#arma3_model

1 messages ยท Page 179 of 1

stuck oyster
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so for the sake of your learning, no

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you dont have to worry about animtations for a long time right now

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you need to learn the stuff 1 piece at a time

pliant robin
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ye, I'm just trying to get an object into arma and moving from there, would clothes be a good second step for making stuff for arma? idk how complex that would be, I would imagine less so than a weapon

stuck oyster
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more complex yes

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you should not be starting from a weapon either

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starting point should be some simple test thing like a box

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that you model and texture and put into game with configs

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then you can add some moving part to it like a lid and make the animations

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and learn with simple things first

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as if you try to learn with a weapon you will be banging your head against all the more complex stuff getting a weapon in game requires

pliant robin
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ah ok, thank you, I'll just start with those

pliant robin
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I tried putting the object through the addon builder, but it failed with the result code=2

stuck oyster
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addon builder does not really give much info

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id recommend using mikeros pboProject so it can yell at you about all errors

pliant robin
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oh ok

stuck oyster
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addon builder works only if you feed it correct stuff

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if you get it to error, something is very wrong

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and smaller errors it just packs in and you get error messages and crashes in game

pliant robin
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ok, I'll put it through pboProject

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pboProject says

View the dos screen and View -> output
for the cause(s)

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I have no idea what that means

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I have a feeling its because the config file and everything is wrong, but idk

stuck oyster
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very likely

pliant robin
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now its saying its a generic error or premature EOF

stuck oyster
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start over with the config I suppose. blobcatsweats

pliant robin
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sorry for bothering you so much

#
    class MyAddon {
        //meta info
        name="My Addon";
        author="Me";
        
        //minimum compatable version
        requiredVersion =1.60;
        //required addons
        //when any addon is missing, warning will appear on launch
        requiredAddons[]={"A3_Functions_F"};
        //list of objects (CfgVehicle classes) contained in addon
        units[]={};
        //list of weapons (CfgWeapons classes) contained in addon
        weapons[]={};
    };
};```


is this what is supposed to be in the config.cpp? I tried following the wiki but was kinda confused
stuck oyster
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if you paste stuff here, use code blocks

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the above is not really easy to read

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bu tfrom what I gather, you have right words in there

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but everything else is wrong

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ah better

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well not wrong actually

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was just hard to read

pliant robin
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ah ok, I didnt realize there was a config maker channel, thank you for your help

stuck oyster
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you will want to read the wiki pages about how configs work

pliant robin
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yeah, I have been reading what I can find and am confused in all honesty

stuck oyster
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it is a lot to take in

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youll have to list what things confuse you and then start figuring them out one by one

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eventually it starts to make sense

pliant robin
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I think its just mainly the structure of it atm, then I'll have to go into the classes and such

stuck oyster
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the above should not cause errors though

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you could also try packing just the config

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also dont put anything else but the actual files you are trying to pack into the folder

pliant robin
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I have

config.cpp
Cube.png (texture)
test_box.p3d

in the folder for the object, maybe its one of those thats giving the error?

stuck oyster
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possibly

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put just the config in there first and see what happens

pliant robin
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ok

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it is an issue with one of them, because with just the config it worked

stuck oyster
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now its science

pliant robin
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does the model need to be in a cfg format?

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unless thats generated when its packed into a pbo

stuck oyster
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model.cfg is a text file and needs to be named exactly that

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but you dont need that for a while now

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the p3d 3d model you can name whatever you like

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but dont use spaces or special characters in folder or file names

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check the sample models/folders for example

pliant robin
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so you cant use an underscore

stuck oyster
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that is allowed

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no #ยค&#&#%ยค&/

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etc

pliant robin
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ah ok

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do you need CfgPatches and basicDefines_A3?

stuck oyster
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cfgPatches yes

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that is the header of the config

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other configs refer to it with the cfgpatches class

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basicdefines no

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it can be used if you use the stuff defined in it

pliant robin
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    class test_box {
        units[]={"test_box"};
        weapons[]={};
        requiredAddons[]={};
        requiredVersion=0.1;
    };
};```
I have this in the CfgPatches based it off of a lamp object so idk if its correct
stuck oyster
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yes

pliant robin
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the cfgpatches needs to be in the same folder as the config and model?

stuck oyster
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it goes into the config.cpp

pliant robin
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oh so not a seperate file?

stuck oyster
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in this basic setup no

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it is possible to split parts of config into separate files and use the #include to connect them to the main config,cpp file

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but you dont need to confuse yourself with that

pliant robin
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    class test_box {
        units[]={"test_box"};
        weapons[]={};
        requiredAddons[]={};
        requiredVersion=0.1;
    };
    
    class MyAddon {
        //meta info
        name="My Addon";
        author="Me";
        
        //minimum compatable version
        requiredVersion =1.60;
        //required addons
        //when any addon is missing, warning will appear on launch
        requiredAddons[]={"A3_Functions_F"};
        //list of objects (CfgVehicle classes) contained in addon
        units[]={};
        //list of weapons (CfgWeapons classes) contained in addon
        weapons[]={};
    };
};```

having the config file like this would be correct?
stuck oyster
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no

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you only have 1 class inside cfgPatches

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other stuff goes elsewhere

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again, look at the samples

pliant robin
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I looked at the lamp sample the CfgPatches and the config were seperate

CfgPatches

    class test_box {
        units[]={"test_box"};
        weapons[]={};
        requiredAddons[]={};
        requiredVersion=0.1;
    };
};```
config
```#include CfgPatches.hpp"

class CfgVehicles {

    class MyAddon {
        //meta info
        name="My Addon";
        author="Me";
        
        //minimum compatable version
        requiredVersion =1.60;
        //required addons
        //when any addon is missing, warning will appear on launch
        requiredAddons[]={};
        //list of objects (CfgVehicle classes) contained in addon
        units[]={"test_box"};
        //list of weapons (CfgWeapons classes) contained in addon
        weapons[]={};
    };
};```
would this be correct?
stuck oyster
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Partly yes but not fully.

I very strongly recommend not splitting things up into separate files for this part of learning. Further config questiona should go to #arma3_config.

pliant robin
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ok thank you

neat mantle
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There isn't really a channel for this from what I have seen here, so I will ask it here and I apologize if there is a correct channel for this. How do I put a bunch of compositions I have made into a single Arma 3 mod? I know how to make a pbo and such and how to make a cfgpatch file, But I have no idea what kind of structure I will need the PBO to be and how to call on each Composition individually.

stuck oyster
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I dont think compositions can be put into pbo

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and quite right this is not the correct channel

round bloom
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Is there a way through the model (or any other way) to completely cut out all outside light inside of a building/structure

stuck oyster
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no

molten fractal
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Does night vision support more than one hiddenselectiontexture?

stuck oyster
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As in the item? Custom model should be able to have multiple textures yes if made correctly.

elder heath
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Anyone got any idea why a model might be slightly see through? Like you can see the shadow of objects behind walls etc. (Not like a broken shadow Lod tho more like you can see shapes behind?) I know that my shadow LOD is too big, and it is smth I'll be fixing as I wasn't aware of this before.

stuck oyster
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your texture is transparent(alpha channel) or the model contains mostly transparent parts which makes the engine think its transparent

elder heath
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Hmmm right ok, yeah the texture does have some alpha channel stuff in it. So I'll change that out to just have the windows use a default window texture and the texture to a co rather than a ca thank you!

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(please correct me if that is the wrong solution)

stuck oyster
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are you mixing solid and transparent surfaces on same texture?

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as that would definitely cause the issue

elder heath
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Yeah I have been. I wasn't entirely aware that that was a no-no. It's an issue I've had in the past and been unable to work it out but this has got me understanding it now lol

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Thanks for the help!

lyric harbor
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Can someone help me. When i want to export my model it says it contains n-gons even after triangulating

stuck oyster
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then you have not triangulated something

lyric harbor
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I selected all

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And

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When i use the sample car

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Do i need to have vertex groups in collection 1

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I am new to mod making

stuck oyster
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how are you trying to use the sample car?

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collections dont matter

lyric harbor
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Idk

stuck oyster
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what is it that you try to do?

lyric harbor
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I want to use hitpoints and stuff like that

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I am Making a truck

stuck oyster
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I would suggest starting from simple stuff

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make a box

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and get that into game

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you need to cut learning into smaller pieces

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as there is a lot to learn

lyric harbor
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Ok

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So should i use the sample car or make my own

stuck oyster
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as an example yes

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other than that pretty much everything in it would need to be changed to match your new car

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as a put your model into it and pray it works, no

lyric harbor
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I am wondering do you know where i can find some tutorials

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About seating positions and views

stuck oyster
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no, dont really know if there are that specific tutorials.

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if there are, they might be listed on BI forums

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Im getting a feel that you wont be splitting your learning into smaller pieces but you will push head on with this truck

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all I can say is good luck blobcatsweats

lyric harbor
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So you suggest to add a block in First

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Then what is next

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Ili do as you say

stuck oyster
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maybe add some moving part ot it via model.cfg

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get it to show up in game

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then maybe add wheels to it and make it a simple car

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that sort of stuff

lyric harbor
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Ok

stuck oyster
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simple stuff

lyric harbor
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Thank you

stuck oyster
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1 thing at a time

lyric harbor
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I really want to learn it i made two good models

stuck oyster
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check out the BI forums editing section

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there should be few tutorials listed somewhere in there

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they could be useful

lyric harbor
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Tnx

lyric harbor
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So i got my model in objext builder

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What should i do now to export to p3d

stuck oyster
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file -> save as

lyric harbor
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Tnx

lyric harbor
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So i wanted to add a box but i got an error

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FHQ weight not found

shrewd jay
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Go to geoemtry LOD, enter edit mode, select all, enter a weight in the box under Arma 3 Tools and "distribute to selected"

lyric harbor
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How do i make my model not walkable through and not shootable through

desert notch
lyric harbor
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Thank you

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But i added Geometry and i can still walk through

stuck oyster
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geometry needs to be build from convex parts, each part need componentXXX name and each part need the geometry mass larger than 10

lyric harbor
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What are convex parts

stuck oyster
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seems like Ive said convex 111 (now 112) times in this discord.

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usually starting the conversation with variation of "is it convex" (113)

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๐Ÿ˜…

lyric harbor
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Thank you

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I did what you Said Now i know how to add a simple cube in the game

stuck oyster
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one step closer to your dream praise_the_sun

desert notch
stuck oyster
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oh that page would need a slight correction the component naming goes up to 2048

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so not 01-99

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01 - 2048

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@turbid cove pls fixy

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๐Ÿ˜…

turbid cove
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no

stuck oyster
turbid cove
stuck oyster
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eh, maybe after enfusion documentation is ready.

turbid cove
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I will make it available for everyone but you, hah!

stuck oyster
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U meanie

turbid cove
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if (currentUser.GetType() != Creature.Human)
    return false;
```_hue hue hue_
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otherwise no idea?

stuck oyster
turbid cove
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I will add a mere "was previously 01-99" note then (it might be useful to OFP / Arma 1 / Arma 2 modders)

stuck oyster
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well its just sake of accuracy I suppose. I dont think anyone has asked if you can go over 99 in arma 3 modding time ๐Ÿค”

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2048 is the hard limit though

turbid cove
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FINE!

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I'm already on it, refactoring the page a bit as I am there ๐Ÿ˜‰

stuck oyster
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๐Ÿ™€

turbid cove
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well, formatting would be more accurate

turbid cove
stuck oyster
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dank juu praise_the_sun

turbid cove
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then @outer condoruu ๐Ÿคญ

lyric harbor
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What do u think. Is my model good enugh for aram 3

stuck oyster
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๐Ÿ‘

lyric harbor
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can someone xplain to me why this happened

stuck oyster
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you have faces pointing wrong way in your model

lyric harbor
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so

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how do i fix that now

stuck oyster
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Arma only has front face

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you turn on backface culling in Blender

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and flip the faces that point wrong way

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backface culling will show the same thing as buldozer/Arma

lyric harbor
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do i have to do it manualy

stuck oyster
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only the front face

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for some parts maybe

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there is also tool in the blender menus to try to auto calculate that

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blender manual will know

lyric harbor
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so now

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i see that in blender

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the same thing as i saw in object builder

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so if i now enter bulldozer will it work

stuck oyster
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no you will need to export it again

lyric harbor
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ik that

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now i didnt even enter bulldozer

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and the only thing i see are back headlights

white jay
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making shadow lod tutorial? anyone?

lusty ginkgo
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Does anyone have any idea why the "Component Convex Hull" operation would leave missing faces on some of the components?

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I am working on some geometry and have two proper convex shapes, with no extra edges, loose points, double faces, or anything like that, and every time I edit the model in object builder and use that operation, it leaves two faces blank

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It isn't an issue with face sorting or normals, either. The faces are missing, so there are just straight up holes in the final convex shapes

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I have checked everything I would think to look for and still I can't figure it out

runic plover
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Sometimes Component Convex Hull doesnt like complicated meshes.

Split these parts in 2 parts and try again

spark glen
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fellas

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is this the mods channel?

stuck oyster
spark glen
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Damn, so there's no place to talk about mods?

stuck oyster
spark glen
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gotcha

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thanks

small coral
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does anyone know how i make my models appear as placeable items in the editor...? i tried looking up but
not much look xD

stuck oyster
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items as in placeable weapon or just like a box or building?

small coral
stuck oyster
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there is a a specific object type for that and you need to create classe for that

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groundholder it was called I think

small coral
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class CfgVehicles
{
class Vest_Base_F;
class Vest_V_vest_new : Vest_Base_F
{
scope = 2;
scopeCurator = 2;
displayName = "New Vest";
author = "Splendid Modder";
vehicleClass = ItemsVests;
class TransportItems
{
class V_vest_new
{
name = V_vest_new;
count = 1;
};
};
};
};

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??

stuck oyster
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no idea

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find some existing ground holder and work from that

small coral
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ive tried cant find any anywhere

stuck oyster
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there should be some vanilla items that work like that

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place one down and check what its classname is

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and then find that in the configs

lusty ginkgo
stuck oyster
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you can try removing all faces of that component when its elected

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that leaves you with a vertex cloud

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you can then run convex hull tool and it will recreate the cloud as convex part

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often if you run convex tool on complex parts that have faces it can fail like you describe

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some sort of analytic bug or something maybe

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the convex tools don like verticles on same plane for example and those more often than not cause issues

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if the face remove - cloud - new component does not work, I suggest you run some other cleanup on it in where you made it

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Blenders limited dissolve or decimate tools often have good results in removing excess verticles that break the convex tools

lusty ginkgo
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I have actually tried using it on just points. It fails in the exact same way.

Splitting it in two does work, so I guess I'll just stick with that, but I can't figure out what about this particular shape causes the issue. If I move a single vertex even a tiny amount in any direction, it works just fine. It just doesn't match up as well and makes the shape more complex than I'd like. Same thing happens with both options in OB for creating convex hulls.

I have never had trouble with using pre-made convex shapes with faces before, so I couldn't say whether or not that is a contributing factor. Probably just another obscure quirk in the Arma tools.

I usually "decimate" things manually by merging certain points in Blender. Blender's modifiers don't provide very good results on most shapes so it's easy to just recreate simpler versions of each shape or simplify it manually. Remove doubles + limited dissolve + triangulate + triangles to quads usually cleans up any hidden issues I might run into. I usually do those steps and then use blender's convex hull operation after when creating complex or semi-complex geometry shapes. If I run into issues, I usually double check for non-manifold parts or faces with more than 5 sides.

When I import into OB, Component convex hull is mostly for the selection names. Sometimes it triangulates the faces differently for whatever reason, but the results aren't functionally any different.

quasi harness
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Hey, have a building that has a glass window but the problem is you can walk through it game, does anyone know how to fix this ? its an custom building all works besides the one window. and thats a door shaped window (new to model work in arma)

stuck oyster
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it needs correctly set up geometry component

lusty ginkgo
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The geometry component needs to have the same named selection as the window if you want it to be destructible

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There are some good examples in the A3 samples

quasi harness
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okei thanks to both

inland pawn
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Would anyone happen to know why a model would be semi translucent?

lusty ginkgo
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Could you get a better picture?

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I can't tell if it's just the ambient shadows that are visible or if it is translucent.

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doesn't seem transparent at all though

stuck oyster
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too much alpha transparency or too alpha channel in wrong place perhaps

inland pawn
inland pawn
lusty ginkgo
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Does the texture have an alpha channel?

bright echo
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not sure if this is the right place (as usual theres a lot of overlap..) but

was wondering if anyone had any tips and tricks for calibrating sight textures, like bullet drop comp ones.

the obvious way is to just shoot and make a note where they land and create the texture from those notes but was wondering if someone had a less tedious method

boreal jolt
desert notch
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should the view LOD be closed and convex like fire and geom?

silver zenith
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hey question about that statement
do the Tanks DLC net covers also use proxies?
because I'd imagine all that alpha must have the same effect, yet it doesnt.

stuck oyster
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no they dont seem to use proxies so yes it should work without them too

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blobdoggoshruggoogly its likely problem with the rest of the textures then

desert notch
stuck oyster
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yes

rose epoch
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I thought it's not allowed selling arma 3 mods? But why Arma 3 Project Life sell her stuff?

stuck oyster
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@rose epoch this channel is for making suff, not about selling. If you got questions about stuff you think someone should not be doing please contact a moderator or BI legal support via email

rose epoch
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Ouh ok

bitter kite
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hey! does anyone know why this happens to my model when i try to view it in object builders Bulldozer?

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Shadowlod views fine but lod 0 just opens that viewer and then instantly crashes object builder

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ah i guess its my vertex count

quick terrace
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@bitter kitewhat is your vertex count?

bitter kite
quick terrace
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yeah, that's the very reason

bitter kite
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damn:(

quick terrace
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i need to ask, what is this 110k vehicle? it's excessive to say the least for a game ready model

bitter kite
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alright guess ill just start making it alot simpler i didnt know it couldnt be that much lmao

quick terrace
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there is a reason for normals maps :))

bitter kite
stuck oyster
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OB should run with 110k verticles though

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means you got something else wrong with the mesh Im pretty sure

bitter kite
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im trying now with 50k and it still isnt working

stuck oyster
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how do you import it to OB?

bitter kite
#

blender to P3D

quick terrace
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i had issues with it before 100k mesh, it was a simple sphere... @stuck oyster

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@bitter kitehow many sections does it have?

bitter kite
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its currently only res lod 1 cause i wanted to test it incase this would happen

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i guess ill seperate everything and import till i find it

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well im closer its something with the suspension

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nvm

stuck oyster
quick terrace
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@stuck oysternot with OB, with buldozer

stuck oyster
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aaa

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yeah dozer blows up

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sorry, misread the initial question

bitter kite
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would it still work ingame?

stuck oyster
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if reduction did not work then it might blow in game too

bitter kite
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weird cause the H-60 from hatchet was around 80k but that one did work

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guess ill just try reaching that

stuck oyster
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you could have ngons or something there

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try triangulating it

bitter kite
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I have it doesnt work with 70k vertices either

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But when i test everything separate it works

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I just tested the h-60 again that thing is around 84k vertices and that one does work so thats just confusing me more

stuck oyster
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there must be some sort of bad face or something like that in there

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or bad material

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some bad part anyway

tulip gyro
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every time I try to make something transparent, the surface behind it is white

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I mean stuff that isn't the player is glowing white

shrewd jay
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Check that your z sorting is correct

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Transparent faces must be... let me think... on top I think...

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Also, name the texture with transparency something_ca.paa

tulip gyro
#

it seems like the textures behind the transparent surface don't appear at all

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how do I fix it

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is it something with the RVMAT?

stuck oyster
#

No it needs the alpha sorting like alwarren said

tulip gyro
#

It works

#

Tysm

molten fractal
#

I'm having this really weird issue with some NVGs I am making where the hiddenselections only partially work.
When I wear the NVGs, the wrong texture is applied to the first selection and the default texture on the model is applied to the second. When I take them off and put them on the ground, it works perfectly fine.
https://cdn.discordapp.com/attachments/676121836236570627/949880350128107561/107410_20220305195615_1.png
https://cdn.discordapp.com/attachments/676121836236570627/949880350778200115/107410_20220305195549_1.png

{
    author = "Aiglos_";
    scope = 2;
    scopeArsenal = 2;
    scopeCurator = 2;
    displayName = "[AGLS] AN/AVS-9 (Dirt)";
    model = "agls_nvg\agls_pvs9_up.p3d";
    picture = "agls_nvg\soar_CA.paa";
    modelOptics = "\agls_nvg\optics\pvs_Optic.p3d";
    hiddenSelections[] =
    {
        "camo1",
        "camo2"
    };
    hiddenSelectionsTextures[] = 
    {
        "agls_nvg\tx\PVS9_asset_dust_co.paa",
        "agls_nvg\tx\PVS9_dust_co.paa"
    };
    descriptionShort = "Green Phosphor";
    class ItemInfo
    {
        type = 616;
        mass = 10;
        uniformModel = "agls_nvg\agls_pvs9_g_down.p3d";
        modelOff = "agls_nvg\agls_pvs9_up.p3d";
        hiddenSelections[] =
        {
            "camo1",
            "camo2"
        };
    };
    class XtdGearInfo
    {
        model = "agls_pvs9";
        condition = "dirty";
        tubes =  "green";
    };
};```
Are there any fixes for this?
bright echo
#

iirc hiddenselections dont work on nvg objects

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its why vanilla has dedicated p3ds for what amounts to retextures

polar fiber
#

I thought BI added it in a later patch

#

What's your model.cfg look like?

rough idol
stuck oyster
#

Do both up and down models got correct named selections for the camo parts?

lusty parrot
#

The "bust.p3d" from Arma 3 Samples is empty for me. The size shows as 0 KB

#

The tutorial I'm following uses this and his shows as 1MB. Why is mine empty?

stuck oyster
#

you have saved over it

lusty parrot
#

Ah, I clicked export instead of import in Blender and overwrote it meowfacepalm

molten fractal
stuck oyster
#

does the different models have those selections?

molten fractal
#

Yep. They inherit from the raised version.

stuck oyster
#

in the models

#

the p3ds

molten fractal
#

Yes

grim trail
#

Need some help, I'm animating a new rocket launcher and the way it's supposed to work is you line your sight on target and the rocket tube is supposed to move move up according to range. This bit Ive got working but the muzzle doesn't follow to barrel. When it's animated up the rocket comes out of the original position as if it's set to 0. Is this my screw up or engine limitation and I need to find another solution?

stuck oyster
#

you may not have defined correct memorypoints for the rocket fire positions and /or not animated them

#

it should be possible to change it

polar fiber
#

and you should perhaps be inheriting from ArmaMan

stuck oyster
#

very true too

#

best to use the samples as template

desert notch
#

can a single selection be animated by multiple animations? (directly) thonk

#

I guess if one anim activates it breaks the other ones, right?

stuck oyster
#

it can be

#

the animation effects stack up

desert notch
#

but they can't be the same type right? e.g. both x rotation?

stuck oyster
#

they can

desert notch
#

and they still stack up?

stuck oyster
#

yes

desert notch
#

or override each other?

stuck oyster
#

stack

#

if you animate something +90 deg and then simultaneously -90 deg it does not rotate at all

#

you can create curve like animations by stacking them up

#

like speeding up/slowing down movements

desert notch
#

so I guess that means animations record relative movement, not absolute movement thonk

#

thanks ๐Ÿ‘

stuck oyster
#

yes

molten fractal
#

I still don't understand how the selections work fine when the item is dropped but not when worn.

stuck oyster
#

you do have model.cfg class for each of the p3d yes?

molten fractal
#

Yes

stuck oyster
#

perhaps it just does not work on them ๐Ÿค”

molten fractal
#

I assume it stops being considered an nvg by the game when you drop it and instead a ground object?
I guess I'll have to make separate models for the different variations. P3ds don't seem to take up much space anyway.

inland pawn
#

Do hidden selections need to be in geometry for them to function properly? Still having that, the mine roller is always there issue

#

Ok

#

That fixed it

#

Wtf

wispy pendant
stuck oyster
stuck oyster
fast field
#

I want to start doing some 3d modelling for Arma, the modelling part I'm pretty fine with, but how do I go about getting it into Arma? Any good sources I can use for learning it? :)

stuck oyster
#

BI forums editing section has some good tutorials pinned. They may be done on older software so UIs might be a bit different. principles are the same

#

Wiki contains basic theory on how configs work

#

and Arma 3 Samples on Steam are very complete examples

tender hemlock
#

Hello, If the character animation is not sitting according to the proxy, what is the reason? The character does not sit well and stays in the air

stuck oyster
#

missing/bad weighting or/and no modelc.cfg setup

tender hemlock
#

Other characters are sitting, but I'm only having trouble with the Gunner part.

#

It's sitting in the Proxy Bulldozer program but not in the game.

ruby lion
#

Does anyone have an Idea how to permanent activate the indoor shadow of an building

#

Arma buildings have it and on mine it only turns on when shadow is active and only when I'm in the shadow radius

inland pawn
ruby lion
#

I found it, lodnoshadow must be 1

polar fiber
#

Proxy doesn't really have anything to do with the look of how a crew member sits in a vehicle. It's only used as the origin point for the crew animation

stuck oyster
#

pilotAction, gunnerAction, cargoAction must be defined to use correct action animation that uses same pose that the proxy uses

raw furnace
#

Hello, Iโ€™m new here but I heard this was the best place to learn about modding. I am trying to get into armor modeling and importing it into Arma 3. I have already checked out the pinned messages but I still donโ€™t really know what Iโ€™m supposed to do. Can anyone point me in the right direction, or is there anyone that teaches people the basics of modeling/modding? Thanks and sorry if this isnโ€™t the right place to be posting this

stuck oyster
#

To start learning modeling, you put all Arma related aside for a while and pick a modeling program and look up tutorials for it and start learning how the program is used. Once you have learned modeling and texturing in general you can start thinking what does Arma models need to work.

leaden sun
#

and be ready to sink some time into it, be ready for all manners of trial and error.
That said, you couldn't ask for a better time to explore these things especially modeling with the plethora of useful tutorials out there.

Once you learn the basics of modeling you can apply it to just about any game, the rules may change but the methods are the same

white jay
#

How to place a light source in the pilot's seat?

stuck oyster
#

markerlight config stuff if I remember right

#

+possibly trickery with textures

white jay
#

And another question

#

How to assign 2 turrets to one pilot at once?

#
                animationSourceBody="mainturret3";
                animationsourcegun="maingun3";
                animationsourcehatch="";
                body="mainturret3";
                gun="maingun3";
#
                animationSourceBody="mainturret4";
                animationsourcegun="maingun4";
                animationsourcehatch="";
                body="mainturret4";
                gun="maingun4";
stuck oyster
#

well they would use 1 turrets animation sources

#

as in you have only 1 turret in config

#

and in model.cfg both turrets are moved by that turrets animations source

rough idol
white jay
rough idol
#

in config

#

you can search in all in one config for some references

lusty parrot
#

A tutorial I'm following is telling me to set a path to "O2Script.exe" in Blender but his Blender looks different to mine as he's on the older version of it

shrewd jay
#

You need to do that in Preferences-> Addons -> 3D View: Arma Toolbox

#

@lusty parrot

lusty parrot
#

Found it, thank you

shrewd jay
#

๐Ÿ‘Œ

lusty parrot
#

Another problem - he's saying to add the ".paa" texture into Blender but I can't find the option for that in my version

shrewd jay
#

Blender cannot use .paa textures

#

No version of the toolbox ever supported that, I have no idea what he means with that

lusty parrot
shrewd jay
#

Ah. If your object is marked as an Arma object, you can assign a texture and rvmat to a material

#

That's what he means. You need to have a texture for your object

lusty parrot
#

Sorry, I don't understand. I have a material added but I don't have the "Arma Toolbox Material Settings" options that he has. Do I add the .paa in a different part of Blender?

shrewd jay
#

No. If you don't see the "Arma Toolbox Material Settings", you have no made it an Arma Object maybe?

lusty parrot
shrewd jay
#

Yeah

lusty parrot
#

Oh, I thought that was clicked. Oops. It's showing up now, thanks again

shrewd jay
#

๐Ÿ‘

stuck oyster
#

who wants to make new Blender 2.8+ Armatoolbox basics tutorial? ๐Ÿ˜…

#

๐Ÿ‘‰ ๐Ÿ‘ƒ

#

not it

lusty parrot
stuck oyster
#

what does the console say?

#

or well

#

you got a list of issues there that you should fix

lusty parrot
stuck oyster
#

as it says

#

it did not produce pbo becaus errors

#

and you have list of errors in your p3d

#

and its shadowlod

#

and it not being closed

#

as in it has hole somewhere in the mesh

lusty parrot
#

So my Mesh is most likely the problem?

stuck oyster
#

100%

#

no hole

#

shadow lod mesh must not have holes

lusty parrot
#

Alright, I'll take a look, thanks

#

Yup, found the holes, and they were pretty obvious ones to in hindsight...

pale valley
#

don't know if this is more appropriate here or in the config makers, but I have a vehicle I'm trying to get in to the game, it almost all works, except all animations. I've done my best to follow the examples as closely as possible, and as far as I'm aware everything is named as it should be.
for example; I have a 'main rotor', 'main rotor blur', 'main rotor static' & 'velka osa' in the memory geom, and obviously a copy-pasted model config from the same sample I worked off of.
I feel the issue is the model and the models config file not quite marrying up as it should be but I don't know how to properly diagnose it. are there any usual mistakes I should try fixing first?

tl;dr how make animations work?

quartz prism
#

Hi, does anyone have an idea why arma is crashing when I spawn a vehicle in Dev Branch?

bold flare
#

Can yousend me the crashdump?

quartz prism
#

Where do you want me to upload the file?

bold flare
#

just send me via DM, if you put it in a zip it should be small enough

#

Ah wait nevermind

#

We had that crash last week.
Dev branch is from tuesday I already fixed a bug when spawning vehicle

quartz prism
#

8MB is the maximum

#

๐Ÿ˜ญ

bold flare
#

Ah no nevermind again.
It was when a vehicle is destroyed, not when its spawned

bold flare
quartz prism
#

yeah sadly, but its 100% a problem from my side

bold flare
#

Could upload anywhere, but I'll look at it tomorrow in maybe 10 hours

desert notch
bold flare
#

nu

#

just send

stuck oyster
pale valley
#

It keeps throwing up a "missing "animation types" class definition, so I assume its just something to do with the example being legacy content, I will investigate, thanks for pointing me in a direction!

stuck oyster
#

ah you should have said it errors

#

then your model.cfg is not structured right

#

are you testing the animations in Buldzoer?

pale valley
#

no for some reason I simply cannot get bulldozer to work since I upgraded to windows 10, to test it I change things and boot the game up ๐Ÿ™ƒ
I cant quite tell if I need to add "class animationtypes", or replace something else with it, as there is a "class animations : Animations"

stuck oyster
#

you want to set up P drive and the tools according to PMCwiki guides

#

the tools launcher setup and win 10 do not quite work

#

and if youre serious about modding you will want the tools working 100%

#

as even at 100% its uphill struggle

#

๐Ÿ˜…

pale valley
#

its annoying because this is the last hurdle I'm stuck on (I haven't updated my mod in a while, I forgot I needed the p drive anyway)

stuck oyster
#

oof blobcatsweats

#

it definitely is not last hurdle if you dont have p drive

#

I hope you dont pack your pbo with pbomanager

pale valley
stuck oyster
#

this means its very possible you have ton of errors in there you just dont know about

pale valley
#

I binarize it before uploading, but then like I said I haven't for a while

stuck oyster
pale valley
#

i always test the steam store version and it seems okay?

#

"store", not store, you know what i mean

stuck oyster
#

ysh

#

its possible you have managed to make it error free sure

#

buut im very very skeptical

#

Im gonna recommend you set up P drive and mikeros tools and give pboProject a whirl to pack your pbo properly from properly set up P drive

#

up to you to do whatever you wish with the recommendation

pale valley
#

roger, think i always did before i shipped, but never with my own complex 3d models, obviously, or I wouldn't have issue animating one hahha

#

anyway bulldozers working, how do i test animations in it?

stuck oyster
#

if your model.cfg is correct and connects to the model, middle mouse/ enter and backspace change active animation source and scrollwheel changes the animation phase

#

the rest of the key should be listed somewehre in the web

pale valley
#

haha okay there are none working. do i need to move this problem over to config_makers? I'm struggling to find answers to this very specific problem I'm having

stuck oyster
#

no need

#

but the "how to animate model" page should have the answers

pale valley
#

bwahaha, so following that guide didn't help as when I changed something to how I thought it should be it completely wiped the file. but having replaced the config with the original example file, it worked (mostly) fine. but I don't remember messing with the copied file to begin with? sooooo yeah accidentally fixed it ๐Ÿ‘ thanks for the help anyway buddy!

stuck oyster
#

It is better to build configs one class at a time to get proper understanding how different parts play together

#

in long run it is more efficient

pale valley
#

yeah it have a reasonable knowledge of syntax from messing with game configs, but this is the first actual model config I've done which is why I was struggling so, what I was doing made sense to me, object builder just didn't want to accept it. same now, it doesn't like the 'class gravity1_1' that's in the stock config, but when I delete that it wipes the config completely.. I just don't know why it wipes the whole file

#

amendment- tried just deleting those lines again, this time it worked.... ....?

stuck oyster
#

๐Ÿ”ซ
๐Ÿš™

narrow crescent
#

๐Ÿคฃ

stuck oyster
#

nice looking truck!

#

๐Ÿ‘

narrow crescent
lunar axle
#

intรฉrรฉssant.

bitter kite
#

Hey when trying to export my Geo lods from blender to Object builder i get
"Python: Traceback (most recent call last):
File "C:\Users\xo\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\ArmaToolbox_init_.py", line 223, in execute
exportMDL(self, filePtr, self.selectionOnly);
File "C:\Users\xo\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\ArmaToolbox..\ArmaToolbox\MDLexporter.py", line 511, in exportMDL
export_lod(filePtr, obj, wm, idx)
File "C:\Users\xo\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\ArmaToolbox..\ArmaToolbox\MDLexporter.py", line 441, in export_lod
writeMass(filePtr, obj, mesh)
File "C:\Users\xo\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\ArmaToolbox..\ArmaToolbox\MDLexporter.py", line 320, in writeMass
weight_layer = bm.verts.layers.float['FHQWeights']
KeyError: 'BMLayerCollection[key]: key "FHQWeights" not found'

location: <unknown location>:-1
"

how can i fix this?

stuck oyster
#

you need to add geomtery lod mass/weight in one of the menus to the geometry lod objects components

bitter kite
#

that fixed it thanks!

granite berry
#

Anyone know of a tutorial on how to do geo lods with blender (/w arma toolbox)? since blender had that big overhaul few years back I've no clue how to do even the simplest geo lods without everything being non-convex. I've read you're supposed to define vertex groups for everything but that does not seem to help. Old blender version and arma toolbox just worked no problems easy.

#

if anyone could send me and example .blend of something simple like a hole in a wall (or anything really) that would be helpful :)

stuck oyster
#

A hole in a wall would be made from 4 cubes

granite berry
#

but those are not blender files

stuck oyster
#

Also old tutorials show the concepts of what to do just fine. The UI is just different.

granite berry
stuck oyster
#

Make your geometry geom simple shapes

#

It should be simplified anyway for better calculation performance

drowsy flicker
#

Hey um, im making my first model + little mod, and i need some Feedback on it. Its supposed to be semi-realistic, with better lifting capabilities and better protection than the hummingbird + its going to be slower. Aaand the armed version might be going a bit overboard with weapons, but thats why i want to make it.
Overall just throw at me what you think of it, i will see what i can do with that ๐Ÿ™‚
(also keep in mind that i dont have any idea what or how to do anything instrument related)

https://cdn.discordapp.com/attachments/330294403417505793/952604256106598490/unknown.png
https://cdn.discordapp.com/attachments/330294403417505793/952604256492466236/unknown.png
https://cdn.discordapp.com/attachments/330294403417505793/952604256748306522/unknown.png
https://cdn.discordapp.com/attachments/330294403417505793/952604257029353573/unknown.png
https://cdn.discordapp.com/attachments/330294403417505793/952604257335525516/unknown.png
https://cdn.discordapp.com/attachments/330294403417505793/952604257721389056/unknown.png
https://cdn.discordapp.com/attachments/330294403417505793/952604257973055488/unknown.png

stuck oyster
drowsy flicker
stuck oyster
#

Nothing comes to mind from viewing pics on mobile. And can't tell if topology is good without wireframes. But it looks like it could work in real life

#

There is a lot of detail you can add through good textures too

drowsy flicker
#

well i guess is a mess in the eyes of someone with experience, since its my first model.
Textures are the next thing to come though

stuck oyster
#

Does not look like a mess at least

bitter kite
#

https://imgur.com/gallery/uzZViKK
hey how can i fix this? ive been messing with the mass but what ever i seem to do the wheels stay in the ground(the wheels only go into the ground when im actually in the game in the editor its perfect so i think its mass)

stuck oyster
#

could be the damper animation axis is wrong way

#

as in ti goes up instead of down

#

use diag exe physX view to see whats happening

#

also could be physX config being bad

#

or it could be bad wheel radius point definition (typo/missiing) so the physx wheel size is wrong

bitter kite
#

so if i mess around with the mass enough i do manage to kinda make it "flat" but then still the wheels are in the ground so ill take a look at what you said

stuck oyster
#

yeh playing with the mass is likely not the right solution

undone pine
#

Hi Guys! I'm struggling with a _ca texture. Here is how it looks like in Arma 3: https://i.imgur.com/gu1P4pn.jpg I've tested the texture inside the building where shadows is casting and outside. Outside there is no problem with the texture but inside the building it looks like the screenshot.
Does someone has an idea how to correct it ? Thanks ๐Ÿ™‚

stuck oyster
#

is the whole door texture _CA?

#

or just the sign?

#

you could try turning it to 99% opacity or alternatively use _CO texture with alpha channel so it gets 1 bit alpha (transparent or non tranparent pixels, no smooth transparency)

undone pine
#

I tried the _co one and it really looks bad

#

I'll try the 99% opacity

molten fractal
stuck oyster
#

with _CO and alpha channel yes

#

though mixing solid and transparent parts on same texture is not adviced

lyric harbor
#

One question

#

Hitboxes

#

I use them to mark where if bullets hit a part of the vehicle takes damage

#

Like fuel tank or jul

#

Hull

stuck oyster
#

there is also newer mechanic that uses the armorcomponents system where you dont need hitpoints but correctly named firegeometry components for hit detection

lyric harbor
#

Ok

#

But hitpoints work too

#

And like i have done my model

#

Like a simple

#

Car now should i import the sample car and see like what it needs like land contact steering bones hitpoints

#

And how do i make glass

stuck oyster
#

sure that sounds like good next step

lyric harbor
#

Like see through

#

And player positions

stuck oyster
#

you need texture with transparency

lyric harbor
#

How do i make it

#

In blender or

stuck oyster
#

and it needs to be saved with _CA suffix (look up wiki page for texture types)

#

it can be made in blender but if you want simple transparent texture just make it in image editor of your choise (gimp, photoshop etc)

lyric harbor
#

Substance painter?

stuck oyster
#

it probably can do transparent stuff too

#

I would use google for more information

lyric harbor
#

Tnx

#

And one more thing

#

How do i make the driver or passemger sit in a position i make

stuck oyster
#

you need to define a proxy position (the triangles you see in sample models)

#

the poxy position defines where character is glued to the vehicle

#

and then in config you need to set the action/ animation what the character does when sitting

lyric harbor
#

If i want like one hand on the steering wheel and other on the hand rest

stuck oyster
#

you will need custom animation

lyric harbor
#

I saw in one video that guy used a sample character that had a gun next to him and he used the character and its bones and moved it to where he wanted

stuck oyster
#

yes thats perhaps the easiest way to do it.

lyric harbor
#

But how do i mark it

#

So it stays that way when i delete the character

stuck oyster
#

youll first have to figure out how animations work and how exporting RTMs work and how to make the RTM into a driverAction

lyric harbor
#

Any tut

stuck oyster
#

or google might come up with stuff

lyric harbor
#

There is a tut on static anime

#

Anims

stuck oyster
#

that can be helpful

#

the rest you may need to figure out from that

#

hint. driving pose is static aniimation

lyric harbor
#

Wheel damper wheel hide and wheel unhide

stuck oyster
#

?

lyric harbor
#

What is that

stuck oyster
#

depends where you are reading that blobdoggoshruggoogly

#

if I have to guess they are probably different kinds of animations for different kinds of features

lyric harbor
#

When i look at the sample car there are things called wheel unhide

#

And wheel hide

stuck oyster
#

yes

#

they are used to hide and unhide the wheels

#

for example when they take damage

#

you can find things animations in model.cfg

#

and if they are used for some specific function you can ususally find their corresponding config entry in config.cpp

#

for claritys sake when you ask stuff please add the full question right away. makes answering easier

lyric harbor
#

Thank you for the info i will take all od this and put it on my simple car. My brain cant work at 1:30 am

inland pawn
#

Going back to my transparency issue, turns out, it was too much alpha. I removed one of the camo nets and set it as a proxy

#

That did it

desert notch
#

hey guys. I have a question about pond objects
to make one, you need class = pond property in the Geom lod right?
but how do you define the "surface of water"? is it the roadway LOD? i.e the geom lod is empty?

#

yeah looks like that's it, based on what I just tested in diag exe. thonk
anyway if I'm wrong plz let me know

#

also another question: should the geom lod be empty? or can it contain something?

desert notch
#

also another question: does anyone have any reference or something on what exactly each class does?

#

e.g. what does "tower" do?

inland pawn
#

What is the memory point(s) for adding turret and hull direction onto an opticsview?

inland pawn
#

Or is it config related

stuck oyster
#

Config. Turretinforype

inland pawn
#

Changed it to one that has the heading and it didnt work

raven frost
#

Can some DM me for importing my model to in game, all I have done so far is make the 3D model in blender and painted it, thanks!

wicked kite
#

Question: When combining pants and top, do they both need to have their LODs, and both be an Arma 3 object before joining them together in Blender? Or can I combine them as regular .obj and then make all the LODSs and turn the now single model into a Arma 3 object?

quick terrace
stuck oyster
#

Arma object properties matter only in P3d export phase.

halcyon bluff
#

Question: Using Blender and the Arma Toolbox im unable to open any p3d files that arent in the templates pack. I would like to take a look how textures are defined, because the sample files dont seem to have .rvamt files and are not visible ingame when packed.

stuck oyster
#

the old tutorials show the principle the button places have just slightly changed

stuck oyster
halcyon bluff
stuck oyster
#

depends how good you are and how much stuff you want to check

#

when you have to ask you probably will need to do some stuff in OB still

quick terrace
halcyon bluff
stuck oyster
#

you can find the vanilla rvmats from the unpacked game files on your P:\A3\

quick terrace
#

@halcyon bluffwhich object?

stuck oyster
#

the sample models themsevels are not really good example for actual models, except the sample man

#

and I dont recommend using the sample models to anything else but reference

halcyon bluff
#

ok, then just pick something from the base game and use that?

halcyon bluff
#

i want to learn a basic model first

stuck oyster
quartz prism
#

Is there a way in arma to make orthographic pictures?

stuck oyster
quartz prism
#

I want to make pictures of a house for very low LOD resolution

stuck oyster
#

no Arma does not have functions for that

#

that kind of thing is done in 3D editors/modeling programs

quartz prism
#

Ok thats the way I'm normally doing it, but I want to rework some of my old buildings and it would be great if I could make the pictures Ingame.

stuck oyster
#

dont think you could get good pictures out of that

#

My advice is to set up a multimaterial representation for the buildings and bake that over the last lod

quartz prism
#

Sorry but I dont know what do you mean. I'm working with blender an its always really annoying to setup all materials after importing a p3d

pale valley
#

okay so more issues with this model, sorry guys meowfacepalm
instead of transitioning to the blurred rotor model it simply puts the blurred model in the regular rotors when up to speed.
also the "light cone" is omnipresent instead of only turning on when the lights are turned on.

also-also I tried importing some properties from the example jet to allow the rudders to move, but it doesn't seem to work and like with every problem I've come to you guys with I cant see a reason it shouldn't?
any help is greatly appreciated!

astral epoch
#

Sup guys
Trying to make an invisible garrison point that you can place as object in compositions like trenches etc so that Zeus can use garrison commands on that compositions
LODs and config: https://imgur.com/a/RmTMZOJ
The problem is that neither LAMBS'es modules/Zeus tasks nor 3den Enhanced's "Toggle Drawing of Building Positions" dont see the position on object, but buildingPos -1 on object and BIS_fnc_buildingPositions see the position and can give you the cords of it

astral epoch
halcyon bluff
#

Do you have tipps for getting good textures for free or very cheap?

pale valley
#

@halcyon bluff if you aren't bothered about legality Pinterest is good, if you are there's places you can pay to get access to a big library of them (which I don't have any links to hand) Or, imo the best is to source your own by taking pictures.

halcyon bluff
pale valley
#

not necessarily, most modern camera phones have a good enough resolution for what you'd need for arma, and if you need the texture brightening learning to edit images in this way is relatively simple in an image editing program like GiMP

stuck oyster
#

Photo material does not make easy textures

lavish jay
oak lintel
#

rain in custom building is over the roadway defined or? i want stop the rain in the interior >.>

drifting nova
#

rain afaik is dependant on the surface it lands on

#

meaning, the building themselves dont stop rain, the materials you use on them do

lavish jay
#

only triggers are wrong location

hot magnet
#

Hi Guys I am planning to make a mod that you can move small vegetation to nearby places as cover of your firing position. Just want to see if any similar mods exists and anyone think that would be a useful mod?

on map

oak lintel
drifting nova
oak lintel
#

hmm

wicked kite
#

Where can I find error logs? I'm getting a big error when exporting my model and I am trying to find the reason. Each time I export it also makes a dupe of my model

river storm
#

hello how can i export a vehicle to a obj file

bold flare
#

in object builder just go to File->Export

river storm
#

i don't have the p3d file

#

only the pbo

#

extracted with pbo manager

bold flare
#

You can only export your own models

#

not other peoples stuff

river storm
#

ok

#

but he give me the rights

bold flare
#

If the author gave you the rights he could also give you his source files

#

If he gives them to you you can convert them to obj

river storm
#

ok ty

tribal rain
#

Hi all im new to the mod making scene so apologies if i become a pest.

im trying to learn some bits at the moment and im aiming small to start and id like to make a custom backpack.

In particular im trying to make the cooling pack for the chimera from the game ** Resistance: Fall of man**

what I've got so far is still very much not finished at all still in the object placement stage at this point , im getting pretty confident with the modeling side thanks to a course im following on Udemy.

What im stumped with though are the configs and the animation side of it.

I made this in blender and i used the resistance 2 concept art as a reference. Id link my work and show it but i dont have perms
๐Ÿ˜•

sage stag
#

are the graphical LOD resolution values actually used for weighting or are they purely for ordering?

stuck oyster
#

There's coef named property that can alter the weighting of lod change

stuck oyster
stuck oyster
#

Could not get it open on mobile. Could be just lousy connection

tribal rain
stuck oyster
#

If you want to use discord as upload you'll need to paste the image to a server or friends DM where you can get copy of the image link and then that could be pasted anywhere

stuck oyster
tribal rain
tribal rain
oak lintel
#

anyone knows how work the rain in custom buildings (interior) ? i cant find the solution

#

i think i have the solution... object builder has a problem with "smoothing Groups" i think...

placid relic
#

Hi everyone, I have a little issue here with my object : It's a static object that apply to the ground (like road).
When the texture is _co (plain texture), no problem.
When the texture is _ca (with alpha), we can see those lines at the edges of my p3d :/
I tried several things, read a lot of documentation about textures and road but I don't succeed to find the solution to get rid of those white lines ๐Ÿ˜ฆ Does anyone encountered the same issues ?

#

Update : It seems to be the texture, with an arma's one it work well :[
Updateยฒ : I changed my method of "mask" in photoshop (mask of 99% and not 100%) and it seems to be a good workaround

ruby lion
#

Is there a way to change the lighting of object builder ? I guess OB is loading a cfgworld config

stuck oyster
#

P:/bin/config.cpp is what it loads

#

So yes

#

Though be vary, that folder resets on P drive refresh with arma3p

ruby lion
#

Ah nice thanks

terse sail
#

where does one find the main mesh for the arma model character?

worldly belfry
#

arma 3 samples

#

there are two p3ds iirc

#

and a obj/fbx (?)

terse sail
#

whats the actual name and what folder, do u know

sage stag
#

do proxies have scale?

#

translation is given by the first vertex and rotation by the other two. do their distance from the first also affect scale?

stuck oyster
#

No scaling

silver zenith
#

hey for some reason armatools stopped exporting other lods than res1
not even giving me an error so not sure whats wrong

silver zenith
#

oh is the component limit for the geometry lod still necessary?
same question for the fire geometry "less than 3500 points" limit

stuck oyster
#

2048 is hard P3d file structure limit for components

#

Or component names

#

Or named selections in a lod to be accurate

rapid tree
#

Hello once again i need some help, for some reason my rotorblur does not show which is odd because i used my working addon folder and changed the name of the folder and the path to the folder so that every texture,rvmat finds the correct things, but i dont know why the rotor blur does not show up

stuck oyster
#

You must have not changed something else. Like proxy path in P3d if the rotor blur is a proxy part

rapid tree
#

where can i see the proxy path ?

stuck oyster
#

In OB proxy named selection

rapid tree
#

thank you so much! it worked and i learnt something new lol

rapid tree
#

quick question what are the gunner compartments ? Is gunner compartment 4 basically the name for the ffv gunner seat 4 ?

stuck oyster
#

No

#

Compartments dictate what positions are accessible from one to another

rapid tree
#

alright, where can i see where the compartments are ?

stuck oyster
#

In config

#

They have no "physical representation"

rapid tree
#

thats odd when i want to change the ffv positions they change if i change the compartments

stuck oyster
#

I don't know what that means

rapid tree
#

i want to change where my firing from vehicle (FFV) seats are

stuck oyster
#

What compartments?

#

Those are dictated by proxy positions

rapid tree
#

in the p3d file they are positioned correctly and my config they have a "gunnerCompartment" section

stuck oyster
#

And index number of proxy is what connects proxy to a turret config class

rapid tree
#

i see totally missed the index numbers

stuck oyster
#

Wiki is also your friend

rapid tree
#

Thank you

sage stag
#

what effect, if any, does the #SharpEdges# TAGG have?

shrewd jay
#

It defines which edges in the model are sharp. Think Smoothing groups.

pale valley
sage stag
shrewd jay
#

It is used. If an edge doesn't appear in the array, it is interpolated and shaded smoothly, otherwise there is no interpolation.

sage stag
#

alright, well that's good to know

rapid tree
pale valley
#

yeah, I mean I'm following the example too and I have a problem with the "main_rotor" not disappearing when the blades spin up, if you could keep an eye out for anything like that while testing and let me know I'd really appreciate it!

rapid tree
#

The Thing is i have a helicopter that someone made for me but never completed it so i have to finish it, i didnt made it from scratch

sage stag
#

any idea what coloured wireframe in oxygen indicates? it must be some flag since p3d does not store any user assignable colour information

sage stag
#

seems it is indeed some flags

#

oh there is a user assignable colour, it's just limited to a small number of colours

#

and stored in the face flags

white jay
#

Hey could someone import some character models into Arma 3? The ones I have are from the movie Battle: Los Angeles

#

I have zero clue on how to do that

fluid copper
#

That is a nono I believe, unless you have express permission from the creator (which I dont think its a stretch to assume that you dont here)

white jay
#

The creator gave them away for free tho in a 3d model pack

#

I just have the link to the page

stuck oyster
#

Paste the link

white jay
#

They were submitted here in 2014

polar fiber
#

p3dm.ru is all models ripped from games. No creators in sight

stuck oyster
white jay
#

Darn it

#

I really want a battle: los angeles mod for my group

stuck oyster
wicked kite
#

Ran into a weird problem. Mask I made is in the characters stomach/chest. It follows his head movements and everything but like I said it's in his chest. Autocenter is 0, and the vertex group is labeled as head. I'm using the same config I used last time when it was working fine. I double checked placement in Blender, and OB and the mask is where the head is in both programs.

EDIT: I exported it back to OB, and redid the geometry, and view pilot and it looks fine now. IDK what the issue was.

#

I did notice a new issue however, unlike before my distance LODs are not working. In virtual arsenal if I get more than 20ft away the masks disappear

white jay
quick terrace
#

ripped content @turbid cove

turbid cove
#

@bold flare โ†‘ that's your turf?

bold flare
#

what what

#

If you mean there is bohemia stuff in there then thats for the infringements mail addr

desert notch
sage stag
#

when do you use extra UV sets, i.e. more than one #UVSet# TAGG?

bold flare
#

If you have different stages that you want to use a different UV Set notlikemeow

sage stag
#

right, can you describe a concrete use case where you would do that?

bold flare
#

Mainly when reusing textures.
For example say you have a texture with letters on it that you reuse on different models.
And you want to use that texture in the emissive stage for SuperExt shader for example. The main texture has a normal UV, but your emissive has a special UV to reference the correct places in your reusable letters texture

silver zenith
#

multimats use 2 UV sets

sage stag
#

i imagine this would be mainly used in e.g. building models?

silver zenith
#

yeah not exclusively
the letters thing dedmen described could be used for decals that you reuse on vics/weapons

#

damn I wish I could do emissiveness with a mask and not by polygon

bold flare
#

Well SuperExt can :3

silver zenith
#

where can I read more about this SuperExt businesscamoman

bold flare
#

huh you don't know :u

silver zenith
#

ok the link is the same biki page I read
which doesn't say much
only that its for skyscrapers
I'll check the messages

bold flare
runic plover
white jay
#

I could've deleted it myself

sage stag
#

are stencil shadow LODs obsolete? don't think i've ever seen one

quick terrace
#

they are not

sage stag
#

what are they used for?

shrewd jay
#

Stencil Shadows?

sage stag
#

right

shrewd jay
#

Well most of the "sharp" shadows are stencil shadows

sage stag
#

in what situation would you use this? i think i've only ever seen shadow volume LODs

shrewd jay
#

That's the same IIRC.

sage stag
#

there are definitely two different classes of shadow LOD:
Shadow Volume [0, 1000)/Pilot/Gunner/Cargo
Stencil Shadow [0, 1000)

shrewd jay
#

I don't remember. The view shadows are definitely something different, but Shadow and Geometry handling has changed a bit since the Tank DLC introduced interiors

sage stag
#

at least the wiki describes a stencil shadow LOD... oxygen doesn't list it though

#

i thought i saw it named in oxygen on some p3d that i saved with the wrong resolution value but maybe i'm misremembering

#

it lists stencil shadow LODs but since i've only ever seen shadow volume LODs i thought this might be some obsolete thing

shrewd jay
#

I don't remember. I wrote the code for that in my Arma toolbox a long time ago, I seem to remember having recently changed it because of the different View Cargo resolution lods...

sage stag
#

yeah i'm writing a P3D<->FBX converter, that's the reason for all the weird questions ๐Ÿ˜›

shrewd jay
#

Yeah, that's about the only time you need to know these details ๐Ÿ˜„

quick terrace
#

my bad, shadow volume LOD does produce (default) stencil shadows opposed to shadow maps

desert notch
#

absolute? thonk

quick terrace
bold flare
sage stag
#

Does the object builder fbx import/export round trip any named selections?

sage stag
#

seems like it can round trip selections which only pertain to a single element, but will also introduce new selections

sage stag
#

is it a well known problem that OB exports normals to fbx incorrectly?

sage stag
#

i had the exact same bug in my exporter. it seems that it's not applying the coordinate system conversion to normals, as it does to geometry

exotic plume
#

Hey I might need some help here. Maybe it is veeery easy to solve

#

I have some "proxies" (I assume) visible here with hand texture (for any reason apparently)

#

and my head is not showing

exotic plume
#

okay so I reworked it and now I have still the left arm proxy showing

exotic plume
#

so for some reason the binocular proxy / left hand triangle is still showing up

#

anyone knows why that could be the case?

stuck oyster
exotic plume
#

how so?

stuck oyster
#

Well you got texture on that triangle

exotic plume
#

how do I get rid of it?

stuck oyster
#

I suspect you got duplicate proxies there

#

I'd delete all proxies and copy them from the sample character again

exotic plume
#

But I already did that :/

#

Would it work if I added a new material and assigned all proxies to that one instead?

#

nah I don't think so even myself

#

I got a grey triangle now

#

is it maybe because of weights?

onyx monolith
#

Object builder keeps on randomly closing, no error message or freezing it just closes of its own accord. fix?

stuck oyster
onyx monolith
#

Doesn't happen with any other applications

stuck oyster
#

OB has not changed in years blobdoggoshruggoogly

onyx monolith
#

Oh fun

mellow quartz
#

What is Bohemias Regulations on Ripping models from the base game for Non-Profitible use

#

I was thinking about ripping arma models to make a Version of arma 3 in Vrchat, given the cool shit you can make with Udon and stuff, and I have a very decent scale of how to make things.

#

Plus I can compile a team, I just really want to make something like that for people to enjoy

stuck oyster
#

Making and taking is not the same. If you want to make stuff, make it.

mellow quartz
stuck oyster
#

no

#

this applies to 99% of games

mellow quartz
#

Just another thing to my EU Shitlist

stuck oyster
#

make stuff, dont take stuff

#

after a while of making stuff you will start to appreciate that the things you make are yours and not for anyone else to take

onyx monolith
#

Would there be a way to go about buying or otherwise obtaining base game assets out of curiosity. Short of just modeling an imitation

stuck oyster
#

except modeling from 0

onyx monolith
#

That sucks

stuck oyster
#

whys that?

marble ravine
#

To add a flag onto vehicles, with the setFlagTexture or Zeus enhanced add flag. What proxy in the lods or specific memory lod vertices does it require? I have looked at the samples and tried the character flag proxy and both the data_f\proxies\flags but still no dice.

stuck oyster
#

flag is the one

marble ravine
#

why no work notlikemeow

stuck oyster
marble ravine
#

Wait, just flag.p3d?

stuck oyster
#

sample tank has this

marble ravine
#

Tried that one too. Buldozer renders it. But ingame nothing

stuck oyster
#

mayhaps you lack something in config

marble ravine
#

I'll see if it needs some config setup aswell. Sad that this is something I can't find any info on anywhere :/

polar fiber
#

Needs to be in all the resolution LODs IIRC

marble ravine
#

Alright let me test that.

marble ravine
polar fiber
#

Pretty sure i was told it's one of the quirks of the engine that it queries the bottom LOD for the presence of a flag proxy. I guess it doesn't have to be in others in the middle but naturally you want it in the top LODs, and if the engine demands it's in the last LOD, may as well have it in all LODs

marble ravine
#

RV drifting circles around sensibility yet again

#

but i appreciate the help, cheers

sage stag
potent sigil
#

Are there any working download links for Berghoff's African Foliage addon still available?

#

His acacia and bottle trees are the best

leaden sun
mellow quartz
#

I can, but I dont like to

teal cargo
marsh canyon
#

In Blender select the object, Ctrl+A apply all transforms. ArmaToolBox doesn't take object's transformation into count but only mesh

teal cargo
#

oh ok

#

thx

teal cargo
marsh canyon
#

How did you ex/import?

teal cargo
#

yes

marsh canyon
#

Wat

teal cargo
#

ok I exported the model as a obj and imported it into OB. I can't export as p3d for some reason they get messed up

#

nvm

#

I got it

marsh canyon
#

Just p3d directly

teal cargo
#

tried that

#

get an error

#

when opening

#

gave up with exporting p3ds long time ago

#

forgot theres a checkbox for importing inverted

teal cargo
marsh canyon
#

Bad rvmats I assume

teal cargo
#

I think I know why. so I don't know a whole lot on rvmats so I probably did something wrong

#

this is my rvmat

diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,1};
emmisive[]={0,0,0,0};
specular[]={0,0,0,1};
specularPower=130;
PixelShaderID="Super";
VertexShaderID="Super";
class Stage1
{
    texture="A3SL_Props\BusStop\data\BusStop_Bench1_nohq.paa";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};
class Stage2
{
    texture="A3SL_Props\BusStop\data\BusStop_Bench1_dt.paa";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};
class Stage3
{
    texture="#(argb,8,8,3)color(0.0,0.0,0.0,0.0,MC)";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};
class Stage4
{
    texture="";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};
class Stage5
{
    texture="";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};
class Stage6
{
    texture="#(ai,64,64,1)fresnel(1.2,0.5)";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};
class Stage7
{
    texture="a3\data_f\env_land_co.paa";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};
#

sorry if this looks horrible. don't know a whole lot

marsh canyon
#

Did you tried default rvmat?

#

I mean default_super or smth in data_f

teal cargo
#

no I have not

#

I'll give that a try

#

also what is MC, DT for?

marsh canyon
teal cargo
#

How would I go about adding a roughness map? or a metallic map

stuck oyster
#

And as for your P3d export issue. You really want to solve that as it will simplify the process

sage stag
#

are the vertex normals correct?

hot hornet
# teal cargo sorry if this looks horrible. don't know a whole lot

Use this RVMAT as a reference:

diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,1};
emmisive[] = {0,0,0,0};
specular[] = {1,1,1,1};
specularPower = 30;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1
{
    texture = "#(argb,8,8,3)color(0.5,0.5,1,1,NOHQ)";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,1};
        pos[] = {0,0,0};
    };
};
class Stage2
{
    texture = "#(argb,8,8,3)color(0.5,0.5,0.5,0.5,DT)";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,1};
        pos[] = {0,0,0};
    };
};
class Stage3
{
    texture = "#(argb,8,8,3)color(0,0,0,0,MC)";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,1};
        pos[] = {0,0,0};
    };
};
class Stage4
{
    texture = "#(argb,8,8,3)color(1,1,1,1,AS)";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,1};
        pos[] = {0,0,0};
    };
};
class Stage5
{
    texture = "#(argb,8,8,3)color(1,0,1,0,SMDI)";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,1};
        pos[] = {0,0,0};
    };
};
class Stage6
{
    texture = "#(ai,64,64,1)fresnel(0.4,0.2)";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,1};
        pos[] = {0,0,0};
    };
};
class Stage7
{
    texture = "a3\data_f\env_land_co.paa";
    useWorldEnvMap = "true";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,1};
        pos[] = {0,0,0};
    };
};```
#

and check the link sent by polpox.

#

Your RVMAT is broken because it's missing the AS (ambient occlusion) and SMDI.

#

texture = ""; shouldn't be empty.

sage stag
#

what's the purpose of the transform matrix in the material?

odd garden
#

Hello everyone,
Is it possible to put in a vehicle, a screen with a small Avi file for example? in order to create an animated screen.
Thank you in advance

odd garden
stuck oyster
#

No

#

You would need to write it

odd garden
# stuck oyster No

Sorry, I donโ€™t have the skills to write such a script, thanks anyway

teal cargo
#

Will a AO map from substance work or do I have to do something different for the AS map

sage stag
#

AS is 1 in R and B, shadow in G

teal cargo
#

Iโ€™m sorry I donโ€™t know all of this. Is there and documents or tutorial on how to create this?

versed parrot
#

Hey all, anyone have any idea why some parts of my model are missing on object builder? https://ibb.co/jZFgpMB it's supposed to look like this instead https://ibb.co/TDXm78w
p.s ik we have enough shipping containers ingame

marble ravine
hot hornet
hot hornet
sage stag
#

but why is it a 4x4

marble ravine
stuck oyster
white jay
#

Hey I was looking for someone to teach me how to make 3d models from 2d models and possibly turn a 2d model into an actual working gun in game

stuck oyster
#

and just practice

#

after you get comfortable with the program and how modeling works you can start looking into more specific projects

versed parrot
#

hey Goat, cheers for the response, this is how my addon settings look like https://ibb.co/bvwPmFd I checked the directory and it was correct

#

any idea if there is anything else I could check?

versed parrot
#

tbh it didn't and was only set to the folder o2 is in. though i've corrected that and restarted blender and then exported but the problem is still there

versed parrot
#

my apologies, i was fixated on another issue and never noticed that this one was resolved, I thought i had messed up something as it was showing the texture fine before. i highly appreciate you fixing that as I wouldve probably spent a good few hrs figuring that out. though im hoping you can still help me wit my initial issue, the corners and locks of the container are still not rendering in object builder https://ibb.co/QDdysNr weirdly enough, the outline in this screenshot shows the full model
https://ibb.co/z8DrQG6 could this possibly be because i have not set a rvmat yet? sorry ahead of time if thats another stupid question, im sure its obvious but im still very new, i appreciate any pointers

stuck oyster
#

turn on bakcface culling or use the face direction indicator to see what way your faces are pointing at

#

Blender by default draws both front and back side

#

for solid mode you can turn on global backface culling

#

for textured/render view you need to turn it on in material settings

versed parrot
#

Alright, I have seen the culling option before but until now I was unaware of it and it's function, cheers for explaining this. When making the model, I thought to be smart and remove interior faces, you think that could cause something like this? as I was using it not knowing what it'd do just hoping it'd reduce the faces so the uvmap is readable to a certain degree

stuck oyster
#

that should not be a problem

#

just the outer faces pointing wrong way

versed parrot
#

Alright I appreciate all the help Goat, ill look into how to reverse the faces to look the other way, they were mirrored so that mightve been what flipped them inside out, nonetheless thanks again

stuck oyster
#

mirroring flips them yes

versed parrot
#

you're absolutly right, the faces were facing the wrong way as seen here https://ibb.co/18YgXVq i flipped them and now the model appears perfect except for the uvmap but that was a placeholder at best
https://ibb.co/YBZsYcw

stuck oyster
versed parrot
#

big leap in my modding progress today and you goat are the reason behind that, thank you for your help

stuck oyster
wicked kite
#

Been trying to troubleshoot a helmet I made, long story short after walking away for about 15 or 20ish feet it disappears. I even remade it in blender and redid all the porting in OB. It looks fine in game. I know the game was updated recently but idk how much that matters, all the guides and templates I am using are pre update

leaden sun
#

do you have a secondary visual LOD in which the helmet is not present?

leaden sun
ebon needle
#

hello i dont know anything but i want to help a lil plan of yours or teams let me know i will learn

marble ravine
# stuck oyster does it still look like this?

Wait... your object isn't supposed to look like a crispy purple error? How does one achieve proper texure rendering in OB? Buldozer works fine for me, just curious how it works for OB.

sage stag
marble ravine
#

That makes it a crispy purple.

sage stag
#

uhh... i suppose you already did that to see the purple and black

#

are the paths correct?

marble ravine
#

They work for buldozer and arma. start with a3 or z. With OB having a prefix of P:\

sage stag
#

Tools > Mass Texture & Material Renaming
what's the first texture path you see?

marble ravine
#

#(argb,8,8,3)color(0.743,0.785,1.000,1.0,co)

sage stag
#

procedural textures don't work in OB

marble ravine
#

a3\data_f\bis_klan.paa

sage stag
#

okay. change that to .tga

marble ravine
#

ah. it needs tga?

sage stag
#

yes

marble ravine
#

Ok good to know

sage stag
#

and make sure that the .tga exists of course

marble ravine
#

Yeah. I'm currently working with base game textures so paa all the way.

#

Next time I'll setup my work for tga, makes it look a little nicer.

sage stag
#

can't you extract them?

marble ravine
#

I could, but thats not worth the time/effort for simple OB rendering. I personally do everything in Blender anyway. Not everything, always have to fix the shadow volume after it gets exported....

#

Just curious as to how OB functioned in that regard.

plush forge
#

Anyone know what physlayer named property does? Personally I have never heard of it and it's not on the Named Properties page of the wiki. The example case of where I came across it is in the geometry lod of an Enoch fence, with the value set as Fence.

marble wyvern
#

any1 know my models take so long to load ingame?