#arma3_model
1 messages ยท Page 179 of 1
you dont have to worry about animtations for a long time right now
you need to learn the stuff 1 piece at a time
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
more complex yes
you should not be starting from a weapon either
starting point should be some simple test thing like a box
that you model and texture and put into game with configs
then you can add some moving part to it like a lid and make the animations
and learn with simple things first
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
ah ok, thank you, I'll just start with those
I tried putting the object through the addon builder, but it failed with the result code=2
addon builder does not really give much info
id recommend using mikeros pboProject so it can yell at you about all errors
oh ok
addon builder works only if you feed it correct stuff
if you get it to error, something is very wrong
and smaller errors it just packs in and you get error messages and crashes in game
ok, I'll put it through pboProject
pboProject says
View the dos screen and View -> output
for the cause(s)
I have no idea what that means
I have a feeling its because the config file and everything is wrong, but idk
now its saying its a generic error or premature EOF
start over with the config I suppose. 
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
if you paste stuff here, use code blocks
pinned messages on #arma3_config
the above is not really easy to read
bu tfrom what I gather, you have right words in there
but everything else is wrong
ah better
well not wrong actually
was just hard to read
but #arma3_config is the correct channel for config stuff
ah ok, I didnt realize there was a config maker channel, thank you for your help
you will want to read the wiki pages about how configs work
yeah, I have been reading what I can find and am confused in all honesty
it is a lot to take in
youll have to list what things confuse you and then start figuring them out one by one
eventually it starts to make sense
I think its just mainly the structure of it atm, then I'll have to go into the classes and such
the above should not cause errors though
you could also try packing just the config
also dont put anything else but the actual files you are trying to pack into the folder
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?
now its science
does the model need to be in a cfg format?
unless thats generated when its packed into a pbo
model.cfg is a text file and needs to be named exactly that
but you dont need that for a while now
the p3d 3d model you can name whatever you like
but dont use spaces or special characters in folder or file names
check the sample models/folders for example
so you cant use an underscore
cfgPatches yes
that is the header of the config
other configs refer to it with the cfgpatches class
basicdefines no
it can be used if you use the stuff defined in it
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
yes
the cfgpatches needs to be in the same folder as the config and model?
it goes into the config.cpp
oh so not a seperate file?
in this basic setup no
it is possible to split parts of config into separate files and use the #include to connect them to the main config,cpp file
but you dont need to confuse yourself with that
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?
no
you only have 1 class inside cfgPatches
other stuff goes elsewhere
again, look at the samples
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?
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.
ok thank you
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.
I dont think compositions can be put into pbo
and quite right this is not the correct channel
when in doubt, start at #arma3_questions
Is there a way through the model (or any other way) to completely cut out all outside light inside of a building/structure
no
Does night vision support more than one hiddenselectiontexture?
As in the item? Custom model should be able to have multiple textures yes if made correctly.
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.
your texture is transparent(alpha channel) or the model contains mostly transparent parts which makes the engine think its transparent
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!
(please correct me if that is the wrong solution)
are you mixing solid and transparent surfaces on same texture?
as that would definitely cause the issue
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
Thanks for the help!
Can someone help me. When i want to export my model it says it contains n-gons even after triangulating
then you have not triangulated something
I selected all
And
When i use the sample car
Do i need to have vertex groups in collection 1
I am new to mod making
Idk
what is it that you try to do?
I would suggest starting from simple stuff
make a box
and get that into game
you need to cut learning into smaller pieces
as there is a lot to learn
as an example yes
other than that pretty much everything in it would need to be changed to match your new car
as a put your model into it and pray it works, no
I am wondering do you know where i can find some tutorials
About seating positions and views
no, dont really know if there are that specific tutorials.
if there are, they might be listed on BI forums
Im getting a feel that you wont be splitting your learning into smaller pieces but you will push head on with this truck
all I can say is good luck 
maybe add some moving part ot it via model.cfg
get it to show up in game
then maybe add wheels to it and make it a simple car
that sort of stuff
Ok
simple stuff
Thank you
1 thing at a time
I really want to learn it i made two good models
check out the BI forums editing section
there should be few tutorials listed somewhere in there
they could be useful
Tnx
file -> save as
Tnx
Go to geoemtry LOD, enter edit mode, select all, enter a weight in the box under Arma 3 Tools and "distribute to selected"
How do i make my model not walkable through and not shootable through
not walkable through
geometry lod
not shootable through
fireGeometry lod with impenetrable surfaces
geometry needs to be build from convex parts, each part need componentXXX name and each part need the geometry mass larger than 10
What are convex parts
seems like Ive said convex 111 (now 112) times in this discord.
usually starting the conversation with variation of "is it convex" (113)
๐
one step closer to your dream 
oh that page would need a slight correction the component naming goes up to 2048
so not 01-99
01 - 2048
@turbid cove pls fixy
๐
no

do you happen to know if and when such change has happened?
eh, maybe after enfusion documentation is ready.
I will make it available for everyone but you, hah!
U meanie
if (currentUser.GetType() != Creature.Human)
return false;
```_hue hue hue_
otherwise no idea?

I will add a mere "was previously 01-99" note then (it might be useful to OFP / Arma 1 / Arma 2 modders)
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 ๐ค
2048 is the hard limit though
๐
well, formatting would be more accurate
done, thx ๐
dank juu 
then @outer condoruu ๐คญ
๐
you have faces pointing wrong way in your model
Arma only has front face
you turn on backface culling in Blender
and flip the faces that point wrong way
backface culling will show the same thing as buldozer/Arma
do i have to do it manualy
only the front face
for some parts maybe
there is also tool in the blender menus to try to auto calculate that
blender manual will know
so now
i see that in blender
the same thing as i saw in object builder
so if i now enter bulldozer will it work
no you will need to export it again
ik that
now i didnt even enter bulldozer
and the only thing i see are back headlights
making shadow lod tutorial? anyone?
Does anyone have any idea why the "Component Convex Hull" operation would leave missing faces on some of the components?
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
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
I have checked everything I would think to look for and still I can't figure it out
Sometimes Component Convex Hull doesnt like complicated meshes.
Split these parts in 2 parts and try again
No, there is no specific mods channel. This is channel about making 3d models for Arma
Damn, so there's no place to talk about mods?
Not specifically. #gameplay_arma could probably be used. Or #arma3_questions if you have questions
does anyone know how i make my models appear as placeable items in the editor...? i tried looking up but
not much look xD
items as in placeable weapon or just like a box or building?
As in, i have vests, helmets etc that i would like to appear in the editor
as placeables, rather then only being able to wear them from arsenal
there is a a specific object type for that and you need to create classe for that
groundholder it was called I think
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;
};
};
};
};
??
ive tried cant find any anywhere
there should be some vanilla items that work like that
place one down and check what its classname is
and then find that in the configs
The issue is that the mesh is a very simplified version of a much more complex shape that worked just fine. Splitting it in two works but I'd prefer to keep it in one shape
you can try removing all faces of that component when its elected
that leaves you with a vertex cloud
you can then run convex hull tool and it will recreate the cloud as convex part
often if you run convex tool on complex parts that have faces it can fail like you describe
some sort of analytic bug or something maybe
the convex tools don like verticles on same plane for example and those more often than not cause issues
if the face remove - cloud - new component does not work, I suggest you run some other cleanup on it in where you made it
Blenders limited dissolve or decimate tools often have good results in removing excess verticles that break the convex tools
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.
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)
it needs correctly set up geometry component
The geometry component needs to have the same named selection as the window if you want it to be destructible
There are some good examples in the A3 samples
okei thanks to both
Could you get a better picture?
I can't tell if it's just the ambient shadows that are visible or if it is translucent.
doesn't seem transparent at all though
too much alpha transparency or too alpha channel in wrong place perhaps
It's hard to tell from pics but if you're seeing it through your monitor directly, it's translucent
One of our texture guys are on it
Does the texture have an alpha channel?
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
Did you include it in the units[] array for your CfgPatches?
should the view LOD be closed and convex like fire and geom?
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.
no they dont seem to use proxies so yes it should work without them too
its likely problem with the rest of the textures then
If this LOD is not present the Geometry LOD will be used instead.
I guess that means yes
yes
I thought it's not allowed selling arma 3 mods? But why Arma 3 Project Life sell her stuff?
@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
Ouh ok
hey! does anyone know why this happens to my model when i try to view it in object builders Bulldozer?
Shadowlod views fine but lod 0 just opens that viewer and then instantly crashes object builder
ah i guess its my vertex count
@bitter kitewhat is your vertex count?
110k for a vehicle
yeah, that's the very reason
damn:(
i need to ask, what is this 110k vehicle? it's excessive to say the least for a game ready model
alright guess ill just start making it alot simpler i didnt know it couldnt be that much lmao
there is a reason for normals maps :))
how many vertices should it be?
OB should run with 110k verticles though
means you got something else wrong with the mesh Im pretty sure
im trying now with 50k and it still isnt working
how do you import it to OB?
blender to P3D
i had issues with it before 100k mesh, it was a simple sphere... @stuck oyster
@bitter kitehow many sections does it have?
its currently only res lod 1 cause i wanted to test it incase this would happen
i guess ill seperate everything and import till i find it
well im closer its something with the suspension
nvm
at least from this OB should be able to handle a bunch.
@stuck oysternot with OB, with buldozer
would it still work ingame?
if reduction did not work then it might blow in game too
weird cause the H-60 from hatchet was around 80k but that one did work
guess ill just try reaching that
I have it doesnt work with 70k vertices either
But when i test everything separate it works
I just tested the h-60 again that thing is around 84k vertices and that one does work so thats just confusing me more
there must be some sort of bad face or something like that in there
or bad material
some bad part anyway
every time I try to make something transparent, the surface behind it is white
I mean stuff that isn't the player is glowing white
Check that your z sorting is correct
Transparent faces must be... let me think... on top I think...
Also, name the texture with transparency something_ca.paa
it seems like the textures behind the transparent surface don't appear at all
how do I fix it
is it something with the RVMAT?
No it needs the alpha sorting like alwarren said
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?
iirc hiddenselections dont work on nvg objects
its why vanilla has dedicated p3ds for what amounts to retextures
I think so too although it wasn't adapted to vanilla NVGs so it could have some issues
Do both up and down models got correct named selections for the camo parts?
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?
you have saved over it
Ah, I clicked export instead of import in Blender and overwrote it 
Correct. This is the corresponding portion of the model.cfg
{
skeletonName="OFP2_ManSkeleton";
sections[]=
{
"camo1",
"camo2"
};```
does the different models have those selections?
Yep. They inherit from the raised version.
Yes
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?
you may not have defined correct memorypoints for the rocket fire positions and /or not animated them
it should be possible to change it
If that's the whole thing. You are missing a };
and you should perhaps be inheriting from ArmaMan
can a single selection be animated by multiple animations? (directly) 
I guess if one anim activates it breaks the other ones, right?
but they can't be the same type right? e.g. both x rotation?
they can
and they still stack up?
yes
or override each other?
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
so I guess that means animations record relative movement, not absolute movement 
thanks ๐
yes
I'll double check since I did copy that on mobile.
I still don't understand how the selections work fine when the item is dropped but not when worn.
you do have model.cfg class for each of the p3d yes?
Yes
perhaps it just does not work on them ๐ค
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.
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
https://gyazo.com/0cfd442b003b9ea8f0cb0f79749b52b0 anyone know why this happening? texture is super bright for no reason
Hiddenselections should have no affect on geometry. But animated selections need to be there
Perhaps you have made it too bright? Or the rvmat you use has problems in it
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? :)
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
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
missing/bad weighting or/and no modelc.cfg setup
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.
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
Proxies donโt always line up from Buldozer to in game. You need to adjust as needed
I found it, lodnoshadow must be 1
Then you need to find the correct animation that matches the proxy
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
pilotAction, gunnerAction, cargoAction must be defined to use correct action animation that uses same pose that the proxy uses
Hello, Iโm 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 donโt really know what Iโm 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 isnโt the right place to be posting this
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.
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
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";
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
compartmentsLights
In model.cfg?
in config
you can search in all in one config for some references
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
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
this is mine: https://i.imgur.com/NKe9S9y.png
Found it, thank you
๐
Another problem - he's saying to add the ".paa" texture into Blender but I can't find the option for that in my version
Blender cannot use .paa textures
No version of the toolbox ever supported that, I have no idea what he means with that
https://youtu.be/BfS9fBOE7Gw?t=5733 It's at this point in the video (1:35:33)
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
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?
No. If you don't see the "Arma Toolbox Material Settings", you have no made it an Arma Object maybe?
This option? https://i.imgur.com/UXC8dyw.png
Oh, I thought that was clicked. Oops. It's showing up now, thanks again
๐
who wants to make new Blender 2.8+ Armatoolbox basics tutorial? ๐
๐ ๐
not it
I got a binlog from pboProject I'm not sure about: https://pastebin.com/bunQZatD
what does the console say?
or well
you got a list of issues there that you should fix
This is from the console: https://pastebin.com/CXYD44b5
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
So my Mesh is most likely the problem?
Alright, I'll take a look, thanks
Yup, found the holes, and they were pretty obvious ones to in hindsight...
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?
Hi, does anyone have an idea why arma is crashing when I spawn a vehicle in Dev Branch?
Can yousend me the crashdump?
Where do you want me to upload the file?
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
Ah no nevermind again.
It was when a vehicle is destroyed, not when its spawned
even as a zip its larger than 8mb?
yeah sadly, but its 100% a problem from my side
Could upload anywhere, but I'll look at it tomorrow in maybe 10 hours
just make a ticket on Feedback Tracker
https://feedback.arma3.com
check out the "how to animate a model" wiki page it describes the rules what is needed to connect model.cfg and p3d
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!
ah you should have said it errors
then your model.cfg is not structured right
are you testing the animations in Buldzoer?
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 ๐
I cant quite tell if I need to add "class animationtypes", or replace something else with it, as there is a "class animations : Animations"
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
๐
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)
oof 
it definitely is not last hurdle if you dont have p drive
I hope you dont pack your pbo with pbomanager

this means its very possible you have ton of errors in there you just dont know about
I binarize it before uploading, but then like I said I haven't for a while

i always test the steam store version and it seems okay?
"store", not store, you know what i mean
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
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?
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
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
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 ๐ thanks for the help anyway buddy!
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
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.... ....?
๐ซ
๐
๐คฃ
thx
intรฉrรฉssant.
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?
you need to add geomtery lod mass/weight in one of the menus to the geometry lod objects components
that fixed it thanks!
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 :)
Get the Arma 3 samples from steam.
A hole in a wall would be made from 4 cubes
but those are not blender files
You can import sample p3ds with the toolbox addon
Also old tutorials show the concepts of what to do just fine. The UI is just different.
alright ill try that and post a more concrete example if i cant get this to work. i had no problems in previous blender versions ,but now when i do things the same way i used to do, its full of nonconvexities for some reason.
Make your geometry geom simple shapes
It should be simplified anyway for better calculation performance
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 ๐
(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
Looks very cool. Don't thing there are many of those double rotor choppers around in Arma if any!
thanks! Anything to improve?
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
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
Does not look like a mess at least
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)
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
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
yeh playing with the mass is likely not the right solution
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 ๐
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)
It's just the sign. It's a plane in front of the wood door
I tried the _co one and it really looks bad
I'll try the 99% opacity
So, it corrected almost the whole problem. https://i.imgur.com/q9QM3rW.jpg But i think its a problem of the texture
Does that mean pixels are either fully transparent or non transparent?
with _CO and alpha channel yes
though mixing solid and transparent parts on same texture is not adviced
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
there is also newer mechanic that uses the armorcomponents system where you dont need hitpoints but correctly named firegeometry components for hit detection
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
sure that sounds like good next step
you need texture with transparency
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)
Substance painter?
Tnx
And one more thing
How do i make the driver or passemger sit in a position i make
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
If i want like one hand on the steering wheel and other on the hand rest
you will need custom animation
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
yes thats perhaps the easiest way to do it.
youll first have to figure out how animations work and how exporting RTMs work and how to make the RTM into a driverAction
Any tut
there might be something useful in the #arma3_animation pinned messages
or google might come up with stuff
that can be helpful
the rest you may need to figure out from that
hint. driving pose is static aniimation
Wheel damper wheel hide and wheel unhide
?
What is that
depends where you are reading that 
if I have to guess they are probably different kinds of animations for different kinds of features
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
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
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
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. 
anyway if I'm wrong plz let me know
also another question: should the geom lod be empty? or can it contain something?
also another question: does anyone have any reference or something on what exactly each class does?
e.g. what does "tower" do?
What is the memory point(s) for adding turret and hull direction onto an opticsview?
Or is it config related
Config. Turretinforype
Changed it to one that has the heading and it didnt work
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!
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?
Answer - you cannot actually have pants and tops as separate classes. The arma model needs to have all the lods. I don't get the question in regards to joining them together. Ideally due to the way the rigging works (vertex weights) it is advisable that the mesh is a continuous object in itself.
Arma object properties matter only in P3d export phase.
Im struggling learning the same thing. Sadly there seems to be no actual documentation on the Version of the Blender Toolbox and how to use it.
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.
http://jannesilt.kapsi.fi/User Guide.pdf I have found this. This is very old, but seems somewhat helpful to me
the old tutorials show the principle the button places have just slightly changed
this is the place to ask about stuff so answers can help everyone and dont get lost in DMs
oh ok cool. Is there still a need to do stuff in O2 oder is everything done in Blender using the Toolbox?
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
check thx
Using Blender and the Arma Toolbox im unable to open any p3d files that arent in the templates pack.
That is by design, you cannot open binarized p3ds
because the sample files dont seem to have .rvamt files and are not visible ingame when packed.
you have information about how rvmats work on the biki page
Yes i know. But i would be nice to know how a rvmat for this object would be configured.
you can find the vanilla rvmats from the unpacked game files on your P:\A3\
@halcyon bluffwhich object?
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
ok, then just pick something from the base game and use that?
i looked at the lamp template mainly
i want to learn a basic model first
use as reference yes.
Is there a way in arma to make orthographic pictures?
explain what you try to do
I want to make pictures of a house for very low LOD resolution
no Arma does not have functions for that
that kind of thing is done in 3D editors/modeling programs
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.
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
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
okay so more issues with this model, sorry guys 
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!
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
and ENH_Garrison_AreaHelper in Cover Map module can also see the position
Do you have tipps for getting good textures for free or very cheap?
@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.
taking your own images probably takes a good camera and light i assume ? ๐
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
Photo material does not make easy textures
I have created a model of a building, but the memory points for door opening and closing are set in different positions in the game compared to p3d. Does anyone know what could cause this?
P.S. UserActions works successfully.
https://cdn.discordapp.com/attachments/320896410876772352/954368104106954823/20220318220813_1.jpg
https://media.discordapp.net/attachments/320896410876772352/954368104379580436/2022-03-18_221011.png?width=1266&height=683
rain in custom building is over the roadway defined or? i want stop the rain in the interior >.>
rain afaik is dependant on the surface it lands on
meaning, the building themselves dont stop rain, the materials you use on them do
Also, the others memory points (axes, glass effects, etc.) are working correctly
only triggers are wrong location
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
you mean the resolution LOD stop the rain? not the roadway? (player is on the roadway an the rain stop)
in my simple box with black color and super shader material (default) doesnt work stop rain
Ive no idea what a resolution LOD is. I only remember reading somewhere that sounds are dependant on the surface the character's on, so roofs dont stop the rain, the ground tiles of a house, for example, do
hmm
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
hello how can i export a vehicle to a obj file
in object builder just go to File->Export
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
ok ty
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
๐
are the graphical LOD resolution values actually used for weighting or are they purely for ordering?
Just for ordering
There's coef named property that can alter the weighting of lod change
You can always paste links to your pictures. Config stuff is complex at the beginning but the Arma3 samples on Steam should be good starting point.
Hope that link works
Could not get it open on mobile. Could be just lousy connection
Understandable, i tried the discord attachment method but no bueno
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
Now it opened up. You don't really have to worry about configs or animations just yet. Just focus on the modeling and texturing for now.
Coolio, yeah im still very very very early in the process
Gotcha I've just noticed the little link icon now
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...
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 ๐ฆ 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
Is there a way to change the lighting of object builder ? I guess OB is loading a cfgworld config
P:/bin/config.cpp is what it loads
So yes
Though be vary, that folder resets on P drive refresh with arma3p
Ah nice thanks
where does one find the main mesh for the arma model character?
whats the actual name and what folder, do u know
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?
No scaling
hey for some reason armatools stopped exporting other lods than res1
not even giving me an error so not sure whats wrong
oh is the component limit for the geometry lod still necessary?
same question for the fire geometry "less than 3500 points" limit
2048 is hard P3d file structure limit for components
Or component names
Or named selections in a lod to be accurate
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
You must have not changed something else. Like proxy path in P3d if the rotor blur is a proxy part
where can i see the proxy path ?
In OB proxy named selection
thank you so much! it worked and i learnt something new lol
quick question what are the gunner compartments ? Is gunner compartment 4 basically the name for the ffv gunner seat 4 ?
alright, where can i see where the compartments are ?
thats odd when i want to change the ffv positions they change if i change the compartments
I don't know what that means
i want to change where my firing from vehicle (FFV) seats are
in the p3d file they are positioned correctly and my config they have a "gunnerCompartment" section
i see totally missed the index numbers
Wiki is also your friend
Thank you
what effect, if any, does the #SharpEdges# TAGG have?
It defines which edges in the model are sharp. Think Smoothing groups.
If you run into a problem with the rotorblur appearing WITH the static rotor when at speed (or not) please let me know I'd love to trade notes as I'm having a right struggle with this
no, i get the idea, i'm just not sure if and how it's actually used by oxygen or the engine. p3d already has vertex normals after all
It is used. If an edge doesn't appear in the array, it is interpolated and shaded smoothly, otherwise there is no interpolation.
alright, well that's good to know
It was basically that i had to path the proxy right
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!
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
any idea what coloured wireframe in oxygen indicates? it must be some flag since p3d does not store any user assignable colour information
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
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
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)
The creator gave them away for free tho in a 3d model pack
I just have the link to the page
Paste the link
They were submitted here in 2014
Yeah none of that is legit to use.
Use little bit of make-believe.
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
Use a random alien mod?
ripped content @turbid cove
@bold flare โ that's your turf?
what what
If you mean there is bohemia stuff in there then thats for the infringements mail addr
shouldn't you at least remove the link? 
removed
when do you use extra UV sets, i.e. more than one #UVSet# TAGG?
If you have different stages that you want to use a different UV Set 
right, can you describe a concrete use case where you would do that?
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
multimats use 2 UV sets
i imagine this would be mainly used in e.g. building models?
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
Well SuperExt can :3
where can I read more about this SuperExt business
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
#arma3_texture message
Here, this also has SuperExt emissive stripes on stairs
Oh nice, will give it a try โคโ
I could've deleted it myself
are stencil shadow LODs obsolete? don't think i've ever seen one
they are not
what are they used for?
Stencil Shadows?
right
Well most of the "sharp" shadows are stencil shadows
in what situation would you use this? i think i've only ever seen shadow volume LODs
That's the same IIRC.
there are definitely two different classes of shadow LOD:
Shadow Volume [0, 1000)/Pilot/Gunner/Cargo
Stencil Shadow [0, 1000)
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
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
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...
yeah i'm writing a P3D<->FBX converter, that's the reason for all the weird questions ๐
Yeah, that's about the only time you need to know these details ๐
ahhh the actual LOD is obsolete , yes
my bad, shadow volume LOD does produce (default) stencil shadows opposed to shadow maps
absolute? 
:))) autocorrect
Shadowbuffer in oxygen, though i think oxygen is still bugged and shows shadovolume1000
Yeah. It doesn't seem like there's anything special about it wrt. conversion, like e.g. geometry with the mass tagg
Does the object builder fbx import/export round trip any named selections?
seems like it can round trip selections which only pertain to a single element, but will also introduce new selections
is it a well known problem that OB exports normals to fbx incorrectly?
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
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
okay so I reworked it and now I have still the left arm proxy showing
so for some reason the binocular proxy / left hand triangle is still showing up
anyone knows why that could be the case?
You have textured it
how so?
Well you got texture on that triangle
how do I get rid of it?
I suspect you got duplicate proxies there
I'd delete all proxies and copy them from the sample character again
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?
Object builder keeps on randomly closing, no error message or freezing it just closes of its own accord. fix?
Sounds like some random bug in your windows.
Doesn't happen with any other applications
OB has not changed in years 
Oh fun
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
Ban. Possible legal action. Don't be a ripperdick
Making and taking is not the same. If you want to make stuff, make it.
Forbidden, as per EULA.
So you cant use arma 3 assets, even if you tell people it's from arma, and you dont make money off of it?
Just another thing to my EU Shitlist
No need to be a dick about it
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
Would there be a way to go about buying or otherwise obtaining base game assets out of curiosity. Short of just modeling an imitation
there is no way to do that
except modeling from 0
That sucks
whys that?
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.
flag is the one
why no work 

Wait, just flag.p3d?
sample tank has this
Tried that one too. Buldozer renders it. But ingame nothing
mayhaps you lack something in config
I'll see if it needs some config setup aswell. Sad that this is something I can't find any info on anywhere :/
Needs to be in all the resolution LODs IIRC
Alright let me test that.
Thats the ticket.
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
RV drifting circles around sensibility yet again
but i appreciate the help, cheers
https://community.bistudio.com/wiki/P3D_File_Format_-_MLOD#.23SharpEdges.23
describes the #SharpEdges# TAGG as containing pairs of indices to the vertex table. there is a model in the arma 2 sample models with this https://i.imgur.com/BAOP4ip.png vertex pair, clearly with no edge in between. is this a known problem?
Are there any working download links for Berghoff's African Foliage addon still available?
His acacia and bottle trees are the best
Why not assemble said team and build from the ground up? Once you've got an experienced and reliable group you can make just about anything
I deeply dislike 3d modeling
I can, but I dont like to
Can anyone tell me a fix for when I import a model into object builder its flipped on the axis
Imported - https://prnt.sc/9ayuweH1ncUa
Blender - https://prnt.sc/O_Hbgb7csTng
In Blender select the object, Ctrl+A apply all transforms. ArmaToolBox doesn't take object's transformation into count but only mesh
Wait I did that and its still opposite way
How did you ex/import?
yes
Wat
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
Just p3d directly
tried that
get an error
when opening
gave up with exporting p3ds long time ago
forgot theres a checkbox for importing inverted
Why are the shadows like this? the sun is directly above https://imgur.com/a/nShNMw5
Bad rvmats I assume
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
Check out this: "Texture Map Types - Bohemia Interactive Community" https://community.bistudio.com/wiki/Texture_Map_Types
How would I go about adding a roughness map? or a metallic map
Arma does not use those
And as for your P3d export issue. You really want to solve that as it will simplify the process
are the vertex normals correct?
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.
what's the purpose of the transform matrix in the material?
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
Not without scripting.
Thanks for your help, Does this Script exist?
Sorry, I donโt have the skills to write such a script, thanks anyway
Will a AO map from substance work or do I have to do something different for the AS map
AS is 1 in R and B, shadow in G
Iโm sorry I donโt know all of this. Is there and documents or tutorial on how to create this?
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
Give me a sec. Then I can give you a link on how to export substance 3D to Arma. It's not perfect, but it goes.
Ok thank you
You just need a custom export preset for painter. You can use mine, check the pinned messages in #arma3_texture
You can use it to resize seamless textures without changing the UVs. I've never needed it.
but why is it a 4x4
That was the link I wanted to give him. Didn't remember it came from here.
your ArmaToolbox setup is not complete. you need to set up the o2script path in the addon settings so that the export is done correctly
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
Usual starting point is to pick a program (Blender for example) and then look up tutorials on general modeling and how the program wokrs
and just practice
after you get comfortable with the program and how modeling works you can start looking into more specific projects
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?
does it end to the exe
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
does it still look like this?
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
it likely means you have modeled those parts facing inside. Arma only draws the front side of a face
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
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
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
mirroring flips them yes
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

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


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
do you have a secondary visual LOD in which the helmet is not present?
That is where the team comes in, modeling, texturing, encoding, rigging, etc, it could all be split or someone handle a few of what they are comfortable with or wish to try out.
hello i dont know anything but i want to help a lil plan of yours or teams let me know i will learn
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.
click on show textures. it's the coloured box icon
That makes it a crispy purple.
uhh... i suppose you already did that to see the purple and black
are the paths correct?
They work for buldozer and arma. start with a3 or z. With OB having a prefix of P:\
Tools > Mass Texture & Material Renaming
what's the first texture path you see?
#(argb,8,8,3)color(0.743,0.785,1.000,1.0,co)
procedural textures don't work in OB
a3\data_f\bis_klan.paa
okay. change that to .tga
ah. it needs tga?
yes
Ok good to know
and make sure that the .tga exists of course
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.
can't you extract them?
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.
OB viewport reads tga.
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.
any1 know my models take so long to load ingame?