#arma3_model

1 messages Β· Page 178 of 1

white jay
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I think my error is in the cofigure, i see some other configures where they put angles/elevs whatever those are haha

runic plover
quick terrace
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seems an issue with parenting/mem points

white jay
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Found a 3d model hat that i want to import into the game, Anybody got any good youtube videos?

median bough
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Found a 3d model
where? on the street, the back yard, a hidden cage in a cave protected by a dragon?

white jay
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hahahahah found it on a random USB in the trash bin, also said sum like 5 biTcOinS was on it or sum shit

median bough
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for real, where is it from?

white jay
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sketchfab

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i have experience with sum simple config's and retexturing but i started up blender for the first time last night and was lost as hell

stuck oyster
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it takes some time to get the hang of

white jay
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hahah it definitly looks like it lmao

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im thinking i only need to launch it, spawn in a model character to get the size and position of the hat correct, export it then make a config for it.

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how far off am i?

stuck oyster
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in the general right direction

white jay
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ight cool deal

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imma give it a try later tonight when i get outa work

white jay
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@stuck oyster do yk where I can get my hands on a player model to use for scaling?

stuck oyster
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arma 3 samples on steam

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also since you are using blender you will want the Blender ArmaToolbox addon so you can export directly to the Arma p3d file format

white jay
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Oh okay dope

sleek estuary
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Currently having a problem with my tank flipping over easily, anyone have a clue to why that is??

stuck oyster
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too little mass, too high mass center, too strong springs, some other physX config issue

sleek estuary
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Just changed latStiffX up a bit and i help the problem a tiny bit

white jay
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Could i share my screen in the voice channel?

runic plover
white jay
round bloom
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is there any way to change which screen Bulldozer opens on? I've tried changing forcedAdapterId in the config but when I do that, it seems to just crash OB and Bulldozer

stuck oyster
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buldozer should be opoening in windowed mode by default settings

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screen should have nothing to do with it

round bloom
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It's defaulting to my primary monitor, but I want to set it to open on my second if possible, because with my set up I often swap my main to another input for other devices, and have to keep swapping back to it every time Bulldozer opens it on my main screen

stuck oyster
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I dont know if you can affect that

wary dome
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Hi everybody.
I've download the last version of pboProject premium after a reinstal of my OS.

But now, i can't binarize my files.
I've always error of Registery ...

Do you know this problem ?

shrewd jay
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Have you run the BIS Arma Tools program? IIRC that one creates the registry entries required

stuck oyster
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always when reporting a error please write or copypaste the complete error and where it appears

wary dome
shrewd jay
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Once you install the tools from Steam, run that entry once. It will show you some dialog box to accept the license and then show a menu. You can quit it afterwards, but it has to run at least once

wary dome
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Ho yes, sorry i'm french and my english is very bad.
My Arma 3 tools is used everyday and works fine.
I can use Addon builder, but pbo project say an error with registry ...

I send you the log exactly

shrewd jay
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Did you run this one?

wary dome
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Cannot read registry HKEY_LOCAL_MACHINE/Software\BIStudio\BinMake

wary dome
stuck oyster
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that one does not prevent packing

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you have some other error

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it either says it in the black console

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or in the binlog

wary dome
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I look thx

winged wharf
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Good day good folks
I hope I'm asking in the right section.
We are an association that is looking for some devs that would be able to build an animated animal mod (or add the models to an existing mod we have) if we provide the 3D models. Any idea where I can go or who I can talk to?
We are also looking for someone that might be able to fix a few existing assets (vehicles) and build new ones (again we will be able to provide the 3D models) for use in an existing mod.

stuck oyster
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where are the models from?

winged wharf
# stuck oyster where are the models from?

Hi @stuck oyster
For the animals, we were thinking about buying this for a mod creator to build an animal mod for us, and also to provide the sound files.
https://www.turbosquid.com/3d-models/3d-rigged-african-animals-collection-10-1782661
If there are other models on another platform we can buy instead that would be better, then that would also be good with us.

For the vehicles etc., we have an existing mod with a bunch of very well developed assets but some of the assets are incomplete and we need more assets. Unfortunately, the creator is unable to continue with the project.

stuck oyster
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that seems alright source. Animal stuff is pretty difficult, not many people around here do those

winged wharf
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Animals we need:
Lions
Elephants
Crocodiles
Giraffes
Rhino
Buffalo
Cheetah
Leopard
Hyena
Warthog
Snakes

Ideally we want these -especially the crocodile being the most important -to be able to inflict damage to players.

median bough
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sure, go ahead and start modeling πŸ˜‰

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many will thank you for the effort

stuck oyster
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the thing is, what you want is very difficult and time consuming task

winged wharf
# median bough sure, go ahead and start modeling πŸ˜‰

πŸ˜‚ 🀣 πŸ˜‚ 🀣 πŸ˜‚ 🀣
If only I could. If you guys do know of someone who would be able to do it, please let me know or point me in their direction. I know this will be a mammoth task. We are off course willing and able to pay well for the development.

stuck oyster
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you may want to scale that down to something more realistic to be honest

median bough
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cubes... we.need.cubes!

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with legs

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and a head

stuck oyster
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payment is not really the thing in this matter

median bough
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and everything removed that doesn't look like croc

stuck oyster
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payment will bring you all kinds of "interested parties"

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but from what I've seen and heard, unlikely success

winged wharf
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Hehe, I can imagine.
It would be great getting hold of the guys who built the existing dogs and goats, they seem to have done quite well.

stuck oyster
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BI people are probably not available for this kind of projects

shrewd jay
median bough
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close 🀣

stuck oyster
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you probably would need to invest 1-2k$ per animal for animations and lodding and such

winged wharf
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That sounds like a fair price. Been looking for someone who can do it for months though.

stuck oyster
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indeed its quite a big project

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time wise too

shrewd jay
stuck oyster
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that gonna be added to CUP?

median bough
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all that's left to do is, to cut of everything that doesn't look liea an animal πŸ˜‰

winged wharf
median bough
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alwarren

shrewd jay
stuck oyster
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@median bough can cover that right?

median bough
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"COVER ME!!!!"
pulls out blanket
"sure, lieutenant..."

shrewd jay
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"We need air support"
"This is Breaker-1-1, Angels 15. You're doing great"

stuck oyster
winged wharf
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Okay, thanks anyway guys. If you do however hear of someone that does this kind of thing, please do let me know. πŸ™‚

(Or of someone who will be able to fix existing vehicles and build new ones for the existing mod.)

stuck oyster
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In case you can tell more about the project that could spark more interest.

desert notch
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fix existing vehicles and build new ones for the existing mod
unless you have the permission to modify that mod, I wouldn't do that if I were you

stuck oyster
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yeh thats quite a no go area

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unless proper permissions are given by the original author

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and source files

winged wharf
# stuck oyster In case you can tell more about the project that could spark more interest.

It forms part of a new project we are working on together with Arma Hosts (something similar to the SOG Prairie Fire project they ran).
Like they did with SOG PF, we are recreating actual SF operations -which took place in Africa from 1976 to 2013 -for a tournament.
I will unfortunately first have to check in with the other guys before I can divulge more info.
Target timeline is toward the end of 2022.

The vehicles and weapons mod is an existing mod that we acquired, because the creator is unable to continue with it. We want to take the existing mod, fix some of the assets (most assets are good though) and build new assets and then do a new mod from that. (We own the mod and have full permission and blessing and encouragement to do so by the original author).
A lot of these operations had detrimental outcomes due to animals in the areas.

stuck oyster
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The timetable is preetty short to be honest. πŸ˜… Big project from the sound of it

winged wharf
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Sure is big. Most of the animals would only be needed later on though.

hot hornet
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@winged wharf I have to finish the elephant for Icebreakr and still fix some stuff for the Projets Edaly's animals. If you are not in a hurry (and I hope you are not), contact me in 3-4 months.

wicked kite
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Prob dumb question but when making a uniform do you just build it over the default body? Like literally just build an entire mesh around it? Is it even possible to use the default naked body as a uniform? This is the part that's tripping me out b/c the model I want to make is a weird skin tight armor like a crysis nano suit

stuck oyster
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the example body can be used as a uniform yes

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its just a model like any other

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and yes generally its best to use the sample body as reference to make joints similar shape and in correct place etc

rough jewel
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Im thinking of modeling some guns for a mod im working on. Anything i should know before starting modeling?

stuck oyster
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Dont think weapons got any super special requirements no.

rough jewel
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Ah nice

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Thanks

round bloom
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Can anyone direct me to a proper snapping point documentation anywhere? Most I can find on Google is a 2015 forum post with one reply from @stuck oyster but still I'm none the wiser

stuck oyster
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@round bloom there isnt really any documentation, what was unclear?

rapid tree
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Hello guys is someone in here who can import a few things for me to Arma 3 ?

stuck oyster
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people here are usually engaged in their own projects

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"import few things" usually is far more complex than it sounds

fervent steppe
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Ahh the old β€œmind doing all the hard work for me” request

wispy pendant
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I have a vest that is sittign on the ground as if the item didnt have a model cfg but the issue im having is occuring with a model cfg that is setup correctly. Any common known issues regarding how I may have set something up wrong in OB?

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The vest is in the right place in first person but in third it is simply just sitting on the ground

stuck oyster
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lods where its wrong dont have correct weighting

wispy pendant
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could it be because of overlap?

stuck oyster
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no, sounds like it has no weighting at all

wispy pendant
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its all weighted thats the thing

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I had a buddy of mine check it over and all the basic weighting/ model cfg common stuff wasnt the issue

wispy pendant
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yes

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should it be 1?

runic plover
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no, 0 is right

wispy pendant
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I wish u said it shoulda been 1 lmfao

runic plover
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if it works in first person, and has the same details / stuff, just copy to the visual lod

wispy pendant
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as of rn I have 1 lod labled 0.000

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do u mean like a geometry lod?

runic plover
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check the Arma 3 Samples

Arma 3 Samples\Addons\Test_Character_01\A3_vest_example.p3d

and check what you miss for your vest

wispy pendant
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ok will do

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nope still not workin

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I have everything copied

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vest j sits on the floor consistently

runic plover
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does your vest have spine selections?

wispy pendant
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yes

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I have it weighted rn just to spine 2 for the upper half and belt and below is on the pelvis

runic plover
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in your model.cfg, class cfgModels, is the name of your vest the same like the .p3d file name?

wispy pendant
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class Hynes: ArmaMan{};

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Hynes.p3d is model

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I think that is right as far as layout for the model.cfg

runic plover
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ArmaMan defined and whats the skeletonName in your cfgModels?

wispy pendant
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theres the model cfg

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does it check out?

runic plover
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looks right to me

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do you pack with pboProject? or with what kind of programm you make your pbo files

wispy pendant
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pboproject

runic plover
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and no errors at all

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even if you check binlogs

wispy pendant
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no errors just some warnings

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it does say

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19:15:15: Warning: swg_equipment_hynes\models\vest\avs\hynes.p3d:5, vertex: 142451, sum of weights is 142, should be 100

stuck oyster
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your weighting is then likely not distributed right

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this is some super detailed vest?

wispy pendant
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would that cause this issue?

stuck oyster
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possibly

wispy pendant
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ok ill check it out then

runic plover
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what is your vest doing when you move?

wispy pendant
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just sliding across the ground

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exacly like when you dont have a model cfg

runic plover
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stands still or is it doing any weird movements

wispy pendant
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nah j sits still

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weird thing too is my pistol actually slots where the holster would be on my body

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so I can see the model of the pistol on my hip but now actual holster or anything

runic plover
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even with wrong weighting it should do stretching faces etc so i think the error is somewhere else

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maybe pastebin your config

wispy pendant
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I expected it to stretch initially so I could adjust it

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but it just never got off the floor

runic plover
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next test you can do while im checking the config, copy the arma 3 vest example to your addon source folder, and name it Hynes.p3d (rename your made Hynes.p3d as Hynes2.p3d) and pack it and test ingame, if the example vest is also on ground is the error somewhere else

wispy pendant
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so that one works perfectly

runic plover
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then is your config and model.cfg correct

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something in your p3d is wrong

stuck oyster
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I still feel like the weighting is not right

runic plover
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yeah sounds like that

wispy pendant
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does the S in spine have to be capital?

runic plover
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Spine, Spine1, Spine2, Spine3

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Geometry LOD empty, and needs property name

autocenter 0

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other LOD's dont need that property name

wispy pendant
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my geometry is setup exactly like that just with "prefershadowvolume 1"

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no change

odd garden
sharp coral
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This is a YouTube video

open radish
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One message removed from a suspended account.

stuck oyster
open radish
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One message removed from a suspended account.

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One message removed from a suspended account.

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One message removed from a suspended account.

minor ivy
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Quick question before I start a project: How much of a performance impact would a large, multi-floor, multi-room building have?
My idea is to attempt to create some larger buildings for CQB and stuff since there aren't a lot of those currently.

stuck oyster
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if done correctly they probalby work just fine

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depends a lot on size and how much details there are and how good they are split up so theres no extra to draw all the time

minor ivy
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Hm, size may be an issue. I'm hoping to have the buildings be to-scale (or as close as possible) to their references

sharp coral
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if you don't plan on using AI there maybe just cut it into parts like RHS did with the residential block in TERRACORE?

stuck oyster
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most likely

stuck oyster
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stuff just need to be done right

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well the modular stuff RHS have might not be so straight forward

sharp coral
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so there is a way to make some kind of seamless pathing between the parts or "it just works"?

stuck oyster
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yes

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well to some limits

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if you go super high that causes issues if ther paths have no contact with ground

compact zenith
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How is it possible to have custom text on an vest? (There are servers doing this/also there is a YT video)
Like is it possible to use the Platenumber System?

minor ivy
runic plover
# minor ivy By parts do you mean like create the building, split it into quarters or halves,...

you can also go the way like the big ships work like as example the carrier or destroyer, they are also splitted in many parts, AI paths and animations work etc
but you dont have to place in editor every single part, you can place one part and the parts are together (does not work in terrain builder if im right)


class your part 0
multiStructureParts[] = {{"class your part 1","pos_part_1"}};```
minor ivy
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Got it, thank y'all. Don't think it'll happen anytime soon since I'm still new to this but it's nice to know it's at least possible

rose beacon
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having issue porting out of blender it exports a P3D and then i cant open it get the cannot load file error any ideas

stuck oyster
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youre exporting empty files

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you need to set your objects to use arma properties in blender and set them up as correct lods

rose beacon
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is there a guide for that

stuck oyster
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dunno, perhaps something on the BI forums editing section

rose beacon
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ok cheers pal i shall have a look

runic plover
# stuck oyster yes

yeah i have wrote it, as far as i know, for terrainbuilder placement you have to place the parts seperatly

stuck oyster
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yes (and sorry read it too fast πŸ˜… )

rose beacon
stuck oyster
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principle is the same

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surely you can figure out bit of UI on your own?

rose beacon
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oh ye ye what im doing now XD

desert notch
desert notch
rose beacon
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ahh ok

rose beacon
stuck oyster
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its o2script exe in Object Builders folder

rose beacon
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found the 02 script folder

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there is a few .bio2s files

stuck oyster
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no not that

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the o2script.exe

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it Object Builder folder

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not in objecBuilder\o2script\ folder

rose beacon
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oh ye ye seen it

rapid tree
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Guys does Arma crash for you if you have high poly model without directx view enabled ?

stuck oyster
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you mean object builder?

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and how high poly?

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@rapid tree

rapid tree
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71K

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The issue is not the high poly model its more like you cant binarize it for whatever reason

stuck oyster
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that amount should not be an issue for Arma 3 tools

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there must be some other problem

rapid tree
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The Pbo doesnt get created

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My modder said if he dont binarize it he can get it ingame without crashing arma

stuck oyster
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well there is still some other issue with it blobdoggoshruggoogly

rapid tree
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Model cfg or config ?

stuck oyster
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could be something wrong with the model too I suppose but its not the polycount

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pretty much impossible to say

rapid tree
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Why cant it be easy just for one time

stuck oyster
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tell your modder to use proper P drive setup and Mikeros PboProject so it can debug your stuff

stuck oyster
rapid tree
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Alright

stuck oyster
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My guess is that there is just something wrong in the workflow

rapid tree
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Are you a modder yourself @stuck oyster

stuck oyster
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Yes I've done my share Id suppose

hybrid frigate
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I ran Mikeros ArmA3p 1.57.8.06 instead of the default ArmA 3 Tools P drive setup the other day.

Ever since in ArmA 3 Object Builder I cannot apply any of my textures to my objects without keeping the "P:" in it. Consequently the textures do not load in game. Any ideas?

Before I was able to apply them just fine.

stuck oyster
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your OB probably lacks P:\ in the texture path settings

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using P:\ in paths will mess up everything

hybrid frigate
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Okay I will investigate

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I am aware of the adding P to your path.

stuck oyster
hybrid frigate
hybrid frigate
stuck oyster
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πŸ‘Œ

rapid tree
stuck oyster
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I would not recommend addonbuilder if you have had this kind of trouble

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stuff might seem to "work"

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but you might have hidden errors in there

white jay
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how can i open a p3d file in blender?

median bough
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if it's not yours, you can't @white jay

white jay
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Ah damn Ight

marsh jewel
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Well it depends on the license of the p3d, for example the A2 licensed data packs licensed under APL you can open then export to blender

white jay
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@runic plover are you available today sir? πŸ₯Ί

balmy glen
polar fiber
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Can't see the picture because it's not public

balmy glen
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okay , i see

polar fiber
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If the option to import fbx is missing, check File>>>Options and the path to the DLL folder

balmy glen
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picture with the problem

polar fiber
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Picture is still saying people need to request access to see it. Need to adjust privacy settings on your gdrive. But at any rate the above path for your DLL folder should be something like C:\Steam\steamapps\common\Arma 3 Tools\ObjectBuilder or wherever your tools are installed

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If the path is correct, check you do have the fbx.dll at that location

balmy glen
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okay i dont understand for my drive but i see for the DLL folder

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!thanks

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problem resolved , thanks !!!!

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πŸ˜€

runic plover
white jay
wary radish
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Hello ,
Do you know how to fix this error in the logs?
"Trying to create an invalid center EMPTY"

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thank you

desert notch
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Hey guys. Can anyone send me the basic character p3d from A3 samples + its model.cfg? I don't want to download A3 samples rn (I'm using my phone's internet rn which is super expensive)
Does it even exist in A3 samples? if so I'll download it later when I can (if no one sends me the p3d by then ofc)

white jay
desert notch
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tbh I don't know. I've never used A3 samples meowsweats

white jay
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Hahaha alright ill send both, where do you want it to be sent?

desert notch
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DM me please

white jay
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Copyy

desert notch
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is there a way to override rtm animation using animations defined in model.cfg?

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in other words, override the bone transformation

stuck oyster
desert notch
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yeah I tried myself a few moments ago but it doesn't work meowsweats
I thought maybe you guys know a trick...
the animation itself works if the model is spawned as a simple object tho

runic plover
stuck oyster
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ripping models is not allowed

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this is makers channel. not takers channel

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What game, permission from who

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I have yet to see anyone with permission to use models from other games

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well then its not from the game its from a mod

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but im gonna personally stay away from anything fallout related. everything I've seen so far has been just ripped

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ah from the game

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then its not dragbody who can give you permission

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its Bethsedas works

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basically he is already a taker

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but in Fallouts modding environment that is allowed use as far as I know

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but you have no right to take that stuff to other games

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if you get permission from Bethesda then all good.

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those are for modding fallout games

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not taking fallout assets and putting them to other games

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well you are

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its simple as that

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you can ask Bethesda, theyll answer the same

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we dont really condone that kind of stuff here dude

tawny summit
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"different pieces from the game" -> copyrighted material

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it does not matter

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it's copyrighted and this also prevents from using it in a modified version

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I doubt the mod maker got permission from Bethesda

stuck oyster
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they are not

tawny summit
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ripped stuff is ripped

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just if one guy ignores intellectual property it doesn't mean you (or any other mod maker) can

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so this discussion is over; if you have any genuine questions about Intellectual Property, ask in #ip_rights_violations

manic sage
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Helle everyone, DayZ modder here dipping my toes into Arma 3 modding. Anyone here imported their own uniform models before ? I know the process is similar but i'm unclear on what differences there may be and what my poly limit would be for Arma3. I've heard it was higher than DayZ but have seen multiple different answers online.

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My workflow is cloth simulation in Marvelous Designer, Unwraping & weight painting in Blender, texturing in Substance Painter

stuck oyster
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limits are higher but its not really recommened to have a lot of them

hot hornet
manic sage
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Yeah i know the top,pants & boots are all one p3d. Working on an outfit model now. I just know that dayz you generally want to stay around 10k but my outfit is closer to 20k and didn't know if that would work

hybrid frigate
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Has anyone here ever worked with 3D scanning to assist in more complicated objects?

I am working with a company to scan some aircraft and possibly some cars.

hybrid frigate
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Also where is a good place to start to learn how to make hand grenades and launchers for the game?

median bough
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first you need to learn how to model in 3d. the software "blender" is recommended and it has a ton of tutorials. written and on youtube

hybrid frigate
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I have taken a look at the weapons sample but there is so much going on I just want to make something throwable or launchable.

quick terrace
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but 3d scanning works as 3d reference/hp baking object and not as a game mesh

quick terrace
manic sage
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@quick terrace so what is a good amount for an outfit ? Everyone I talk to says a different #. Im looking for an official answer.

shrewd jay
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10k or below is good.

quick terrace
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the lower the better, the DX11 cap is 2^32 vertices indexes.

shrewd jay
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I would stay in the ballpark of 10k triangles TBH

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More only if there is something complex on it that cannot be done via bump maps

quick terrace
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just understand that while for a single object that will be displayed once you can push polygons a bit, for weapons, character outfits etc, you need to take into account the number of times this will be on in the same scene - displayed at the same time - dx calls
irc, all a3 vanilla assets are way below 10k triangles (around4-5k tris) a maximum of 10k verts

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that's as official answer as you;re going to get

shrewd jay
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Plus, make sure to have LOD's. Too often I see assets that do not have anything beyond the first LOD, which is a very big performance killer

stuck oyster
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Draw 10k tris at 10km for 100 units and wonder why frames are not gud. notlikemeow

shrewd jay
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-> "Release FPS DLC BI!"

quick terrace
runic plover
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Dont forget multiple UV Sets 😏

polar fiber
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And 50+ duplicated sections from pasting the mesh over piece by piece

woeful viper
#

incidentally i noticed, that if there is a large amount of the same kind of object with high section count, having multiple LODs can be detrimental. Because when the two models of the same type are displayed, each at different LOD, they cant be instanced

stone cargo
#

Question about geo lods, I can't get it to work in OB. The model imports just fine into arma 3, but has no lods. I just copied and pasted the triangulated model into the geometry and squarized it. Doesnt work. Anyone know what I need to get a working geo lod?

shrewd jay
#

Did you define components?

#

Component01, Component02 etc?

#

Wait, what do you mean with "geo lods"?

stone cargo
# shrewd jay Wait, what do you mean with "geo lods"?

Yeah, I defined the components. Disregard the lod part. Just working on geo's. I made all the parts into convex hulls and labeled them as component. then added a selection called geometry will all of the geometry defined

shrewd jay
#

You only need the components, not the Geometry define. Have you tried the diag binary to see if the geometry lod is there?

stone cargo
shrewd jay
#

You can switch to the diag branch via steam and just copy the arma3_diag_ex64.exe, then switch back. The diag binary has a function diag_drawmode that can draw the geometry lod.

#

Also, check if binarize gives you errors

stone cargo
shrewd jay
#

If you take my advice, use pboProject instead of addon builder.

charred bolt
#

Did you add mass to the geometry?

shrewd jay
#

It's much more picky, but that is a good thing

runic plover
manic sage
stone cargo
runic plover
stone cargo
runic plover
desert notch
#

I thought he meant triangles

runic plover
#

I thought you thought that kekw2

stone cargo
#

Does anyone know what spine bone number 'name' I need to rig a backpack to Arma Man? is it just spine or like spine01?

teal cargo
#

Hey what is the fix for flipping a texture?. I created a model and imported it and first the normals were inverted(easy fix) but now the logo that was supposed to be on the left side is on the right side flipped. I know there is a simple fix but I can't remember it

leaden sun
#

open the texture and flip its direction or flip the UV

teal cargo
#

@leaden sun I tried that and it flipped it the wrong way

stuck oyster
#

try again.

#

and you if both sides of your thing are mirrred you cant have it right way on both sides

#

you need to have unique uvmapping for both sides

#

likely means you have to do your uvmapping again

unreal jolt
#

Where can a fella go to figure out how to make a functional pistol holster? Like when my guy puts his up it actually holsters on the model.

#

Google doesn't know what im asking so it keeps sending me to the wrong things

runic plover
unreal jolt
#

Alright ill look into that

jade flare
#

Is there any good video guides on how to import models into A3, as I would love to give it a bash? or detailed written ones as I have looked at the samples and have an idea but yeah would like more info before I bash my head on this beast.

stuck oyster
#

check out BI forums editing section

jade flare
#

Okay will do.

#

I'm trying to learn a good chunk of how this engine works.

stuck oyster
#

no tutorial really goes through everything

#

there will always be things you need to figure out

jade flare
#

El Tyranos on YT serms to have some pretty good videos.

unreal jolt
#

ok so got this pistol proxy thing how do I apply it exactly I cant really find a guide about it online

stuck oyster
#

If you cant find a guide there may not be one. There are quite a many things that are not documented.

#

compare the samples that have it and compare their configs and try to find what selection they are part of and where they are connected at

crude plaza
#

hi guys a small question do you know how to solve the problem of the move top which is not done when a vehicle is in a building. Thank you in advance for your answers

rapid tree
#

Guys is someone experirnced with belt fed lmgs to animate ? I cant get the bullets movement, feedcover and bolt to work.

stuck oyster
#

how far have you got them to work?

white jay
#

Hey I'm wondering how difficult it would be to make a walkable spaceship. Does anyone know where I can start

median bough
#

if it's a static and doesn't move, like every other object (house, ect) with roadway LODs. if it does move, no joy

stuck oyster
#

starting point would be learning modeling and texturing in general

#

then learning how Arma buildings work

#

then learning how to make and put buildings into game

ocean dagger
#

can anybody please tell me how exactly to get bipods on my model

#

all i assumed was i need a vertex named bipod in the memory lod

stuck oyster
#

correct attachement proxy

ocean dagger
#

would that be the underbarrel proxy i assume?

stuck oyster
#

sounds correct

robust lark
#

is the vanilla M-900 helicopter (civilian Humming Bird/Heli_Light_01) available anywhere or in the samples? Can't find it. I wanted to change the RotorBlur texture.

white jay
#

Like what software I need, where to go for tutorials, etc.

stuck oyster
#

you really need to learn modeling for that first

#

get Blender and start with generic modeing tutorials

#

as just 3D model from interwebs wont work straight up in game

#

you will need to do a lot to get it game ready

#

Also you cant use models ripped from other games

robust lark
#

so I have a .p3d that points to other .p3ds, where is that info located so I can change the paths? I know textures are in mass texture and material renaming but I don't know about pointing to other .p3ds.

stuck oyster
#

proxies

#

and they have to be changed manually

robust lark
#

how do I change the paths in them?

#

found it, have to right-click and then rename to right path, thanks!

#

weird, I changed their paths but pboProject still giving me an error that they're missing? unless I need to change them elsewhere too?

#

all my textures are pointing in the right path, I renamed the proxies to point to the right path, but I still get the same "Missing File Summary" error

stuck oyster
#

in all lods?

robust lark
#

oh ok I guess I have to do Rename (All LODs), I'll try that

stuck oyster
#

no that does not work on proxies

robust lark
#

where do I change the LODs' paths then?
edit: think I found it

#

ok got it to work, thanks, now on to figure out why it displays all white without any textures

stuck oyster
#

texture paths dont correspond to what gets packed into pbo

robust lark
#

that's strange cause I'm inheriting from another vehicle class that uses the same texture, it works on that one but not on this one

#

trying to make a variant of the orca/kasatka with different rotorblur so I took the model from samples and replaced all the paths but something doesn't work right I guess

#

I already made some retextures and configged my own with what's ingame but I needed the .p3ds from the samples to do this other variant

stuck oyster
#

I can work but possibly your P drive setup does not match what you wrote

robust lark
#

hmm weird, no errors pop up in pboProject atm and I'm following the same /tag/tag_project/data structure, and it works for the other stuff I made configs for just fine

#

I'll double check to be sure

#

I mean I haven't fiddled with the model.cfg if that may have to do with anything? Still, I'm inheriting from the in-game helicopter class and applying the textures that way

stuck oyster
#

the sample model might not have same hidden selection setup

#

or any at all

#

have you assigned textures on the p3d?

#

as it needs textures

#

and if yes, have you checked in buldozer that the textures work?

#

the samples are not really meant to be used as game models, they got stuff missing

robust lark
#

no textures in buldozer, i supposed i need to add ext/base textures to ot

robust lark
#

may look if theres anything else i can use from a2 samples or likewise

#

actually arma 2 samples may do ;)

stuck oyster
#

A2 released data has the A2 models yeh

crude plaza
#

hi guys a small question do you know how to solve the problem of the move top which is not done when a vehicle is in a building. Thank you in advance for your answers

gusty torrent
#

Hello there, I've got a problem with the Buldozer. After an update, textures are shown in OB but not in the Buldozer. Changing the path to textures in OB's options does nothing. Is there any other fix known apart from reinstallation of the tools?

robust lark
#

what could be a reason for replacing a proxy turning the entire vehicle model texture red & transparent? the proxy shows up when added but everything else breaks.

gusty torrent
#

it's transparent in buldozer only or in OB too?

robust lark
#

it's transparent in OB's buldozer

#

I'm changing proxies from an A2 model to it's corresponding A3 equivalents, it seem some of them work and some of them break?

stuck oyster
#

proxy selected?

#

red is the defaul mask color for non selected mesh

robust lark
#

adding the .p3d suffix to some of them fixes it, but to some that worked before without the suffix - it does the opposite, it breaks them when adding the suffix

gusty torrent
#

Unselect everything before hitting Preview, that's at least what had been the cause of model transparency in buldozer in the past, not sure now as I have the buldozer not working correctly now

stuck oyster
robust lark
#

yeah, having the wrong thing selected was the actual issue, thanks! sorry for the stupid question, totally new to fiddling with OB to this degree. was scratching my head hard over it haha.

#

thanks!

stuck oyster
stuck oyster
robust lark
#

yeah it does, the proxies show up - it just made the original 'main' model they're in transparent, but that was due to the selection

gusty torrent
stuck oyster
#

are you running OB from laucnher?

#

P drive set up with Arma tools or mikeros arma3p?

#

(doing stuff through the launcher usually ends up breaking)

#

win 10 does not like it

gusty torrent
#

from Arma 3 Tools, and that one from Steam. P drive is set up, oterhwise I wouldn't have seen the textures in OB window. I will try the A3 launcher then and see.

stuck oyster
#

yes but if you set up P drive with the arma tools tool that usually breaks like this

#

OB should be started from its own shortcut or prferably p3d should be file assiosiated with it

#

and P drive should be set up with simple subst .bat file and populated with arma3p

#

or at least this is proven to work

#

I dont know exactly why the tools method breaks and sometimes works for long time and sometimes short time

gusty torrent
#

yeah, wierd... It happend to me third or fourth time, but this time the usual fixes don't work.... eh... No, launching OB directly from Steam->Tools->Arma 3 Tools->Run->Lunch Object Builder didn't fix the issue. It must be something different then... It's gonna hit me hard if I would have to re-path all textures and rvmats in all my addons.

#

I think the problem appeared when I launched Steam with Administrative privileges once to run other game and then the Tool's update shown up and messed everything.

#

Yeah, it works when textures include the prefix. But surely, I am not gonna rework my addons just for that. Will re-lunch the Steam/Tools in admin mode and try to reconfigure the OB. Maybe this time it will register changes for Buldozer.

stuck oyster
#

as far as Ive seen OB has always used the full paths

#

packing your stuff is not the same though

gusty torrent
#

then what would be the textures path option in OB settings for?

#

It works now. I am gonna write down here what I've done in a minute

stuck oyster
#

If I've understood right it sets the prefix the paths use

gusty torrent
#

yeah, so the textures don't need the full path right?

stuck oyster
#

sp when its P:\ then path\to\texture.paa is read from P:\path\to\texture.paa in buldozer

gusty torrent
#

If I give them prefix, create an addon and then detach the P drive, all textures are gone in-game

#

maybe I do something wrong, I don't know. It just get broken after every update when I do have Steam in admin mode

stuck oyster
#

Im gonna assume you are not packing with pboProject

gusty torrent
#

no, I use Addon builder

stuck oyster
#

I dont know how to help with that

#

except say, use pboProject πŸ˜…

gusty torrent
#

Oh, there's no need, really πŸ™‚ I just found the cause for that wierd behaviour. It seems the configuration of the Buldozer isn't registered on my machine when Tools aren't in admin mode. OB is fine, just Buldozer somehow doesn't accept changes I do after an update.
I lunched BuldozerConfigurator.exe from the Arma 3 Tools folder with admin priveleages, set it for "use Buldozer from the installation directory", it didn;t worked then launched it in the admin mode again and set for the projects folder I use. Easy πŸ˜‰

stuck oyster
#

this is part of what Arma tools setup causes

gusty torrent
#

Yeah, but well, I've been working with that for 8 years. Not sure, I like the idea of moving to different tools. I use some of the Mikero's tools from time to time, when needed, but not really so often. Mainly Elitness and only to check config files for errors.

stuck oyster
#

pboProject is the correct one for that really

robust lark
#

so I got my port to work in A3 however the rotors don't rotate and constantly display the blur texture, not to mention the gauges don't turn on/work, what should I look into to correct this? Do I need to change the named selections' names I assume?

stuck oyster
#

those and animation names must correspond

robust lark
#

in OB or where?

stuck oyster
#

p3d/OB, model.cfg, config.cpp

#

everywhere where they are defined

#

animation sources might be different too

robust lark
#

ok thanks, yeah I'm inheriting from the A3 variant for all the functionality (it flies and all) and just using the A2 sample one in OB to be able to modify it. I'm assuming they changed the names of a lot of things over to english instead of czech, so that's probably causing it maybe?

stuck oyster
#

and there is separate thing for the rotor blur in config if memory serves me

robust lark
#

I'll have a look over the config

gusty torrent
#

yeah, that's correct what @stuck oyster says about config input regarding static/blur version of rotors. They also have to be listed in "sections" in the model.cfg. No need for animation entry then.

stuck oyster
#

this is why the rotors cant be retextured too

#

if one wants retexturable rotors, one must do model.cfg animation that hides/unhides the blur

gusty torrent
#

indeed, you are right

#

there you are:
rotorBig = "vrtule_velka"; // cobra rotorBigBlend = "vrtule_velka_bl"; rotorSmall = "vrtule_mala"; rotorSmallBlend = "vrtule_mala_bl";

#

in sections they would look like:

class Helicopter: Vehicle
    {
        htMin=60;
        htMax=1800;
        afMax=200;
        mfMax=100;
        mFact=0;
        tBody=0;
        sectionsInherit="Vehicle";
        sections[]=
        {
            "vrtule_velka",
            "vrtule_velka_bl",
            "vrtule_mala",
            "vrtule_mala_bl",
            |
                        |
            "podsvit pristroju"
        };
#

There is also another version I use:

selectionHRotorStill = "main_rotor_static";
selectionHRotorMove = "main_rotor_blur";
selectionVRotorStill = "tail_rotor_static";
selectionVRotorMove = "tail_rotor_blur";
gusty torrent
#

@robust lark But as @stuck oyster said, in case you want to have different textures on rotors you will have to remove those entries from config.cpp and model.cfg and hide/unhide rotors using animations set in model.cfg. Then you can retexture your rotors using hiddenSelection tech and Attributes, for instance. In your case, however, I suggest doing things in small steps.

robust lark
#

thanks for all the pointers! I'll keep it in mind and test

#

really appreciate the help and direction

gusty torrent
#

nice retex you've got there!
Rotations of the rotors you can do with these:

class HRotor: Rotation
            {
                source="rotorH";
                selection="main rotor";
                axis="velka osa";
                angle1="2 * 3.1415926536";
            };
            class VRotor: Rotation
            {
                source="rotorV";
                selection="tail rotor";
                axis="mala osa";
                angle1="2 * 3.1415926536";
            };
#

just make sure the named selections and axes match with what you've got in your model

robust lark
#

yeah I'm translating everything over from czech to english at the moment

#

and thank you

gusty torrent
#

well, if it works for you than -yes, I do the same usually, but it just add some work and lines of code
it's easier to use the default names so you can use inheritance to not replicate a work

robust lark
#

yeah I should look in the cfg and config if it's even necessary but in the sample version of the same helo they were translated so I assume I needed to, at least for the ones that were changes, since not all was translated

#

though I'm confused on how the model.cfg links with the .p3d and config, if I just make the helo inherit from the ingame one, won't it use that one's model.cfg?

#

but still I probably need a different cfg if I want it to use these rotors, maybe, dunno, haha

gusty torrent
#

Surely you need different config files, with different class names of the helo. The idea behind the inheritance is to cut down the work needed. Just imagine working on 10 different helicopters and they all use the same mechanics - rotors, doors, dampers, etc. You would just need to use the same set of memory points, the same animations set in model.cfg and simply adjust the position of the points in different models.

stuck oyster
#

A2 configs wont work right

#

Id still say you should make the stuff from scratch to properly know what you are adding and changing

robust lark
#

yeah, I am inheriting the config from the A3 vanilla PO-30 Orca and making my own class branch off of it with my .p3d and .paas / etc.

#

I'm comparing it between the model.cfg in samples and also with the samples .p3d against the A2 .p3d, but I'd like to assume that the vanilla one uses the same .cfg as the one listed in samples - so I'm trying to match the named selections to that and the samples' named selections one too

robust lark
gusty torrent
#

Well, the A3 sample helicopter's config is severely stripped out of possible entries. It uses the config inheritance idea quite heavily which might be misleading for newbie mod maker. It has everything a helicopter addon needs, tho. I would suggest to look into one of those All-In-One configs to see what can be added to a helicopter addon's config and for what purpose. Also, looking into some of dev teams' creations like CUP or RHS ones through in-game config viewer may be beneficial for you, I believe. Just to see what you can learn from them. But, this is something to do later, along the way. Using the A3 sample for your first addon is a step in the right direction.

robust lark
#

thank you for the input, I did first try to use the A3 Samples version and saw it was missing quite a few pieces so that's why I went back to pick up the same model from A2 Samples since it was more complete, however doing the conversion from A2 to A3 is it's own process for sure

#

still using it for some guidance and comparison, so I'm tinkering here and there hoping I can get the .P3D I'm modifying to hopefully just click and work off of inheriting the functions from the A3 one, at least once in-game that is - model wise I think that process is done aside from having to change Named Selections to get the .cfg to pick each moving piece up, still there's some differences between the amount of Named Selections between A2 and A3

gusty torrent
#

When it comes to difference between named selections, well, it's not that simple - as @stuck oyster said - to convert A2 sample into A3.

#

It misses at least two LODs of the model - PhysX and Buoyancy ones. This is the first thing. Another one is you need to create PhysX config for the landing gear wheels

robust lark
gusty torrent
robust lark
#

I don't think I will get into handling and all that since I'm not that savvy personally, I'm more focused on creating some civilian variants/retextures of existing helicopters (and a terrain to go along with it all), if I knew a little more I'd try to port the Medium one from TOH but that's beyond my abilities, however, yeah, I'll just try to inherit from what's existing in the game and go from there - and then maybe look into that, trying to recolour the rotors proved to be a lot of hassle but I wanted that vibe haha

gusty torrent
#

That's a good direction and a reasonable attitude. I look forward to creations of yours! Some day maybe you will make Ka60 for TKOH? πŸ™‚

finite pumice
#

Good evening. Is there any way to deselect points from selections without deselecting theirs connections to another points? Or just make some points in selection hardly attached to their positions?

stuck oyster
#

what program?

#

@finite pumice

finite pumice
stuck oyster
#

what is it you are trying to do?

#

there is a vertex select mode you can use to select or deselect points

#

and redefine selection to match that

finite pumice
#

I try to make the suspension lever for BTR. In working one, points, where it connected to the hull, are deselected from selection. But in some of them this points are selected too and marked by blue colour

stuck oyster
#

picture could help. not quite sure what you do there

finite pumice
#

Fixed it moment ago. Deselected unnecessary points. Thank you very much for the tip and sorry for wasting your time

stuck oyster
#

πŸ‘

#

personally I prefer to make selections to the source model

stuck oyster
#

no. if alpha sorting is done right there should not be a problem

#

but maybe you have too many alpha transparent surfaces

crude plaza
#

ok thanks my friend for you answer πŸ˜‰

rapid tree
#

I need urgent help! Again :D I wanted to make a Weapon with a UGL but i dont have the firemode for the Grenade Launcher i even used the sample config, do i have to define the Grenade Launcher in the model.cfg or in object Builder ?

rapid tree
#

Nevermind got it to work

charred bolt
#

@finite pumice What you were seeing I would guess, is weighted vertex points on the suspension.
They are supposed to be part of the selection name, but do not move with it (at 0% weighting).
To paint weights on vertices in Object Builder, press N.
By deselecting the points from the selection you will be 'breaking' the suspension movement, which by the way, can only be seen in-game, not in Buldozer.

unkempt atlas
#

does anyone be happening to be working on a JLTV mod?

finite pumice
unkempt atlas
# quick terrace why?

Well out unit is based off the Army’s 2030 plan. And we have everything except the Sig NGSW and JLTV’s. And all the β€œJLTV” mods are just renamed hunters

quick terrace
rapid tree
#

Hello Guys does anybody know how i can make my AK reload anims as clean as Apex AKM/AK12 does ?

stuck oyster
#

just lot of practice

rapid tree
#

I use the same reload times as apex, got the same magazine proxies/position...

stuck oyster
#

what seems to be the problem then?

rapid tree
#

The mag input is fine but when the character puts it out it looks teleported

stuck oyster
#

sounds like you just need to adjust the model.cfg animation

#

"just"

#

I know its not quite that simple

rapid tree
#

Thats maybe it since i use the sample model cfg

stuck oyster
#

then 100% it

rapid tree
#

The apex ak12 model.cfg could come in handy now...

stuck oyster
#

I think its you who I said this before but copying model.cfg over is very unlikely to work right.

#

it is most of the time better to do the animations anew

rapid tree
#

But im not an animator nor do i have knowledge of that

stuck oyster
#

it is a learnable skill

rapid tree
#

Well the p3d file of my ak is identical to the Apex AKM i think it would work πŸ˜…

stuck oyster
#

and it is the answer to "how to get this look nice"

#

how can it be identical?

#

those files are not released

#

pls dont do anything shady.

rapid tree
#

De binarize it, copy paste my weapon it it get the right scale position etc save as my ak p3d

stuck oyster
#

of fort fucks sake

rapid tree
#

I only do this to get right positions

stuck oyster
#

sorry, cant help you further

rapid tree
#

And dont worry it dont touches the OG File

#

Did i do anything illegal ?

stuck oyster
#

yes. debinarizing is forbidden.

rapid tree
#

Even when i just look at the p3d to help myself ?

indigo iron
#

Not entirely sure if this is the right place for this, but does anyone have any experience on getting arma models into SFM?

stuck oyster
#

SFM?

indigo iron
#

Source Filmmaker.

stuck oyster
#

not allowed

indigo iron
#

I'm trying to put together a cutscene for an end-of-campaign op I'm doing, and if I can get it mocked up in SFM, I can apply mocap to the models.

stuck oyster
#

no can do

indigo iron
#

What, is it against Bohemia's policy?

stuck oyster
#

yes

indigo iron
#

That's rather disappointing. Guess I'll have to go commission something similar looking, then.

stuck oyster
#

just do the cutscene in game and record

indigo iron
#

Erm, no, I don't think that'll come out anywhere near as well.

stuck oyster
#

well that is only realistic way to get it done

indigo iron
#

I'm also under some pretty severe time constraints.

desert notch
stuck oyster
#

then I suggest you forget it

#

time constraints and massive thing like this dont go hand in hand

indigo iron
#

Appreciate your opinion on the matter.

stuck oyster
#

would be cool

indigo iron
#

@desert notch I have little to no knowledge of those, I'm afraid.

stuck oyster
#

but honestly this is not a simple thing you might just whip up

#

so if you have deadline, this is likely not the thing that can be achieved in it

indigo iron
#

I'm aware. I'm using the resources I have available to me; I'm not expecting to become an expert in arma engine editing in a month.

stuck oyster
#

then I stand by the suggestion to make something simpler

#

this is more closer to the expert level stuff

#

its possible to do, but requires a lot of work

#

probably a month from the expert too

indigo iron
#

Possibly. I'm just feeling out my options.

#

I appreciate the up-front answers on this.

unkempt atlas
quick terrace
gloomy hemlock
# indigo iron Possibly. I'm just feeling out my options.

Yeah within your short amount of time the closest you will get may be a good ingame-made cutscene with a lot of rework and editing afterwards to hide the bad parts. It’s possible and it can look awesome but I guess there are only a couple of people capable of such a thing

silver zenith
#

how can I determine in what order decal objects appear on the floor?
for example forcing "helipads" to appear above "roads"

stuck oyster
#

if they are set as decals you cant

#

or at least I have not found a way

#

if they are set as non decal objects but have the ground hugging vertex setup then their height determines the order

silver zenith
#

I have just set the verts to snap on surface so I may have never set them as decals

unkempt atlas
quick terrace
alpine matrix
#

For a clothing item such as a helmet what LOD's would i need?

stuck oyster
#

check arma 3 sample models from steam

alpine matrix
#

Alright thanks

alpine matrix
#

i got it for the most part but when i put it on i get a "bad file format ( ). error"

stuck oyster
#

did you edit it in Object builder?

#

if yes

#

did you use "save as" to save the p3d

#

or "export p3d old version"

#

@alpine matrix

alpine matrix
#

i put it into obj. builder and its over sized.

#

and rotated wrong

stuck oyster
#

you probably did something wrong where ever you made to model in and however you exported it

runic flare
#

which one is the best option for the last resolution LOD?
Triangles: more faces
Or
Quads: less faces

rough idol
#

doesn't matter - everything is converted to triangles during binarization

runic flare
#

Nice

atomic path
#

What should I check when my amphibious vehicle floats nicely but turns over when turning even a little bit?

#

In water that is

rough idol
#

geo buoyancy

#

this is how I've set it up on RHS BTR-70

#

additionally you might check force offsets, I don't remember names of the params right now

atomic path
#

Well that's rather vague πŸ˜„

#

I do have the buoyancyLOD, otherwise it wouldn't float

rough idol
#

well, if there is no buoyancy LOD then geomtry physx is used

#

so it's not requirement

atomic path
#

Does there need to be any relation between the COM and buoyancy?

rough idol
#

I don't recall such thing - in general just try to make geo buoyancy bigger than the vehicle

#
        engineShiftY            = 0.3;
        engineShiftZ            = -3.0;``` one of that was important if I recall correctly
#

you can also tweak damping

        waterAngularDampingCoef    = 5.0;
        waterLinearDampingCoefY    = 2;
        waterLinearDampingCoefX    = 2.0;```
inland pawn
#

Would anyone know why a models texture would be black upon applying it to the model in object builder?

stuck oyster
#

does it also have rvmat?

inland pawn
#

Right now no

stuck oyster
#

too many uvsets?

inland pawn
#

Would applying an rvmat fix that?

stuck oyster
#

no

#

but buggy rvmat can cause that

#

is why I asked

#

have you unwrapped it on uvset 0?

inland pawn
#

Should be. Let me recheck

stuck oyster
#

and are your vertex normals ok?

inland pawn
#

Lemme recheck just to be sure

#

But, everything should be working fine

stuck oyster
#

when you say in object builder you mean actual OB view or buldozer

inland pawn
#

I apply them in object builder but when viewing in buldozer its black

stuck oyster
#

check if the paa converted right

inland pawn
stuck oyster
#

the tgat would convert to paa when you load it to buldozer

stuck oyster
#

:C

#

you said its black

#

not that the transparency does not work

#

that needs rvmat

#

πŸ˜›

#

accurate problem info pepeRee

inland pawn
stuck oyster
#

well perhaps you did not save the alpha channel

#

put rvmat on it to test

inland pawn
#

A3 camo net rvmat did nothing

#

I dont think it has an alpha channel

stuck oyster
#

well that would be the problem

inland pawn
#

Anyway to do that outside substance?

stuck oyster
#

yes

#

most modern paint programs can edit alpha channel/transparency

inland pawn
#

So, toss it into like photoshop or something?

stuck oyster
#

something along those lines

inland pawn
#

@stuck oyster Then, what would I need to do to add an alpha channel

stuck oyster
#

in photoshop? no idea. its crap program

#

you can probably find tutorials or guides related to that though

inland pawn
#

@stuck oyster Ok, so, the texture does have an alpha channel

#

Shows up like this in tex view

inland pawn
#

Think I found the issue

#

The nets i'm applying a texture to do not have a uv unwrap

#

Yep

#

That was it

rapid tree
#

Guys im trying to figure out how to make a custom 3d scope and i got it ingame but the player will not ADS

polar fiber
#

Does it have a view Pilot LOD?

rapid tree
#

Yes

#

I use the sample p3d file

#

Does it need a model cfg ?

polar fiber
#

Not for optics, no

#

what are you using for the modelOptics= in config?

#

Some old tutorials have modelOptics="-"; or modelOptics=""; which doesn't work. Needs to be modelOptics="\A3\Weapons_F\empty"; if you're doing a 3D optic

rapid tree
#

Yes i have the model optics "";

warm trench
#

For FireGeometry, is it OK to have bodies that are very slightly L shaped?
Technically I think this makes them concave not convex but it's going to be a huge pain to make everything on my current model fully convex for how I think it should be defined....

shrewd jay
#

Strictly convex, non-convex shapes will definitely cause issue

warm trench
#

Thanks for the quick reply. Saves me lots of trouble down the line!

stuck oyster
#

it comes down to how accurate you want it to be

desert notch
#

You can have multiple convex shapes, no?

#

E.g make an L shape with 2 cubes

shrewd jay
#

One thing I frequently use is a solidify modifier in Blender to make the fire geometry components. That way I only need to take care that the polygons are convex

stuck oyster
#

youp.

#

but you can make them blobs too if you dont need it to be too accurate

shrewd jay
#

Myeah... I am sceptical, sometimes my fire geometry seemed to have holes and it turned out there was a non-convex shape...

stuck oyster
#

or leave out small ledges if they dont serve purpose

#

well yes everything has to be convex

shrewd jay
#

Yeah if the L-shape is very tiny you can leave it out.

#

I do think, though, that a good fire geometry separates the good from the bad models, especially on vehicles

stuck oyster
#

true

warm trench
#

Also, when getting info of the hit selection data, what's that referring to?
FireGeom LOD?
The fact it's called 'selection' almost suggests visual LOD but I didn't think that interacted with ammo etc...?

stuck oyster
#

Hit selection data? From where?

warm trench
#

A friend of mine talked me into making a target model (think something like VTAC targets) using different hit areas for him to script a scoring system
Sadly, his spiel to sell the idea to me was much more convincing that his actual knowledge of how it was going to work.
So having put quite a lot of hours into a nice new model & textures etc, it would be nice to work out how it all functions so we can get the scripts working...

stuck oyster
#

Hitpoints are set up in config and work in conjunction with the fire geometry lods components and hitpoints lods points

warm trench
#

Any idea what the 'selectionsNamesArray' is?
(as part of the
getAllHitPointsDamage entity
Parameters:
entity: Object - object to be queried
Return Value:
Array - [] if entity is null or has no shape, otherwise [hitpointsNamesArray, selectionsNamesArray, damageValuesArray])

stuck oyster
#

Off the top of my head. No don't remember.

#

You can probably find out if you compare what it returns to the hit point config of a thing you use it on

warm trench
#

Thanks for your quick replies!

mint patrol
#

Hello, I am checking the wheel animations of my model from the bulldozer and I see that it works fine, but the wheels do not work in the game, what is the problem?

stuck oyster
#

what source are your wheels using in model.cfg?

stuck oyster
#

your wheel bone selection names in physx config dont match with the animations configs

#

bonename you have podkolos but in model.cfg you got koll

#

at least for starters

atomic path
#

Any idea why my tanks can drive underwater?

#

They only start getting damage when they are quite deep, over 10 meters under the surface

polar fiber
#

Do you have an autocenter property anywhere in the model? First you need to get rid of it if you do.

#

Then you need to set maxFordingDepth in the config it's a + or - value relative to the model centre, so you might need to investigate what value is actually right for your vehicle

atomic path
#

should I make it autocenter 0 or just remove it?

stuck oyster
#

remove

#

vehicles break with autocenter parameter

#

they need it to be the default

atomic path
#

if it's applied to geophysX does it even affect the model?>

stuck oyster
#

should not but Id remove all obsolete named properties

atomic path
#

allright, I'll dive into that

leaden sun
#

little 'cheat' for blender users when creating convex shapes, when you convexify your mesh make sure the max angles are change from 40 to 0, it's a 99% garuntee unless your mesh angles are too warped

onyx monolith
#

Do moving components of a vehicle need to be modelled on as one part in blender and then attached to a skeleton or as separate parts. Also do wheels need to be added and animated in blender or oxygen

polar fiber
#

Animation is done via programming a model.cfg. You do it in notepad

onyx monolith
#

But would it be easier to animate the model as separate bodies?

stuck oyster
#

Wheels and such are separate parts yes

#

You can check out sample models in steam Arma 3 samples

#

And don't over think it

onyx monolith
#

Thanks

granite nexus
#

Hello, I have an issue with my HAHO mask model weights. I have them applied to the p3d, but it just hovers between the legs.
I also have 2 selections that are meant to hide the tubing but both tubes are still there.

{
    class oxytube_connect_hide
    {
        displayName = "Hide tube connected to tank";
        source = "user";
        initPhase = 1;
        animPeriod = 0.0001;
    };
    class oxytube_disconnect_hide
    {
        displayName = "Hide tube resting on chest";
        source = "user";
        initPhase = 0;
        animPeriod = 0.0001;
    };
};```

Not only that but the view-pilot LOD isn't visible in first-person.
I have no idea where the issue lies. Any nudges in the right direction or additional questions are welcome.
polar fiber
#

Can't have model.cfg animations like that on headgear

#

All wearable items need to use the Arma 3 character skeleton, not custom ones

granite nexus
#

Can you not add any bones? kinda like

    {
        isDiscrete=0;
        skeletonInherit="";
        skeletonBones[]=
        {
            "Pelvis","",
            "Spine","Pelvis",
            "Spine1","Spine",
            ...
            "RightLegRoll","RightLeg",
            "RightFoot","RightLegRoll",
            "RightToeBase","RightFoot"
        };
        pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d";
    };
    class HAHOmask_skeleton: OFP2_ManSkeleton
    {
        isDiscrete=0;
        skeletonInherit="OFP2_ManSkeleton";
        skeletonBones[]=
        {
            "Connected","Pelvis",
            "Disconnected","Pelvis"
        };
    };```
polar fiber
#

Nope

granite nexus
#

So is there any other way for me to hide a selection without bones?

#

and If I remove the additional skeleton, the View-pilot LOD will work? as well as the other weights?

polar fiber
#

Unsure about the viewPilot thing. In some cases the character model itself doesn't have the proxy for some items in the viewPilot - so the item will not show under any circumstances

#

Hiding parts on clothing items is done with hiddenSelections usually

#

But only works dynamically on the character model/uniform and backpacks

#

With glasses, helmets etc. you have to swap between two classes

granite nexus
#

Right, so two classes. One disconnected, one connected, and then scripts can be used to swap between the two. Really sucks if I can't have it show in first person though

#

Wait, It should be able to be seen in first person since shemaghs are visible

polar fiber
#

Well if it's hanging down by your balls, you probably wont see it in first person until you fix that

granite nexus
#

Not if I'm flexible πŸ˜†

granite nexus
wicked kite
#

Having issues posing a model. I made a simple torso with arms and decided to repose it to the proper A pose but anytime I go to edit the model resets into it's original pose. I tried applying the new rest pose but that also makes it go back into its original pose. Is there something I am missing?

stuck oyster
#

not knowing what program you use and how you pose it hard to say anything definite

#

but yes there is likely something you are missing

wicked kite
stuck oyster
#

you would aslo have to apply that pose to the mesh

wicked kite
# stuck oyster you would aslo have to apply that pose to the mesh

trying this rn b/c I honestly thought I only had to pose the rig but am having trouble understanding this guide
"Select your armature and go in β€œPose Mode”.
Pose your object in your new rest pose.
Go in β€œObject Mode” and select your deformed object.
In the object’s β€œObject Modifiers” stack, copy the β€œArmature Modifier” by pressing the β€œCopy” button. You should have two β€œArmature Modifiers”, one above the other in the stack, with the same parameters. This will deform your object twice, but it is ok. If you go in β€œEdit Mode”, you will see that the mesh has been deformed in your new rest pose.
Apply the first β€œArmature Modifier” (the top one), but keep the bottom one. The latter will replace the old β€œArmature Modifier” and will allow to pose your object with respect to your new rest pose. At this point, the object will still be deformed twice. That is because we need to apply the current pose as the new rest pose.
Select your armature and go in β€œPose Mode”.
β€œApply Pose as Rest Pose” in the β€œPose” menu. This will clear the double deformation and put your object in your new rest pose."
I got to the part where it has me copy my armature to a second armature and I honestly does nothing. Even testing it out by going into edit mode still has the model go back into its original pose

stoic pebble
#

Hi all, anyone have a tutorial to start model uniform? ... lol brain bug

stuck oyster
#

gears?

#

βš™οΈ

sharp coral
#

or you can choose to pay some money for Marvelous Designer, there's less to learn about modelling and more about the software itself, the blender work may be then limited to making LODs and some minor stuff

stoic pebble
#

which software? arma tools?

sharp coral
#

whichever you want, you can model in everything but Blender is the easiest one if you have no experience

#

download Arma Tools, set up P Drive, download Arma Toolbox plugin and you're good to go, if you don't know how to do X then just google it because there's plenty of tutorials

#

if you know how to model then Sokolonko's youtube videos will be helpful with how to integrate your stuff with A3

cosmic zephyr
#

Can you take an existing 3d model and then make a skeleton/bones stuff like that or is it better to build the 3d model from the ground up for Arma specifically?

#

Have a tabletop mini company who has 3d models already but no experience with Arma skeletons, config or animations etc. and just wondering if it's even feasible for them to 'port' a model over or if it's better to make them again for Arma alone, like the p3d(?)

polar fiber
#

3d printable tabletop models will generally be too high poly for Arma

round bloom
#

Is there a way to make an object in arma that a player actually swims in like water? The object would be way above sea level

stuck oyster
#

yes

#

but everything under it is water

#

so no swimming pools on roofs

#

πŸ˜›

tulip gyro
#

is there a way to re-weigh the model in arma tools?

#

i know you can do it in blender

#

but I've been struggling with fixing my model weights

inland pawn
#

You weigh a model through geometry

runic plover
tulip gyro
#

8:45:59 Warning: exerstuff\BAF_AliceBackpack.p3d:0, vertex: 186896, sum of weights is 200, should be 100

runic plover
#

Yeah animation errors weights

I fix them in OB

tulip gyro
#

how?

runic plover
#

Select selections, rightclick and show weights if im right, or they were in a seperate window

If 2 selections got 100 they are 200 together
So both should be 50 instead 100

But character stuff is more complicated, sometimes 3 or 4 selections are together, as exampke for legs, legsroll, foot, footroll etc

Then they are mostly splitted in 35, 50, 15 as example

runic plover
#

Im on phone and dont have it in mind

Maybe settings / show weight window you have to enable, or it was just in selections / rightclick / weights

tulip gyro
#

ye ik how to get there

runic plover
#

πŸ‘

tulip gyro
#

Are there any free ways to obfuscate your PBO?

#

@runic plover sorry to ping you, but do I change the percantage value of the selections to be 50%?

runic plover
#

Selections together should not reach over 100 or you get such rpt errors

If you got 3 selections and they are merged together they have to be splitted, like example above for legs

30, 50, 20

I dont know how many selections you have, backpack sounds like just Spine selections

Just dont go over 100

runic plover
tulip gyro
#

I've spend some time learning 3d modeling and making that backpack

runic plover
tulip gyro
runic plover
#

Mikero Tools can obfuscate, but i dont know a free tool. His tools are the best i know also for finding errors and do a well pbo file

tulip gyro
#

well I'd have to buy a $35 bundle

runic plover
#

Its okey, license is 1 year

tulip gyro
#

ah well, that's the price of your content being protected

runic plover
#

As long arma can read it its not protected 100%

But yes, it makes it harder for some people.

terse elm
gloomy hemlock
#

but i still have bugs :[

grand sandal
#

How can I import the example model provided in the A3 Samples to Blender? I just get a error of it being in Ascii form

small heart
#

which model name is the default NATO combat fatigues

fluid copper
grand sandal
#

Nope

mellow quartz
#

you know what

#

1 helmet choice

quick terrace
#

port it from where?

mellow quartz
#

but

#

Microsoft might get mad

#

just remembered that

#

dang

quick terrace
#

emphasis on makers in #arma3_model channel. you seem to have missed it altogether

grand sandal
shrewd jay
#

What's the definition of "weird shit"?

grand sandal
#

weird faces and shapes

#

i think i got a older download of it

#

i'm going to install blender 2.83 and re-install the plugin

shrewd jay
#

Did you get the plugin from github?

#

Also, after importing all LODs are visible at once, which looks weird. That is because (AFAIK) there is no way to control object visibility from a script. Just select one of the collections for visibility.

#

If it looks like this just press 1 after import to only view the first collection

#

I also test the plugin with the latest version of Blender, it should usually work.

grand sandal
#

oh okay

#

I downloaded the latest from your GitHub but I can't install it, it doesn't show up in the Add-ons options

shrewd jay
#

If you download it via the branch download, there is an additional folder. If you open the archive and it say "Armatoolbox-master", then go into that folder. It should look like this

#

Unpack that "ArmaToolbox" folder somewhere, then ZIP the entire folder as ArmaToolbox.zip, and try to install that.

grand sandal
#

aight

grand sandal
#

Eem, I just needed the character model for modeling shit but it's missing the head for some reason

stuck oyster
grand sandal
#

oh okay

stuck oyster
#

You can find sample head in the sampleRTM folder

grand sandal
#

@stuck oyster in the A3 samples?

stuck oyster
#

yes

urban brook
#

Was hoping someone could guide me through getting a Landcruiser OBJ converted and working in Arma3. The only tutorials i can find involve tracked vehicles with armor. I am happy to compensate someone for there time

bright echo
#

does anyone have any info on how the interior shadow volume lods work? like shadow volume view cargo?

#

previous attempts usually had little to no difference from the regular exterior shadow lod

balmy sandal
#

Does Arma Toolbox work well with Blender 3.0?

median bough
stuck oyster
desert notch
#

question about hit points:
under Hitpoints class in cfgVehicles, is convexComponent defined in the fireGeometry lod?

#

or is there no link between hitpoints and fireGeometry LODs?

polar fiber
#

armorComponent in hitpoints config uses named firegeo components in place of hitpoints LOD point volume. Not sure what convexComponent is for - perhaps uses regular geometry LOD

rough idol
#

Convex component is obsolete param

bright echo
#

yeah it was used for glass etc - its still firegeo

desert notch
#

yeah actually that's what I'm trying to detect via scripting. I want to know which selections in a model are "glasses"
I wanted to know if there's a link between hitpoints and fireGeometry LOD (e.g hitting a certain surface in fireGeom would damage hitpoint X)

rough idol
#

if they are using armorComponent then yes

#

convexComponent does nothing for quite a long time - it didn't work even before armorComponent was introduced

jovial snow
#

Hey guys, I was editing a .p3d model and when I get in-game and into arsenal it turns white and spawns not on the character its between my legs, what went wrong?

runic plover
jovial snow
#
19:41:01: Error: avs\avs_1.p3d: Opposite edge to P(46, 1687) was not found - shadow geometry is not closed.
19:41:01: Warning: avs\avs_1.p3d: Degenerated triangle found on source triangles (289,55,56)
19:41:01: Error: avs\avs_1.p3d: Opposite edge to P(56, 289) was not found - shadow geometry is not closed.
19:41:01: Warning: avs\avs_1.p3d: Degenerated triangle found on source triangles (221,46,55)
19:41:01: Error: avs\avs_1.p3d: Opposite edge to P(55, 221) was not found - shadow geometry is not closed.
19:41:01: Warning: avs\avs_1.p3d: Degenerated triangle found on source triangles (56,1687,1686)
19:41:01: Error: avs\avs_1.p3d: Opposite edge to P(1686, 56) was not found - shadow geometry is not closed.
19:41:01: Warning: avs\avs_1.p3d: Degenerated triangle found on source triangles (154,1686,39)
19:41:01: Error: avs\avs_1.p3d: Opposite edge to P(39, 154) was not found - shadow geometry is not closed.
19:41:01: Warning: avs\avs_1.p3d: Degenerated triangle found on source triangles (76,39,1687)

ok how do i fix them shadow geometrys?

stuck oyster
#

likely need to remake it

#

check the sample models for reference how it can be built from simple parts

jade flare
#

Quick Question,
I have a model all set up ready for ObjectBuilder in Blender, how do I export textures out? do I just bake them out as normal? I have a vertex group called camo? but I am stuck trying to find an resources that give details on how textures work from Arma Toolbox.

stuck oyster
#

define bake them out as normal?

#

if you dont already have baked textures, then the model is not ready to go to object builder

jade flare
#

yeah sorry, I can bake out the textures, normal, diffuse ect, what is the step after that?

#

do I need a RVMAT?

stuck oyster
#

yes

#

but before that

#

you have a model in blender yes?

#

is it uvmapped?

jade flare
#

Yeah

#

Yes, blenders, smart uv unwrap for now while im testing

stuck oyster
#

alright, how is it textured currently?

jade flare
#

using nodes?

stuck oyster
#

alrigth just to make sure, that does not transfer into Arma. So yes you would need to bake the texture files out of that

jade flare
#

that's fine cycles render then bake I know that bit

#

you wanna hop in VC and I can stream and you can help me out? ive done this once before but way too long ago for it to make any sense to me.

stuck oyster
#

no sorry im in the middle of my own stuff

jade flare
#

Dang, good luck but you seem to know your way about

stuck oyster
#

Ive spent some time at this yes

jade flare
#

so the part I dont get is how to make a RVMAT, can I just use blender to do that or is it a edit one from the Samples?

stuck oyster
#

rvmat is a text file

#

that contains connections the material definition

#

you can find examples in the arma3 data on your P drive

#

default neutral ones at P:\a3\data_f

#

and various different ones in other folders in there

#

also theres couple of wiki pages about rvmat and texture types

jade flare
#

could I use Material Editor to make one?

stuck oyster
#

probably. never used it

jade flare
#

Fair, I'll go the old skool way and use N++

#

Ill take a look thanks as always bud

stuck oyster
#

πŸ‘

white jay
#

Could someone please tell me how to find the regular black beret in the arma 3 main directory. Thanks

pliant robin
#

I keep trying to import an OBJ model into the Arma 3 toolbox object builder, but keep getting the

IMPORT FAILED: Parse error in OBJ file
Extra characters on line (maybe more vertices on face, than supported - four) at line: 340085

and I dont know to fix it

stuck oyster
white jay
#

damn. Anyone got a beret i can reskin for the Royal Gurkha Rifle Regiment then

pliant robin
# stuck oyster why .obj?

the only file blender will export to that object builder will accept an import is OBJ, at least from what I know, if theres a better way I'm more than happy to know

stuck oyster
#

models are not used in the process

white jay
#

yeah thats what im asking. How do i get that model so i can retexture it

stuck oyster
stuck oyster
#

you have to paint the texture in image editing program

#

like paint/gimp/photoshop

white jay
#

yes but i need the model texture first

#

like the original one

stuck oyster
#

that can be found in the games pbos yes

stuck oyster
#

soo continue there

#

#rules dictate no crossposting on multiple channels exactly for this reason

silver zenith
#

I really don't understand why having an object with an alpha texture and a non alpha texture makes the non alpha texture a weird semitransparent

stuck oyster
#

alpha stuff is rendered on different pass

#

have separate rvmat and separate texture for your transparent parts and non transparent parts and it should work

silver zenith
#

I did

#

still have that error

stuck oyster
#

_co and _ca textures?

silver zenith
#

yup

#

separate objects too

#

they don't even touch vertexes

stuck oyster
#

separate objects?

#

you mean separate parts of of same thingy?

silver zenith
#

yeah

stuck oyster
#

is there substantial abount of transparent thingy?

silver zenith
#

very substantial yeah

#

is that a factor too?
and why

stuck oyster
#

if I remember right the amount of transparent surface is factor too on what kind of object its considered to be

#

can you make the trasparent part proxy?

silver zenith
#

thats a weird thing
I hope its accidental
I guess I can proxy it yeah

stuck oyster
#

well think about it. if you are mostly drawing transparent stuff you put that into the transparent pass of rendering right?

silver zenith
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yeah but I'd rather leave that choice to the user
my situation,although a bit specific, is a good example of how it can backfire

stuck oyster
#

can you show what you got?

#

could help determine what can be done'

hard galleon
#

Hello, how can i make a custom unit patch that we put on the arm of the uniform ? thanks

hard galleon
#

thank you ! And do you know how can i put this in the workshop as a mod after that ?

runic plover
runic plover
jade flare
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Back Again, got my RVMAT set up the model shows up in Model Viewer and has the right normals and the texture works but its not showing in engine

stuck oyster
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did you pack with pboProject?

jade flare
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Yeah

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also its in engine but in the floor

stuck oyster
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missing model.cfg/correct class in it or incorrect weighting or not proper autocenter property in geometry lod

jade flare
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do I need auto-center in geo lod?

#

atm I have a blank geo as I wanted to see what it looked like? would that be the issue then?

stuck oyster
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perhaps

jade flare
#

okay

#

ah dang, was hoping to use that class as base guess I did something wrong

stuck oyster
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you dont change the skeleton name

jade flare
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I didnt

stuck oyster
#

this is not model.cfg

jade flare
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Do i need a model.cfg as well?

stuck oyster
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yes

jade flare
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ah

#

well, that's going to be difficult without access to the base model.cfg isnt it?

stuck oyster
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mayhaps. ask the tiow devs for that

pliant robin
#

for making an object for arma 3 you need to have the model itself, textures, and config file (I'm now to modding arma if theres other files needed I would like to know), I'm stuck on how to take those files and put them into arma 3 to be used in game

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I'm also not sure how to code the config file for what the object needs

stuck oyster
#

model is made in modeling software (Blender, 3Dsmax etc),
textures can be made in many ways, lot of tutorials on how to do textures out there to any program you might want to use,
configs are basically text files with specific name and file extension so that they work for their purpose. they are made in text editor like notepad++

#

for reference/example you can check out Arma 3 Sample models on steam for starters

pliant robin
#

ah ok, that will be helpful, and is there specific language you have to use to create the config files, or can it be done in any language you're comfortable using?

#

and I should be able to do the texturing and animations (if needed) for the the object in blender

stuck oyster
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there are some things that need to be as they are

#

animations, no

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animations are done in model.cfg file

pliant robin
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but I can make the animation in blender and make it into a cfg file?

stuck oyster
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no

#

well yes

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but also you should learn all the stuff