youre now wearing 10 vests together

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no wonder performance takes a hit

tender hemlock
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😅 I will try to implement what you said. Thank you very much for your help.

runic plover
tender hemlock
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How can I set sections?

shrewd jay
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Are you using the Arma Toolbox for Blender?

tender hemlock
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Yes

shrewd jay
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The latest version optimizes automatically on export, earlier versions should have a button someone in the Arma 3 Tools.

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If not, you can always sort polygon faces by material

runic plover
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means, if you are using 10 textures + every texture has its own shader, you should have 10 sections

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if you merge your 10 textures in 1 texture file, and use 1 shader for it, you should get to the 1 section

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but you have to redo your UV map then to use 1 texture file

shrewd jay
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Yeah, or rather by number of used RVMats since you might use different rvmats with the same texture.

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And I agree, 10 textures with 2k or 4k is way too many...

runic plover
shrewd jay
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Yeah, or if you use the same texture for metal and plastic parts

tender hemlock
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I will take into account what you said. Thanks a lot for your information. 🥰

runic plover
shrewd jay
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Oh man, another spammer

livid canyon
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Is there a way to snap move a point to pin in OB?

drowsy sail
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Which memory point controls where the camera looks when looking down an attached optic?

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And is is a single vertex, or an axis?

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Cause my ironsights work fine, but when attaching weapon sights, it looks off to the right for some reason

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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

small olive
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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

drowsy sail
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Hm, seems to make no odds. In terms of positioning should be behind the sight?

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Additionally, is the value defined in config anywhere?

drowsy sail
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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

inland pawn
drowsy sail
runic plover
drowsy sail
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both of which correlate to memory points in the memory LOD

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Just FYI I'm moving this over to #arma3_config since I agree that this is probably more of a config issue

polar fiber
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Do you have autocenter 0 named property in the geometry LOD?

fair leaf
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(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?

foggy finch
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no different from making any model to import to the game.

marsh jewel
stuck oyster
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It is hard to learn all the first steps though

marsh jewel
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Really? What are they?

stuck oyster
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Exactly

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That's the hard part to figure out

marsh jewel
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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

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So i was wondering if i probably missed something ?

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I got rvmats, shadow lods and geo lods done too but there’s one problem tho:

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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?

stuck oyster
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You've been around for a while. That can take the edge off of the process.

marsh jewel
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And also the controls for OB😂yourekillingme

marsh jewel
# stuck oyster Is it very small?

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??

stuck oyster
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collision to work it needs to have convex geometry parts, they need mass and they need componentXXX naming

white jay
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Geometry Phys LOD does collision for vehicles, grenades etc..
The regular geometry LOD handles player collisions and a few other things

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However it needs a mass to work

odd garden
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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.

shrewd jay
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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

lavish aspen
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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?

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Seems like something that would be pretty cool but not sure if it has been done before

marsh jewel
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can someone verify, if its true then we can ask lou to update the biki

odd garden
stuck oyster
marsh jewel
stuck oyster
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Hit edit button and do the edits and hit save

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😅

marsh jewel
stuck oyster
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@marsh jewel @turbid cove maybe like this

turbid cove
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I'll type with normal characters but OK

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thanks!

stuck oyster
marsh jewel
turbid cove
rich frost
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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"

wise ibex
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Does anyone got a tutorial or way to do multimats using blender (Arma Toolbox)?

stuck oyster
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toolbox has not much to do with it

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This is a example material setup that mimics Multimateral enough that you can paint mask and MC pretty accurately in Blender

wise ibex
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Thanks, will check it out.

charred bolt
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@rich frost bring your glass texture to the top of the stack in Object Builder

stuck oyster
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sea shader does that too. since it happens also on vanilla stuff

rich frost
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And yeah I assume it was something related to the water itself being an issue

rugged bear
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Do base game tanks have spaced armor in the turret? I'm not sure by look at it in the virtual garage.

sonic valve
rugged bear
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Explains why HEAT is not implemented correctly in game.

lone fulcrum
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I'm looking to start doing basic modeling for arma, is there any way that you guys recommend?

quick terrace
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yeah, start with something simple

sonic valve
# lone fulcrum I'm looking to start doing basic modeling for arma, is there any way that you gu...

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.

sonic valve
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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.

lone fulcrum
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ok, i'll check it out, thanks for the tips

tulip gyro
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Can I select faces by texture in the object builder?

polar fiber
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Yes

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ctrl+dblclick the texture name

tulip gyro
polar fiber
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the texture list window in object builder

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If it's not showing by default, press Alt+T

tulip gyro
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thank you so much

tulip gyro
polar fiber
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When the faces are selected, right-click the named-selections window and "New"

tulip gyro
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thanks

tulip gyro
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is there a way to move selections around?

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like up or down

stuck oyster
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Id recommend doing such edits in the source model with a program you dont have to learn again

austere current
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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?

stuck oyster
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you sure they are split in the first place?

austere current
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yes

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i can share my screen if that would help

stuck oyster
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soz, cant do that hands on help

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do you use the armaToolbox to export it?

austere current
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yes

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i have also tryed as an obj and fbx it still dose the same

stuck oyster
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do you have some modifier on that would do it?

austere current
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no i checked

stuck oyster
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that does sound like the mesh is not actually separate

stuck oyster
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can you link up some pictures of what you see in blender and what you see in OB

austere current
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i think i figured it out

white jay
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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.

stuck oyster
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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

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there is no magic to make it automatically work with a click of a button

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also if your uniform would need to have similar topology at joints as the sample character so that they bend correctly

white jay
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that is, you mean if my model has 5100 points then I have to configure each of them separately and have no other option?

stuck oyster
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no

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or well I suppose depends where you have made it in

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Blender for example has great weight painting tools

white jay
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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?

stuck oyster
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Object builder does not have the best weight paint tools but its possible to do there too

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I dont recommend it

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your will want to read up on skeletal animations and vertex weight groups to understand how it works

white jay
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ok and in what program to do it and why I have these defects with what they are connected

stuck oyster
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usually people do it in the same program they model the whole thing

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what program do you use to model?

white jay
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3Dmax

stuck oyster
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ah

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well you can probably do it there too. I dont use it so dont know how

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you can probably find tutorials on web for how it works

white jay
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is there a way to make a fence where ai will walk right through them but players cant?

stuck oyster
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no

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but you can make separate object that has path AI can walk on

white jay
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I was wondering about making paths with objects that don't have roadways

stuck oyster
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the path wont work without roadway and geometery

white jay
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Can I effectively make path lods for gates without roadways?

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ah

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do gates typically have a roadway?

stuck oyster
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no

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just opening the gate door(s) should be enough to let AI navigate through

white jay
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ok

stuck oyster
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on terrain anyway

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if its very small it might need pathing

white jay
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can ai open gates?

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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

stuck oyster
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you can check AI behavior in vanilla maps 😉

white jay
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I just tested it looks like they cant

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so basically either you open gates for ai or have broken fence segments

stuck oyster
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well if you want AI to open them, give it a foundation with paths that AI can use

white jay
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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

inland pawn
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Uh

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Wrong channel for that

gloomy hemlock
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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?

stuck oyster
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you probably would want your model maker to do that stuff

gloomy hemlock
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He isn’t doing that. Just telling me it’s possible to combine those 2 in the ArmA tools

stuck oyster
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how much 3D program experience you got?

gloomy hemlock
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Nearly nothing. Because of that I got a 3d modeler

stuck oyster
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then you need to start from basics to learn a program where you can do stuff in

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ready models are no shortcut if they are not really ready

gloomy hemlock
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So it’s not like just kitbashing those 2 via ArmA tools?

stuck oyster
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no such thing as "kitbash stufff in arma tools"

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nothing is automatic

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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

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buut Im gonna take a guess that if your model maker did not do this, there may very well be other stuff missing too

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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

gloomy hemlock
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I guess he knows what he does since he made models for a couple of mods

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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

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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?

stuck oyster
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you would need to copy the skin parts from the sample character unless you want hands to be invisible

gloomy hemlock
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fuck that sounds like something i have no idea of

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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

stuck oyster
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in the model.

gloomy hemlock
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so i could like forget the texture there because the hands would miss in the model?

stuck oyster
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not sure I understand the question

gloomy hemlock
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if i would need to add the hands to the model it would need a whole new texture because of the missing hands?

stuck oyster
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yes the skin texture

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that is pathed on the sample model though if I remember right

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and it also gets replaced by the character identity

gloomy hemlock
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would that be a separate texture then or would that need to be integrated in the uniform texture?

stuck oyster
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separate

gloomy hemlock
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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

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thanks for your help

stuck oyster
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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

gloomy hemlock
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yeah ok ill keep that in mind

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@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

sleek estuary
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Anyone has any idea why my tank is using like 20 seconds to spawn in editor?

desert notch
stuck oyster
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too complex model

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too many textures

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not packed correctly into pbo

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possibilities are endless

sleek estuary
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It's not causing a crash, thanks @stuck oyster i'll test some different things

shrewd jay
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How big are your textures, and how many of them?

sleek estuary
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currently it dosnt have textures, and model is as complex as arma 3 tanks

stuck oyster
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well you can list here
triangle count
texture count
rvmat count

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are you packing with pboProject

sleek estuary
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yeah

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Tris is 68k

stuck oyster
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make sure you are not accidentally exporting other stuff in there

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how big is the p3d?

sleek estuary
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100k kB

stuck oyster
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whats that in mb

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100?

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then youre definitely exporting something else than 65k tris

sleek estuary
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100 mb

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hmm

stuck oyster
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how complex geometry do you have?

sleek estuary
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i just tried exporting just the LOD1 in an own p3d now

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came out at almost nothing

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so its something in there messing it up

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just the LOD1 came out at 10 mb

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geometry is 50 components atm

stuck oyster
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use the exprot with selected objects only so you know what is exported

sleek estuary
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as an .obj?

stuck oyster
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p3d?

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or what program are you using?

sleek estuary
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blender currently

stuck oyster
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then arma toolbox is your friend

sleek estuary
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yeah i use that

stuck oyster
#

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

sleek estuary
#

i don't get any export settings when exporting as p3d

#

nvm found it

woeful viper
#

if it takes long, then your file is likely not binarized

neon trail
#

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

stuck oyster
#

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

neon trail
#

i havent

#

im sure it gets asked frequently

stuck oyster
#

magazine?

neon trail
#

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

stuck oyster
#

👍

molten fractal
#

Is there any way to do alpha sorting in Blender using the toolbox?

stuck oyster
#

if you can get latest dev build from Alwarren then yes

wicked kite
#

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

stuck oyster
#

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

wicked kite
#

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.

stuck oyster
#

then you need to learn how to use blende first

#

you cant skip learning basics

quick terrace
#

nothing to do with this channel

quick terrace
wicked kite
#

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

stuck oyster
#

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

wicked kite
stuck oyster
#

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

wicked kite
#

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

stuck oyster
#

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

gloomy hemlock
#

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

inland pawn
#

There’s also the ARMA sample vest config

#

Look at that

gloomy hemlock
inland pawn
#

Repeat for uniform

#

Make sure to save a copy just in case

gloomy hemlock
#

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

inland pawn
#

Sure, I guess?

lusty ginkgo
#

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

stuck oyster
#

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

gloomy hemlock
#

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

shrewd jay
#

Define "Problem"

gloomy hemlock
#

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?

shrewd jay
#

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.

gloomy hemlock
#

Ok thanks i will try that

shrewd jay
#

Good luck

gloomy hemlock
#

Ah great it worked. First thought it did not load but then I’ve seen the model was hidden in the default cube. meowfacepalm
Thanks for the help

shrewd jay
#

Ah, I have long deleted the default cube and saved a new startup file, I hardly ever used it 🙂

gloomy hemlock
#

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

shrewd jay
#

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

gloomy hemlock
#

Ah understandable. Would be uncool to load a table for your restaurant scene and the whole restaurant vanishes

shrewd jay
#

Yeah

gloomy hemlock
#

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?

rough idol
lethal crag
#

Hello everyone, who can make 6 models of Mandalorian armor? And how much will it cost?

gloomy hemlock
# lethal crag Hello everyone, who can make 6 models of Mandalorian armor? And how much will it...

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

stuck oyster
lethal crag
#

Yes

stuck oyster
#

Hahahhaha

lethal crag
#

xD

stuck oyster
#

I highly doubt that.

gloomy hemlock
#

hello im disney

#

you are now dead

gloomy hemlock
stuck oyster
#

There isn't really any tips on assigning texture, not sure what you are missing in the process.

gloomy hemlock
#

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

stuck oyster
#

initial textures are always assigned on the model first

#

retexture stuff can be done later in config

gloomy hemlock
#

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

stuck oyster
#

yes and you assign those textures on the model

gloomy hemlock
#

All of that within the configs?

stuck oyster
#

no

#

on

#

the

#

model

#

:L

gloomy hemlock
#

How do i do that?

inland pawn
#

You need access to the source model

#

And you assign it, in Blender or Object Builder

alpine matrix
#

could i have a second with someone soon

#

im trying to import a tank but i have some issues '

median bough
white jay
shrewd jay
#

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

white jay
#

I added more photos of model.cfg and config

shrewd jay
#

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

white jay
#

That is, you need to finish it in armarig?

shrewd jay
#

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

white jay
#

Thanks

shrewd jay
#

np

lusty ginkgo
# stuck oyster the old mesh does not exist anymore

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

alpine matrix
#

i import my custom tank but it doesnt move and is able to be walked through how do i fix this?

stuck oyster
#

add correct geometry lod

#

convex shapes

#

each with componentXXX name

#

and each with mass

#

check out Arma 3 Samples on steam for reference

alpine matrix
#

how do i add a new LOD?

#

im pretty new to all this

#

could i hop into a vc with you?

#

im fairly lost

stuck oyster
#

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

alpine matrix
#

yeah im finding out

#

such as?

stuck oyster
#

a box

alpine matrix
#

lmao fair enough \

stuck oyster
#

not kidding

#

there are a lot of things game assets need

alpine matrix
#

box

stuck oyster
#

and lot of programs that need learning

alpine matrix
#

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

stuck oyster
#

4 hours to import where?

alpine matrix
#

into arma

#

i used the sampole T-72

#

sample*

stuck oyster
#

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

alpine matrix
#

Will do

#

whats a good way to texture my tank?

#

or good program because i currently dont have one

stuck oyster
#

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

alpine matrix
#

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 '

stuck oyster
#

ah

#

that is very difficult path

gloomy hemlock
#

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

shrewd jay
#

Can we not talk about how to circumvent copyright?

white jay
#

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.

stuck oyster
#

you have alpha channel in the texture

#

and engine is counting it as transparent

#

most likely

white jay
#

i also tried changing my color maps from CA to CO and it made no difference

stuck oyster
#

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

white jay
#

ahh, wasn't aware of that. thanks.

stuck oyster
#

and the texture needs to be set as CO in the model

#

all p3d need default textures and materials

white jay
#

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?

stuck oyster
#

all of them

#

alpha channel should be there only if the texture type uses it

white jay
#

aight. thanks for the input. 🙂

woeful viper
#

CO also has alpha channel possibility, but its 1bit

stuck oyster
#

yes but it has only use for actual transparency using parts

stuck oyster
kind lion
#

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

kind lion
#

🤔

shrewd jay
#

What exactly do you want to achieve?

kind lion
#

have a rotation animation once the bomb is deployed

shrewd jay
#

🤔

kind lion
#

think like a fin on the tail of a bomb unfolding

marsh canyon
#

So like B-2 IRL does?

#

Ah misread

shrewd jay
#

Hm, I think the Titan missiles actually do that

kind lion
#

hmmm maybe the 'time' animsource works that way

#

ill give it a try

marsh canyon
#

Did Titan ever done similar?

shrewd jay
#

I think so, the fins on the titan extend when it is fired IIRC.

marsh canyon
#

Let me check if I'm wrong or not

#

Ah it does!

#

source="inittime"; this?

kind lion
#

yes!

marsh canyon
#

🍻

shrewd jay
#

Looks like it, yeah. Nice!

kind lion
#

thanks!

marsh canyon
#

BTW looks like that's a #community_wiki time, we don't have bay anims in the Model Config article

quick terrace
#

spanking @turbid cove :)))

turbid cove
shrewd jay
#

WTF 😬

white jay
#

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.

grand cloak
#

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.

stuck oyster
#

some class has wrong model path somewhere

#

broken mods be broken until maker fixes

grand cloak
#

Our model inherits from Launcher_Base_F though and we've quadruple checked our model = path to make sure it is correct.

stuck oyster
#

you may have broken some vanilla class if your inheritance chain is not right

#

does the error say anything else?

grand cloak
stuck oyster
#

it does not refer to the model by name or anything

#

that is the full error?

grand cloak
#

The full error is "Cannot open object".

stuck oyster
#

not much to go on with that

grand cloak
#

Yeah, going to try and use a different parent.

#

No joy.

stuck oyster
#

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

grand cloak
#

I'll give that a try, thanks.

stuck oyster
#

with obscure errors like this exclusion of added stuff is pretty much only way to figure out where the break is

grand cloak
#

yeah

narrow jay
stuck oyster
#

Very kool guns! Nice to see model pics here!

wispy orchid
#

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

stuck oyster
#

yes it does that sometimes

#

have to maximize it from taskmanager and then it pops back into view

runic plover
grand cloak
grand cloak
wispy orchid
#

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

#

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

desert notch
wispy orchid
#

yes, the flight deck roadway height is 16.98 exactly, the geo height is 16.975.

woeful viper
#

is there some autocenter=1 shenanigans going on maybe?

wispy orchid
#

haven't set this property at all, only class = vehicle and sbsource = visualex

desert notch
#

getPos for the ship

#

oh for the ship

#

then it's correct thonk

wispy orchid
#

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

desert notch
#

how big is the object?

wispy orchid
#

276 meters

desert notch
#

a single part?

wispy orchid
#

the geo and roady is split to 40 meters

desert notch
#

that's too big

wispy orchid
#

the res lod, yes, seems to work nowadays

desert notch
#

the geo and roadway shouldn't work tho thonk

#

do objects pass through your ship?

wispy orchid
#

they are split over 11 p3ds

#

none exceeding the geo/roadway lod limit

woeful viper
#

whether 40m works or not depends on the map you place it on (or rather the gridsize of it)

wispy orchid
#

as said, it's a composed ship

#

I used Doung from Unsung, the Nimitz and Freedom work both there

#

I tried Stratis as well

woeful viper
#

what happens if you spawn in the air above it and fall down - do you collide with the deck or not?

wispy orchid
#

yes

#

you can land and walk on the deck

stuck oyster
#

have you tried rising the roadways surface?

#

say to 2cm above geometry

wispy orchid
#

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.

stuck oyster
#

Id maybe try autocenter= 0

#

how is the model positioned in models space? is it above 0 level

wispy orchid
#

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

stuck oyster
#

all destroyer parts have autocenter = 0

stuck oyster
#

autocenter can do crazy thigns when the centering happens

white jay
#

@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?

wispy orchid
#

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

runic plover
wispy orchid
#

the config for the res lod p3d calls an init script that builds the 12 geo+roadway objects

runic plover
#

Its a static object?

wispy orchid
#

not sure what the compartment command is/

#

yes

runic plover
#

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

wispy orchid
#

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

runic plover
wispy orchid
#

ok, thanks, I'll give it a try

opaque robin
#

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

wispy orchid
runic plover
#

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

wispy orchid
#

so the destroyer01Init actually calls ```sqf
_dummy = createVehicle [_dummyClassName, _carrierPos, [], _carrierDir, "CAN_COLLIDE"];
...
_carrierPartPos = _carrierBase modelToWorldWorld (_carrierBase selectionPosition (_x select 1));

quick terrace
wispy orchid
#

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!

terse sail
#

not sure if this is the right channel to ask, but how does one make the picture and uipicture?

blazing geyser
#

I did the same mistake

narrow jay
narrow jay
plucky ginkgo
#

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.

stuck oyster
plucky ginkgo
#

thanks

inland pawn
#

Is it possible to accurately edit a models center of mass? Or is it just, set weight and guess

polar fiber
#

apply the majority of the vehicle's mass to small cubes and move them

#

See the test_heli_01 example model

inland pawn
#

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

stuck oyster
#

mass does not affect turrets, something else must have happened

inland pawn
#

I'm stumped

inland pawn
#

I have 0 clue

inland pawn
#

The commander is now no longer able to use the commander turret even though nothing changed

stuck oyster
#

nope, something must have changed

#

did you delete a proxy or add a wrong ; or}; somewhere in your config?

inland pawn
#

Though, it works in the mod currently

stuck oyster
#

have you done full build?

#

mayhaps something does not update in the temp files

inland pawn
#

I'll try deleting my temp files

inland pawn
#

Unable to control the turret

#

It's like the weapon doesnt exist

inland pawn
#

@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?

inland pawn
#

Went in and grabbed the working code from the released version of our mod

#

It's fixed

stuck oyster
#

Do you still have both files? Would be good idea to compare their differences

terse sail
#

what is the dimensions of the weapon pictures in the loadout?

boreal jolt
#

1024x512px (most used for Alpha/Beta/release and pre-Apex icons) or 512x256px (for Apex/post-Apex icons).

sharp coral
#

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?

terse sail
sharp coral
#

use TexView2 instead of that website

boreal jolt
#

...?

#

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.

sharp coral
terse sail
# boreal jolt Or imageToPaaGUI.

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?

sharp coral
#

texview:

  1. open the software
  2. drag the jpg inside (but better have it as png or tga)
  3. press File -> Save as
  4. save as yourfile.paa
#

work done

terse sail
boreal jolt
#

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.

terse sail
#

nvrm, found out why, x/y is off

terse sail
runic plover
stuck oyster
#

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

foggy finch
quick terrace
#

:))))

grand cloak
#

Anyone have any idea why my launcher, when disposed of via the CBA eventhandler, is offset significantly? Deleting the temp folder solved the issue.

sharp coral
# runic plover If its not listed in sections in the cfgModels you cant

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?

stuck oyster
#

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

sharp coral
#

i have the source files if that's what you mean, both P3D in MLOD format and the cfg file

stuck oyster
#

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

runic plover
#

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
sharp coral
#

now I get it, I guess notlikemeow

#

also, does the insignia thing work only with uniforms?

sharp coral
#

the table on the bottom of this page doesn't list any vests or backpacks so I thought it's impossible

runic plover
#

Vests/BackPacks/Helmets arent vanilla possible
With scripting it could be possible

sharp coral
#

do you know of any mod that tried to do that?

runic plover
#

I dont, maybe others do

stuck oyster
#

not possible as you cant access the vest via script to texture it.

wicked kite
#

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.

wicked kite
#

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.

true barn
#

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

marble steeple
#

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?

marble steeple
#

Oh, I guess there is a Stage0 for CO. It just wasn't in the BIS Wiki for Super Shader

quick terrace
#

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

marble steeple
#

ok

#

in either case I wanted to affect the uv-mapping of the color texture

quick terrace
#

you can do that using the uv editor

marble steeple
#

I want to use world UVs

#

not object UVs

quick terrace
#

can you describe what you want to achieve?

marble steeple
#

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

stuck oyster
#

If I remember right that don't work. But could be i remember wrong

quick terrace
stuck oyster
#

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

polar fiber
#

AFAIK the surfaceTexture script command was introduced so that it could be done by retexturing ingame

stuck oyster
#

It can match the texture yes but not the uv mapping

marble steeple
#

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

stuck oyster
#

That could work yea

marble steeple
#

I can get the texture from the terrain, but not the material though

stuck oyster
#

Cant use the same material anywa

#

It does not work on objects

marble steeple
#

yup

stuck oyster
#

Also you won't get clutter or the parallax effect

marble steeple
#

yeah, it's kinda moot since having just the texture would look different from the terrain anyway

stuck oyster
#

Yeah was just about to say that it does not really matter if the texture aligns

marble steeple
#

some kind of terrain blending shader would be nice

#

but oh well

stuck oyster
#

Indeed. Next engine maybe

desert notch
marble steeple
stuck oyster
#

@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

marble steeple
#

in any case, it's very hard to make the mesh - terrain intersection look good without some kind of blending in the textures

stuck oyster
#

true

#

I've found decals in the seam can help

marble steeple
#

maybe some kind of alpha texture on the edges, dunno

stuck oyster
#

and making it rough enough so the seam is jagged

marble steeple
#

but it's a hack

#

and hard to align too

stuck oyster
#

yeh that wont quite work

wicked kite
stuck oyster
#

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

round bloom
#

What actually is the firm limit on geo size from 0,0,0 before it breaks? Can't find an agreed answer online

stuck oyster
#

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

slate forge
#

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

stuck oyster
#

did you make the object?

slate forge
#

yea

#

i cant screenshot here?

stuck oyster
#

what program do you use

slate forge
#

cinema4d

stuck oyster
#

no youll need to link them

slate forge
#

can we pm?

stuck oyster
#

no sorry I dont have time to do private help

#

Cinema4D is not really best program for this

slate forge
#

im open to explore new 3d editor, so...

stuck oyster
#

Blender is good and free

#

and has Arma compatible addons

slate forge
#

im tried for fast smooth in blender, but nothing help

stuck oyster
#

fast smooth?

slate forge
#

likely in cinema i can smooth all edges by specific angle, but oxygen smooth, like, all edges with in 180 degree

stuck oyster
#

is your model textured?

stuck oyster
#

this is irrelebant to the smoothing, but relevant to the overall process

#

and yeh that smoothing there is a bit different thing

slate forge
#

i made some textures, but they not in finish

stuck oyster
#

is your model uv mapped?

slate forge
#

yes

stuck oyster
#

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

slate forge
#

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

stuck oyster
#

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

slate forge
#

how, possible i can dfx it on blender?

#

fix*

stuck oyster
#

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

slate forge
#

is there some difference between arma p3d and dayz p3d? im actually work for dayz, but there is same oxygen2

#

only in moddeling

stuck oyster
#

some

#

for dayZ related questions I would point you towards DayZ modding discord.

wicked kite
#

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

stuck oyster
#

post pictures (you need to link them here)

#

hard to understand the problem from description

wicked kite
#

Tried my best to show what I am talking about

stuck oyster
#

how are you moving it?

#

is it model you made?

#

@wicked kite

wicked kite
# stuck oyster <@!280140455952384000>

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.

stuck oyster
#

where is it from?

wicked kite
stuck oyster
#

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

wicked kite
stuck oyster
#

sure you can make your own that is similar

wicked kite
stuck oyster
#

I would recommend just fiddlign with the tools and looking/doing tutorials to learn how stuff works

wicked kite
#

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

stuck oyster
#

you can use it as a base yes.

slate forge
#

@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)

stuck oyster
#

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

slate forge
#

total 10k polys, 6.5k points in cinema, and same after export in oxygen

#

in my case subdivision did nothing :)

hoary knoll
#

what geometry or selection defines how an object can be seen by the player via UserActions?

#

it seems its viewgeometry

stuck oyster
#

geometry lod components can be set as action trigger components

#

so when you look at the component you get the action

hoary knoll
#

well im in arma 2 and using the built-in useractions

#

and for those it seems to be viewgeometry

stuck oyster
#

always mention all details in the question 😛

hoary knoll
#

i dont think a3 is doing it much different

stuck oyster
#

it is

#

it has the geometry action components

#

that can be used instead of memorypoints

#

its far more accurate and reliable

#

but A3 only

steep scroll
#

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

north sundial
#

Anyone interested in ww2 modding?

gloomy hemlock
#

the iron front guys i guess

tulip gyro
#

When I make an object in blender, do modifiers like the subdivision modifier transfer over to object builder?

shrewd jay
#

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.

tulip gyro
#

Thanks!

#

Is there an arma character I can export to help me with modeling?

shrewd jay
#

Check the samples package on steam, it contains a character model

tulip gyro
#

Okay. Thanks!

shrewd jay
#

👍

stone cargo
#

What is the max polycount limit for a uniform in arma?

sharp coral
#

unlimited

#

but the best practice is to keep it under 10k triangles according to biki

stuck oyster
#

Not unlimited but theoretical maximum is pretty high. Would probably fry gpu.

quick terrace
#

@sharp coralit isn't unlimited mind you...

sharp coral
#

so what is the maximum amount then?

woeful viper
#

its in the biki...

sharp coral
woeful viper
#

its pinned...

sharp coral
quick terrace
#

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

wicked kite
#

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.

stuck oyster
#

the man model is not completely symmetrical

#

so basically you cant do edits with x mirror

wicked kite
stuck oyster
#

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

wicked kite
white jay
#

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?

stuck oyster
#

view memorypoints need to be part of the gun selection so they move with the gun animation

white jay
#

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

stuck oyster
#

that does not sound right

steep scroll
#

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

stuck oyster
#

crew proxies

steep scroll
white jay
#

this is the selection of otochlaven in my memory point

stuck oyster
#

what is set as the real gun selection/bone in your model.cfg?

#

thats what it needs to match with

white jay
white jay
# stuck oyster what is set as the real gun selection/bone in your model.cfg?

}; 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"; };

stuck oyster
#

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

white jay
#

copy that, ill test the tank now

white jay
#

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?

inland pawn
#

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

white jay
#

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

inland pawn
#

Are you pairing gunner view with the gun

white jay
#

here i used paint hahaha

white jay
inland pawn
#

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

white jay
inland pawn
#

Gun should have everything the gun needs to operate

#

Turret should have gun + turret rotation axis memory point

stuck oyster
#

no gun should not be part of turret selection

#

gun should be child bone of turret and thus it inherits turrets movement