#arma3_model
1 messages Β· Page 178 of 1
But your gun & turret moves with the viewgunner? Or is the view gunner not moving but the gun does?
seems an issue with parenting/mem points
Found a 3d model hat that i want to import into the game, Anybody got any good youtube videos?
Found a 3d model
where? on the street, the back yard, a hidden cage in a cave protected by a dragon?
hahahahah found it on a random USB in the trash bin, also said sum like 5 biTcOinS was on it or sum shit
for real, where is it from?
sketchfab
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
it takes some time to get the hang of
hahah it definitly looks like it lmao
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.
how far off am i?
in the general right direction
@stuck oyster do yk where I can get my hands on a player model to use for scaling?
arma 3 samples on steam
also since you are using blender you will want the Blender ArmaToolbox addon so you can export directly to the Arma p3d file format
Oh okay dope
Currently having a problem with my tank flipping over easily, anyone have a clue to why that is??
too little mass, too high mass center, too strong springs, some other physX config issue
Just changed latStiffX up a bit and i help the problem a tiny bit
Yes the tureet and gun moves with the viewgunner
Could i share my screen in the voice channel?
Im at work
Sounds like view angle for optics view gunner does not fit with the values of mainGun if the gun really moves with the view opics.
I can help in like + - 12 hours or someone else will help earlier
ohh i see its okay men haha, ill send the script for the turret part maybe something really wrong in there
Model cfg
https://pastebin.com/hJfx1Ltu
Cfg Vehicles
https://pastebin.com/EztRi6eP
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
buldozer should be opoening in windowed mode by default settings
screen should have nothing to do with it
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
I dont know if you can affect that
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 ?
Have you run the BIS Arma Tools program? IIRC that one creates the registry entries required
always when reporting a error please write or copypaste the complete error and where it appears
Wha tthe bis Arma tool program ?
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
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
Did you run this one?
Cannot read registry HKEY_LOCAL_MACHINE/Software\BIStudio\BinMake
Yes
that one does not prevent packing
you have some other error
it either says it in the black console
or in the binlog
I look thx
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.
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.
that seems alright source. Animal stuff is pretty difficult, not many people around here do those
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.
the thing is, what you want is very difficult and time consuming task
π π€£ π π€£ π π€£
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.
you may want to scale that down to something more realistic to be honest
payment is not really the thing in this matter
and everything removed that doesn't look like croc
payment will bring you all kinds of "interested parties"
but from what I've seen and heard, unlikely success
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.
BI people are probably not available for this kind of projects
close π€£
you probably would need to invest 1-2k$ per animal for animations and lodding and such
That sounds like a fair price. Been looking for someone who can do it for months though.
It was a quick and dirty job
that gonna be added to CUP?
all that's left to do is, to cut of everything that doesn't look liea an animal π
You talking to Alwarren or me? π
alwarren
For the low price of #350
@median bough can cover that right?
"COVER ME!!!!"
pulls out blanket
"sure, lieutenant..."
"We need air support"
"This is Breaker-1-1, Angels 15. You're doing great"
Alwarren
Okay, thanks anyway guys. If you do however hear of someone that does this kind of thing, please do let me know. π
(Or of someone who will be able to fix existing vehicles and build new ones for the existing mod.)
In case you can tell more about the project that could spark more interest.
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
yeh thats quite a no go area
unless proper permissions are given by the original author
and source files
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.
The timetable is preetty short to be honest. π Big project from the sound of it
Sure is big. Most of the animals would only be needed later on though.
crocodiles will be available soon.
@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.
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
the example body can be used as a uniform yes
its just a model like any other
and yes generally its best to use the sample body as reference to make joints similar shape and in correct place etc
Im thinking of modeling some guns for a mod im working on. Anything i should know before starting modeling?
Dont think weapons got any super special requirements no.
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
@round bloom there isnt really any documentation, what was unclear?
Hello guys is someone in here who can import a few things for me to Arma 3 ?
people here are usually engaged in their own projects
"import few things" usually is far more complex than it sounds
Ahh the old βmind doing all the hard work for meβ request
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?
The vest is in the right place in first person but in third it is simply just sitting on the ground
lods where its wrong dont have correct weighting
could it be because of overlap?
no, sounds like it has no weighting at all
its all weighted thats the thing
I had a buddy of mine check it over and all the basic weighting/ model cfg common stuff wasnt the issue
you did
autocenter 0 ?
no, 0 is right
I wish u said it shoulda been 1 lmfao
if it works in first person, and has the same details / stuff, just copy to the visual lod
check the Arma 3 Samples
Arma 3 Samples\Addons\Test_Character_01\A3_vest_example.p3d
and check what you miss for your vest
ok will do
nope still not workin
I have everything copied
vest j sits on the floor consistently
does your vest have spine selections?
yes
I have it weighted rn just to spine 2 for the upper half and belt and below is on the pelvis
in your model.cfg, class cfgModels, is the name of your vest the same like the .p3d file name?
class Hynes: ArmaMan{};
Hynes.p3d is model
I think that is right as far as layout for the model.cfg
ArmaMan defined and whats the skeletonName in your cfgModels?
looks right to me
do you pack with pboProject? or with what kind of programm you make your pbo files
pboproject
no errors just some warnings
it does say
19:15:15: Warning: swg_equipment_hynes\models\vest\avs\hynes.p3d:5, vertex: 142451, sum of weights is 142, should be 100
your weighting is then likely not distributed right
this is some super detailed vest?
would that cause this issue?
possibly
ok ill check it out then
what is your vest doing when you move?
stands still or is it doing any weird movements
nah j sits still
weird thing too is my pistol actually slots where the holster would be on my body
so I can see the model of the pistol on my hip but now actual holster or anything
even with wrong weighting it should do stretching faces etc so i think the error is somewhere else
maybe pastebin your config
I expected it to stretch initially so I could adjust it
but it just never got off the floor
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
so that one works perfectly
I still feel like the weighting is not right
yeah sounds like that
does the S in spine have to be capital?
Spine, Spine1, Spine2, Spine3
Geometry LOD empty, and needs property name
autocenter 0
other LOD's dont need that property name
Hi everebody, this my mod AIRWOLF : https://youtu.be/kUIZpkZWs9w
This is a YouTube video
One message removed from a suspended account.
Arma tools are non commercial so you can't pay for the putting in game part
One message removed from a suspended account.
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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.
if done correctly they probalby work just fine
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
Hm, size may be an issue. I'm hoping to have the buildings be to-scale (or as close as possible) to their references
if you don't plan on using AI there maybe just cut it into parts like RHS did with the residential block in TERRACORE?
they will need to be split in parts
most likely
AI works just fine with parts too
stuff just need to be done right
well the modular stuff RHS have might not be so straight forward
so there is a way to make some kind of seamless pathing between the parts or "it just works"?
yes
well to some limits
if you go super high that causes issues if ther paths have no contact with ground
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?
By parts do you mean like create the building, split it into quarters or halves, then export each part separately? Like the vanilla hospital?
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"}};```
not for terrain objects
yes
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
having issue porting out of blender it exports a P3D and then i cant open it get the cannot load file error any ideas
youre exporting empty files
you need to set your objects to use arma properties in blender and set them up as correct lods
is there a guide for that
dunno, perhaps something on the BI forums editing section
ok cheers pal i shall have a look
yeah i have wrote it, as far as i know, for terrainbuilder placement you have to place the parts seperatly
yes (and sorry read it too fast π )
ye had a look its all for older versions of blender so the menus are all over
oh ye ye what im doing now XD
the latest version of Arma Toolbox works on the latest version of blender (not the release; latest master branch)
also for p3d I think you need to set the path to o2script 
ahh ok
found it ye dont know what the o2 script is
its o2script exe in Object Builders folder
no not that
the o2script.exe
it Object Builder folder
not in objecBuilder\o2script\ folder
oh ye ye seen it
Guys does Arma crash for you if you have high poly model without directx view enabled ?
71K
The issue is not the high poly model its more like you cant binarize it for whatever reason
that amount should not be an issue for Arma 3 tools
there must be some other problem
The Pbo doesnt get created
My modder said if he dont binarize it he can get it ingame without crashing arma
well there is still some other issue with it 
Model cfg or config ?
could be something wrong with the model too I suppose but its not the polycount
pretty much impossible to say
Why cant it be easy just for one time
tell your modder to use proper P drive setup and Mikeros PboProject so it can debug your stuff
because human error.
Alright
My guess is that there is just something wrong in the workflow
He is a experienced modder. We test now if i can binarize it
Are you a modder yourself @stuck oyster
Yes I've done my share Id suppose
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.
your OB probably lacks P:\ in the texture path settings
using P:\ in paths will mess up everything
RESOLUTION: Per HorribleGoat
using P:\ in paths will mess up everything```
Resolved, thanks for the assist.
π
To let you know, it worked if i binarize it with my addonbuilder which is funny when my modder has to make it game ready and me binarizing it but i guess it works now
I would not recommend addonbuilder if you have had this kind of trouble
stuff might seem to "work"
but you might have hidden errors in there
how can i open a p3d file in blender?
if it's not yours, you can't @white jay
Ah damn Ight
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
@runic plover are you available today sir? π₯Ί
hello ! have a problem , object builder can no longer import
FBX , picture https://drive.google.com/file/d/1Wp-Q8pBNkzt08o_Wn7VmT-97jvrExPwh/view?usp=sharing , thanks
Can't see the picture because it's not public
okay , i see
If the option to import fbx is missing, check File>>>Options and the path to the DLL folder
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
If the path is correct, check you do have the fbx.dll at that location
okay i dont understand for my drive but i see for the DLL folder
!thanks
problem resolved , thanks !!!!
π
Today i am after work, yesterday wasnt good cause of RL stuff
Hooray i'll wait for you sir sentry btw this is the video of the problem
https://youtu.be/82VLgU_-FSA
Hello ,
Do you know how to fix this error in the logs?
"Trying to create an invalid center EMPTY"
thank you
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)
I have, which one is it the character template or the the character example p3d?
tbh I don't know. I've never used A3 samples 
Hahaha alright ill send both, where do you want it to be sent?
DM me please
Copyy
is there a way to override rtm animation using animations defined in model.cfg?
in other words, override the bone transformation
At least I have not managed to get model. Cfg animations run on rtm powered characters
yeah I tried myself a few moments ago but it doesn't work 
I thought maybe you guys know a trick...
the animation itself works if the model is spawned as a simple object tho
Not sure if the pivots model or how its called takes its role
ripping models is not allowed
this is makers channel. not takers channel
What game, permission from who
I have yet to see anyone with permission to use models from other games
well then its not from the game its from a mod
but im gonna personally stay away from anything fallout related. everything I've seen so far has been just ripped
ah from the game
then its not dragbody who can give you permission
its Bethsedas works
basically he is already a taker
but in Fallouts modding environment that is allowed use as far as I know
but you have no right to take that stuff to other games
if you get permission from Bethesda then all good.
those are for modding fallout games
not taking fallout assets and putting them to other games
well you are
its simple as that
you can ask Bethesda, theyll answer the same
we dont really condone that kind of stuff here dude
"different pieces from the game" -> copyrighted material
it does not matter
it's copyrighted and this also prevents from using it in a modified version
I doubt the mod maker got permission from Bethesda
they are not
ripped stuff is ripped
just if one guy ignores intellectual property it doesn't mean you (or any other mod maker) can
so this discussion is over; if you have any genuine questions about Intellectual Property, ask in #ip_rights_violations
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.
My workflow is cloth simulation in Marvelous Designer, Unwraping & weight painting in Blender, texturing in Substance Painter
limits are higher but its not really recommened to have a lot of them
A vest can have more than 25K triangles in Arma 3 while it doesn't work on DayZ. However, the lower, the better since RV4 works differently from Enfusion (keep in mind RV is an old engine). Headgears are similar. Uniforms are not separated like DayZ; pants, shoes, gloves and tops are in a single P3D.
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
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.
Also where is a good place to start to learn how to make hand grenades and launchers for the game?
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
I am already pretty decent at Blender. I am making terrains now just cant seem to get a grasp on what makes weapons items go.
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.
20k is too much
yes, plenty people
but 3d scanning works as 3d reference/hp baking object and not as a game mesh
none of that is specific to arma in terms of game model (you being in #arma3_model) channel
@quick terrace so what is a good amount for an outfit ? Everyone I talk to says a different #. Im looking for an official answer.
10k or below is good.
there is no such thing as an official answer
also, 20k what? verts? triangles? polygons? vertices indexes? rubbles?
the lower the better, the DX11 cap is 2^32 vertices indexes.
I would stay in the ballpark of 10k triangles TBH
More only if there is something complex on it that cannot be done via bump maps
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
that's as official answer as you;re going to get
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
Draw 10k tris at 10km for 100 units and wonder why frames are not gud. 
-> "Release FPS DLC BI!"
that and or all lods being the same lod0 copy pasted to lod8
Dont forget multiple UV Sets π
And 50+ duplicated sections from pasting the mesh over piece by piece
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
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?
Did you define components?
Component01, Component02 etc?
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
You only need the components, not the Geometry define. Have you tried the diag binary to see if the geometry lod is there?
No idea what the diag binary is. The Roadways, shadow lod, and model lod all work fine; just the components don't do anything and I can walk through where they are supposed to be
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
Binarize doesn't give me errors on addon builder. I tried adding mass as well which the a3 website says to do, and auto generated components. I'll try the diag binary next
If you take my advice, use pboProject instead of addon builder.
Did you add mass to the geometry?
It's much more picky, but that is a good thing
Geometry LOD in OB:
-Component01,Component02 etc
-Have to be convex (Structure / Convexity / Find non-convexities)
-Also you can do (Structure /Convexity / Component Convex Hull)
-Have to be simple as possible
-Check for non-closed (Structure / Topology / Check for non-closed)
-Needs Mass (Alt + M if you dont have it in the Window)
-Dont make it too thin
ok thank you, good to know.
Hey Sentry, despite doing all that it didn't work. Made sure it was all convex, also all closed, has plenty of mass, like 10k. and as I don't think it's too thin. It's also all labeled as components
weird. you can PM me if you'd like
Found the problem, I wasn't packing it into a pbo to begin with π€¦ββοΈ It works now
What? 10k for geometry LOD? 
Mass of 10K is ok
I thought he meant triangles
I thought you thought that 
Does anyone know what spine bone number 'name' I need to rig a backpack to Arma Man? is it just spine or like spine01?
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
open the texture and flip its direction or flip the UV
Spine
@leaden sun I tried that and it flipped it the wrong way
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
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
Arma 3 Samples / Vest example has a Pistol Holster Proxy if im right
Alright ill look into that
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.
check out BI forums editing section
no tutorial really goes through everything
there will always be things you need to figure out
El Tyranos on YT serms to have some pretty good videos.
ok so got this pistol proxy thing how do I apply it exactly I cant really find a guide about it online
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
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
Guys is someone experirnced with belt fed lmgs to animate ? I cant get the bullets movement, feedcover and bolt to work.
how far have you got them to work?
Hey I'm wondering how difficult it would be to make a walkable spaceship. Does anyone know where I can start
if it's a static and doesn't move, like every other object (house, ect) with roadway LODs. if it does move, no joy
very.
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
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
correct attachement proxy
would that be the underbarrel proxy i assume?
sounds correct
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.
I've found several 3D models already, I just want to know how to implement them
Like what software I need, where to go for tutorials, etc.
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
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.
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
in all lods?
oh ok I guess I have to do Rename (All LODs), I'll try that
no that does not work on proxies
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
texture paths dont correspond to what gets packed into pbo
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
I can work but possibly your P drive setup does not match what you wrote
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
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
i corrected the ones that were highlighted red but that's about it
no textures in buldozer, i supposed i need to add ext/base textures to ot
yeah i think the heli one is missing the cockpit area on the inside, which is a shame, was hoping i could mix and match stuff to get it to work - wanted to change rotors π
may look if theres anything else i can use from a2 samples or likewise
actually arma 2 samples may do ;)
A2 released data has the A2 models yeh
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
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?
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.
it's transparent in buldozer only or in OB too?
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?
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
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
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!
navigate to the proxy in browser and select them through there
make sure OB settings has P:\ in the texture path
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
Yeah, I tried that already. Actually, had it previously too and it worked flawlessy. After an update the tools are broken. Texture paths don't have the disc prefix. The texture path is set in OB. Textures are shown in OB, but not in Buldozer.
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
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.
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
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.
as far as Ive seen OB has always used the full paths
packing your stuff is not the same though
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
If I've understood right it sets the prefix the paths use
yeah, so the textures don't need the full path right?
sp when its P:\ then path\to\texture.paa is read from P:\path\to\texture.paa in buldozer
this is how my tex paths always looked like:
https://imgur.com/a/22EQcHx
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
Im gonna assume you are not packing with pboProject
no, I use Addon builder
Oh, there's no need, really π 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 π
this is part of what Arma tools setup causes
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.
pboProject is the correct one for that really
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?
those and animation names must correspond
in OB or where?
p3d/OB, model.cfg, config.cpp
everywhere where they are defined
animation sources might be different too
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?
and there is separate thing for the rotor blur in config if memory serves me
I'll have a look over the config
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.
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
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";
@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.
thanks for all the pointers! I'll keep it in mind and test
really appreciate the help and direction
still figuring out how to get all the displays/gauges/rotors to work, but one can dream!
https://imgur.com/a/gbusYKO
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
yeah I'm translating everything over from czech to english at the moment
and thank you
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
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
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.
A2 configs wont work right
Id still say you should make the stuff from scratch to properly know what you are adding and changing
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
I'll look into that eventually for sure, I'm just not that smart now haha
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.
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
@robust lark I hope you know these three web pages:
https://community.bistudio.com/wiki/CfgVehicles_Config_Reference
https://community.bistudio.com/wiki/Model_Config
https://community.bistudio.com/wiki/Helicopter_Flight_Model_Config_(XML)
The last one is for the advanced fight model and you may or may not need it, depending on what your goals on the addon are.
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
definitely will look into the AFM since I'm doing a lot of 'Take On Helicopters' oriented stuff as of lately haha, thank you!
Then things start to get complicated in terms of the complexity of the project and its difficulty. You will need to have access to the flight manual of that particular airframe and some aerodynamic data, if you want to achieve some realism of flying in the addon. When it comes to Ka-60 I wish you good luck in that π
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
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? π
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?
Object builder
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
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
picture could help. not quite sure what you do there
Fixed it moment ago. Deselected unnecessary points. Thank you very much for the tip and sorry for wasting your time
nobody have a small answer ?
no. if alpha sorting is done right there should not be a problem
but maybe you have too many alpha transparent surfaces
ok thanks my friend for you answer π
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 ?
Nevermind got it to work
@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.
does anyone be happening to be working on a JLTV mod?
Yes, that's what i'm looked for. Thank you!
why?
Well out unit is based off the Armyβs 2030 plan. And we have everything except the Sig NGSW and JLTVβs. And all the βJLTVβ mods are just renamed hunters
and are you making one, or just making sure there isnβt someone with one WIP, before you start making your own?
Hello Guys does anybody know how i can make my AK reload anims as clean as Apex AKM/AK12 does ?
just lot of practice
I use the same reload times as apex, got the same magazine proxies/position...
what seems to be the problem then?
The mag input is fine but when the character puts it out it looks teleported
sounds like you just need to adjust the model.cfg animation
"just"
I know its not quite that simple
Thats maybe it since i use the sample model cfg
then 100% it
The apex ak12 model.cfg could come in handy now...
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
But im not an animator nor do i have knowledge of that
it is a learnable skill
Well the p3d file of my ak is identical to the Apex AKM i think it would work π
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.
De binarize it, copy paste my weapon it it get the right scale position etc save as my ak p3d
of fort fucks sake
I only do this to get right positions
sorry, cant help you further
yes. debinarizing is forbidden.
Even when i just look at the p3d to help myself ?
Not entirely sure if this is the right place for this, but does anyone have any experience on getting arma models into SFM?
SFM?
Source Filmmaker.
not allowed
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.
no can do
What, is it against Bohemia's policy?
yes
That's rather disappointing. Guess I'll have to go commission something similar looking, then.
just do the cutscene in game and record
Erm, no, I don't think that'll come out anywhere near as well.
well that is only realistic way to get it done
I'm also under some pretty severe time constraints.
just make rtm animations. no need to record a movie
then I suggest you forget it
time constraints and massive thing like this dont go hand in hand
Appreciate your opinion on the matter.
would be cool
@desert notch I have little to no knowledge of those, I'm afraid.
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
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.
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
Possibly. I'm just feeling out my options.
I appreciate the up-front answers on this.
No we arenβt, as we donβt have anyone who knows how to Mod. And no, thereβs nothing. Itβs all Just hunter renamed
i figured as muchβ¦considering this is a #arma3_model channel and not addon request thread (that is what #creators_recruiting is for) you can either make your own or get some help making your own
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. Itβs possible and it can look awesome but I guess there are only a couple of people capable of such a thing
how can I determine in what order decal objects appear on the floor?
for example forcing "helipads" to appear above "roads"
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
I have just set the verts to snap on surface so I may have never set them as decals
Relax dude, you are no mod and I understand the use of the channels. Model makers talk here, so Iβm asking if anyone is making one.
i am working on one. still, irrelevant if it isnβt you who is doing it
For a clothing item such as a helmet what LOD's would i need?
check arma 3 sample models from steam
Alright thanks
i got it for the most part but when i put it on i get a "bad file format ( ). error"
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
you probably did something wrong where ever you made to model in and however you exported it
which one is the best option for the last resolution LOD?
Triangles: more faces
Or
Quads: less faces
doesn't matter - everything is converted to triangles during binarization
Nice
What should I check when my amphibious vehicle floats nicely but turns over when turning even a little bit?
In water that is
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
Well that's rather vague π
I do have the buoyancyLOD, otherwise it wouldn't float
Does there need to be any relation between the COM and buoyancy?
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;```
Would anyone know why a models texture would be black upon applying it to the model in object builder?
does it also have rvmat?
Right now no
too many uvsets?
Would applying an rvmat fix that?
no
but buggy rvmat can cause that
is why I asked
have you unwrapped it on uvset 0?
Should be. Let me recheck
and are your vertex normals ok?
when you say in object builder you mean actual OB view or buldozer
I apply them in object builder but when viewing in buldozer its black
check if the paa converted right
Checked the TGA, it's still black
the tgat would convert to paa when you load it to buldozer
:C
you said its black
not that the transparency does not work
that needs rvmat
π
accurate problem info 
The leaf net works without an rvmat currently. But not the net
well that would be the problem
Anyway to do that outside substance?
So, toss it into like photoshop or something?
something along those lines
@stuck oyster Then, what would I need to do to add an alpha channel
in photoshop? no idea. its crap program
you can probably find tutorials or guides related to that though
@stuck oyster Ok, so, the texture does have an alpha channel
Shows up like this in tex view
Think I found the issue
The nets i'm applying a texture to do not have a uv unwrap
Yep
That was it
Guys im trying to figure out how to make a custom 3d scope and i got it ingame but the player will not ADS
Does it have a view Pilot LOD?
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
Yes i have the model optics "";
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....
Strictly convex, non-convex shapes will definitely cause issue
Thanks for the quick reply. Saves me lots of trouble down the line!
it comes down to how accurate you want it to be
I had things fly through non-convex shapes.
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
Myeah... I am sceptical, sometimes my fire geometry seemed to have holes and it turned out there was a non-convex shape...
or leave out small ledges if they dont serve purpose
well yes everything has to be convex
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
true
Indeed. I just have lots of them!
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...?
Hit selection data? From where?
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...
Hitpoints are set up in config and work in conjunction with the fire geometry lods components and hitpoints lods points
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])
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
Thanks for your quick replies!
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?
what source are your wheels using in model.cfg?
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
Any idea why my tanks can drive underwater?
They only start getting damage when they are quite deep, over 10 meters under the surface
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
should I make it autocenter 0 or just remove it?
if it's applied to geophysX does it even affect the model?>
should not but Id remove all obsolete named properties
allright, I'll dive into that
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
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
Animation is done via programming a model.cfg. You do it in notepad
But would it be easier to animate the model as separate bodies?
Wheels and such are separate parts yes
You can check out sample models in steam Arma 3 samples
And don't over think it
Thanks
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.
Can't have model.cfg animations like that on headgear
All wearable items need to use the Arma 3 character skeleton, not custom ones
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"
};
};```
Nope
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?
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
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
Well if it's hanging down by your balls, you probably wont see it in first person until you fix that
Not if I'm flexible π
Thanks for the help, it does now follow the skeleton and also viewPilot miraculously works. Just need to separate the class into two π
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?
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
Blender, and I used Rigify. I just moved the hands and feet into position.
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 βPose Modeβ.
Pose your object in your new rest pose.
Go in βObject Modeβ and select your deformed object.
In the objectβs βObject Modifiersβ stack, copy the βArmature Modifierβ by pressing the βCopyβ button. You should have two βArmature Modifiersβ, 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 βEdit Modeβ, you will see that the mesh has been deformed in your new rest pose.
Apply the first βArmature Modifierβ (the top one), but keep the bottom one. The latter will replace the old βArmature Modifierβ 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 βPose Modeβ.
βApply Pose as Rest Poseβ in the βPoseβ 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
Hi all, anyone have a tutorial to start model uniform? ... lol brain bug
https://www.youtube.com/watch?v=TPrnSACiTJ4 yeah, start from making a donut
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
which software? arma tools?
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
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(?)
3d printable tabletop models will generally be too high poly for Arma
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
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
You weigh a model through geometry
You mean mass (in Geometry LOD) or do you mean weights for as example Character stuff / animation stuff rtm based?
I'm getting an error in my RTP
8:45:59 Warning: exerstuff\BAF_AliceBackpack.p3d:0, vertex: 186896, sum of weights is 200, should be 100
Yeah animation errors weights
I fix them in OB
how?
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
ah kk tysm
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
ye ik how to get there
π
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%?
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
For what reason you want obfuscate it?
i want to publish it to the workshop and sleep well knowing that ppl won't repack it
I've spend some time learning 3d modeling and making that backpack
If someone want to open it, he will open it. Even obfuscated.
If you want sleep well, dont release it if you cant sleep when released 
ye, but it makes it harder for 90% of ppl
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
well I'd have to buy a $35 bundle
Its okey, license is 1 year
ah well, that's the price of your content being protected
As long arma can read it its not protected 100%
But yes, it makes it harder for some people.
worth every penny for just the debug alone
but i still have bugs :[
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
which model name is the default NATO combat fatigues
Are you using the plender toolbox to import it as a .p3d?
Nope
port it from where?
emphasis on makers in #arma3_model channel. you seem to have missed it altogether
I run Blender 2.9 and I get some weird shit when I import the p3d
What's the definition of "weird shit"?
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
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.
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
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.
aight
Eem, I just needed the character model for modeling shit but it's missing the head for some reason
Head is separate model because it is attached to character body via proxy so it can be swapped between the different heads
oh okay
You can find sample head in the sampleRTM folder
@stuck oyster in the A3 samples?
yes
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
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
Does Arma Toolbox work well with Blender 3.0?
latest should work with blender 3.0
https://github.com/AlwarrenSidh/ArmAToolbox/releases
yes no problem
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?
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
Convex component is obsolete param
yeah it was used for glass etc - its still firegeo
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)
if they are using armorComponent then yes
convexComponent does nothing for quite a long time - it didn't work even before armorComponent was introduced
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?
To issue 1)
use mikero tools pboProject first
To issue 2)
model.cfg not correctly done or missed
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?
likely need to remake it
check the sample models for reference how it can be built from simple parts
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.
define bake them out as normal?
if you dont already have baked textures, then the model is not ready to go to object builder
yeah sorry, I can bake out the textures, normal, diffuse ect, what is the step after that?
do I need a RVMAT?
alright, how is it textured currently?
using nodes?
alrigth just to make sure, that does not transfer into Arma. So yes you would need to bake the texture files out of that
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.
no sorry im in the middle of my own stuff
Dang, good luck but you seem to know your way about
Ive spent some time at this yes
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?
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
could I use Material Editor to make one?
probably. never used it
π
Could someone please tell me how to find the regular black beret in the arma 3 main directory. Thanks
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
why .obj?
you cant edit or access the models
damn. Anyone got a beret i can reskin for the Royal Gurkha Rifle Regiment then
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
retexturing is made by painting new texture and using config to apply it to existing model (if that model is made to support that)
models are not used in the process
yeah thats what im asking. How do i get that model so i can retexture it
FBX works too, but Id recommend getting Blender Arma Toolbox and using its direct p3d export
you cant
you have to paint the texture in image editing program
like paint/gimp/photoshop
that can be found in the games pbos yes
oooh ok, thank you
and now I see you already got some answers on the #arma3_texture
soo continue there
#rules dictate no crossposting on multiple channels exactly for this reason
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
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
_co and _ca textures?
yeah
is there substantial abount of transparent thingy?
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?
thats a weird thing
I hope its accidental
I guess I can proxy it yeah
well think about it. if you are mostly drawing transparent stuff you put that into the transparent pass of rendering right?
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
Hello, how can i make a custom unit patch that we put on the arm of the uniform ? thanks
thank you ! And do you know how can i put this in the workshop as a mod after that ?
Via Arma Tools / Publisher
But you can also do a squad.xml or register your squad on Arma 3 Units and add your Squad logo there.
Just read the link ive sent, it will explain what you can do/you are looking for
Also here more infos for squad.xml
And here easy online register for your squad
Create and Manage your ArmA Squad files directly online. Transparent Logos are converted online into PAA files. No software or webspace required.
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
did you pack with pboProject?
missing model.cfg/correct class in it or incorrect weighting or not proper autocenter property in geometry lod
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?
perhaps
you dont change the skeleton name
this is not model.cfg
Do i need a model.cfg as well?
yes
mayhaps. ask the tiow devs for that
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
I'm also not sure how to code the config file for what the object needs
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
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
there are some things that need to be as they are
animations, no
animations are done in model.cfg file
but I can make the animation in blender and make it into a cfg file?