#arma3_model

1 messages Β· Page 180 of 1

sage stag
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we're gonna need some data on them models

marble wyvern
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importing cars with 70k faces, i see other models with 100k+ faces and they are loading way faster, is it my addon builder that doesnt properly binarize it or?

sage stag
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how's the lods?

marble wyvern
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from blender why does it matter?

sage stag
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so 70k is your highest view lod, what's the lowest?

quick terrace
marble wyvern
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i bought the model and imported it, from hum3d

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is that not allowed?

sage stag
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that is between you and hum3d, governed by the license under which they sold it to you. presumably the answer is yes.

marble ravine
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Fire From Vehicles, anyone have a sample or document I can look at to base my work of off? The arma samples are...lacking for FFV.

Nm, look at the "Test_Heli_01" in the samples for a FFV implementation!

bitter kite
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Probably aint binarized

wicked kite
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Pretty sure, in Blender I have two extra LODs with custom distances ranging from 1 (original model), 2 (decimated by 50%), and 3 (decimated 75%). They all three transfer over to OB too

desert notch
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Hi. I have a question about grenades.

  1. Which LOD do grenades use for collision? According to wiki it's the PhysX lod. But what if there's no PhysX LOD? Does it use geom or fire?
  2. How should the LODs be set up for grenades to go through them? (e.g. windows with glasses)
white jay
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Quick question, would it be possible to port Viper’s model from Titanfall 2 and turn it into armor and a helmet for Arma 3?

lyric harbor
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I have an object builder error

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When i load my model it says

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Unable to load file. Load error

marble ravine
marble ravine
lyric harbor
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No

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I just exported it from blender and tried to open it in obj builder

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I made the model

marble ravine
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good good. Is the blender toolbox properly setup? Is it pointed to the 02script.exe?

lyric harbor
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I forget about that

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Forgot

marble ravine
desert notch
marble ravine
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hmmm

desert notch
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or maybe not thonk

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I don't remember tbh πŸ˜…

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let me test

marble ravine
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I don't think I've seen grenades do damage...

desert notch
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yeah they don't πŸ˜…

desert notch
marble ravine
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I think, Maybe test in OB? Could be that grenades don't follow the same collision fallback as bullets and just not collide if their isn't a physx or fire lod

desert notch
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maybe thonk
will do
thanks

rose beacon
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So have a model in blender wont let me port said model as a P3D as the P3D file is empty only way to do it is via export as OBJ and then import the OBJ into OB find myself losing bits of the vest i imagine i am doing something wrong any help?

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version 2.93.1 of blender

desert notch
rose beacon
desert notch
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load file? in blender?

rose beacon
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no in OB

stuck oyster
stuck oyster
marble ravine
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Trying to position proxies in a vehicle for FFV. Any better way then just eyeballing it in OB with bulldozer rendering the proxy for me, then adjusting till it fits perfectly? Getting a little tired of my carpal tunnel rn.

charred bolt
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No better way really

marble ravine
stuck oyster
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Creating proxy object from Arma sample man by loading the used animation and removing other frames so the pose becomes static on it and using that object as reference in blender

marble ravine
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I thought about this, but i couldn't get deRTM to properly debin the RTM for me.

stuck oyster
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It should work just fine

marble ravine
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hmm

stuck oyster
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Use the gui version maube

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And make sure your tools are up to date

marble ravine
white jay
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Heyyo, any tips on how to do a thermal imaging map without the resulting thermal signature looking too bright white and more closer to standard? i've been playing around with using the ambient occlusion map as a base for the TI map and i've had varied results.

leaden sun
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use a dark grey to near black base for parts that you want to have to have little heat and a lighter grey for areas that you do.
the values of each channel will raise and effect one another too so make certain you only have the parts for heat desired, if something particular should not heat up from one of the channels then leave it black or nearly black.

rapid tree
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just a question which sections are for the tail rotor ? i have the mala osa memory section correct placed and the tail rotor, tail rotor static and tail rotor blur named but somehow my tail rotor blur is not on the axis where it should be...

leaden sun
stuck oyster
polar fiber
rapid tree
stuck oyster
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If you use proxies, proxies always need geometry lod and autocenter 0

rapid tree
stuck oyster
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Named parameter. It is a different list I the UI. Might need to enable it in the window menu

rapid tree
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So i should add a geo lod to the tail rotor proxy and in the geo lod add the autocenter ?

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Very stupid question but does the proxy position in the heli model (not tail rotor) matter ?

stuck oyster
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Yes

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The 90 degree corner of the proxy triangle is the position of the proxy object

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And the autocenter 0 in the proxy model makes sure the object stays in right position in the model where it is used as proxy

sage stag
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is there a use case for faces with texture and no material assignment?

stuck oyster
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rarely Id suppose but sure if you want that kind of visual then it can be used.

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perhaps on some very simple distance lods

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it still defaults to some basic shader Im sure

ebon orchid
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do you have to use a older version of blender to use Arma toolbox or may i be doing something wrong?

marble ravine
ebon orchid
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how i thought you just have to install the zip?

marble ravine
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then in the same tab where you install the zip you can set a path to o2script.exe

ebon orchid
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yeah but no that is the thing i installed the toolbox by clicking install and selecting the zip but nothing happens other then a notifications of modules being installed from zip into blender but i cant find it anywhere in the addons

shrewd jay
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Are you using the right version? There are two versions, one for 2.79 an dearlier and one for 2.80 and later

ebon orchid
shrewd jay
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Try Windows -> Toggle System Console and see if there is any error messages

ebon orchid
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oh wait the one i had is a different one just installed the one you linked and it worked, the one i found was toolbox master and the one you had was just toolbox, if that even matters, oh well it works now

marble ravine
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Don't download git repositories as ZIPs. Always go to the releases tab!

shrewd jay
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If you download the master branch you need to install it manually. There is an ArmaToolbox folder in that Armatoolbox-master.zip that you need to copy manually.

ebon orchid
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ah ha ok, thx for the help

shrewd jay
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πŸ‘

livid kelp
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Today i spend some time adding a "Open with Blender" option to .p3d files, maybe someone here is interested in it.
I maybe post it later in the a3 forum.

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Open With Blender Option on p3d files

Save this as openp3d.bat in your Blender folder

@ECHO OFF
setlocal enableDelayedExpansion
@REM ! CHANGE this path to your blender.exe !
set Blender="E:\Programm\Blender3.0\blender.exe"
ECHO "Starting Blender..."
ECHO "Don't close this window until your done in Blender"

set PythonExpr=^
import bpy, sys;^
bpy.ops.object.select_all(action='SELECT');^
bpy.ops.object.delete(use_global=False);^
bpy.ops.armatoolbox.import_p3d(filepath=sys.argv[-1]);

for %%f in (%*) do (
    set str="%%f"
    set str=!str:p3d=blend!
    echo !str!
    %Blender% !str! --python-expr "%PythonExpr%" -- %%f
)

CHANGE line 4 to to your blender.exe path !

Use the Default Programs Editor tool to edit the context menu of .p3d files.

you can download the tool here https://defaultprogramseditor.com/

Add a new context menu item and name it Open With Blender by following this steps:

- Select File Type Settings
- Select Context Menu
- Search ".p3d" select it and click next
- Click Add
- Command name: "Open With Blender"
- Program path: `"pathTo.bat" "%1"` eg: `"E:\Programm\Blender3.0\openp3d\openp3d.bat" "%1"`
  ( You can use the Browse... function )
- Item Icon: Blender.exe icon found in your blender Install directory.
- Click Next
- Save Context Menu and you are done.

Now you can right click Open With Blender .p3d files

stuck oyster
sage stag
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while sharp edges may be useful for editing, they are ignored during binarisation are they not? oxygen even seems to produce invalid sharp edges sometimes

stuck oyster
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should not be? they affect how the model looks

sage stag
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vertex normals affect how the model looks

rapid tree
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Hello Community, so i managed to get my heli working etc, i even modelled a custom wreck but there is always an crater created on crashing. Is there a way to remove that ? The Vanilla helos dont have it

stuck oyster
rapid tree
stuck oyster
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Nope, not off the top of my head

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In theory could also be some other mod you use

bitter kite
stuck oyster
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channel is good

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but unfortunately answer is no, not really

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2 segments/trailers dont quite work out

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@bitter kite

bitter kite
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aaah that sucks ill just pray that it will be in arma 4 then thanks for the answer

wicked kite
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Once again no clue how I fixed this but I went back into Blender and simply made the LODs again from scratch and now it works. I even checked the before and after and everything appeared to be exactly the same before and after the "fix".

stuck oyster
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perhaps one of the lods had bad/missing weighting and instead of showing at the head it bobbed back into the 0 level between the feet

wicked kite
bitter kite
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If you have more than one res lod maybe you didnt apply rotation/scale to it making it go somewhere else at a distance

lament oxide
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I don't know what channel to ask this in, are there any sources to learn how to texture and model uniforms in ARMA 3?

wicked kite
wicked kite
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When building more complicated objects like uniforms do you guys use the sculpting tools?

stuck oyster
bitter ermine
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does anyone know where i could find information about error codes for mikero's tools?

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getting an error 20 on reading a model

gloomy hemlock
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maybe you can just ask him

bitter ermine
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oh duh

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@sturdy parcel sorry to bug you with a ping, i've run into an issue that i can't find any solutions to online

sturdy parcel
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sharpedges are not present in a binarised model. Whether bis binarise simply ignores them, or, massages some other data because of them, i cannot answer.

tulip gyro
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What’s an optimal poly count for a vest?

shrewd jay
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Should probably stay within, say, 5-5.5k triangles

tulip gyro
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Well, I’ve bought a vest model and I realized that it has 120k polygons. Any easy way to decrease that?

shrewd jay
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Not really. You can try decimate in Blender, but that can only go so far. You will probably have to retopo the thing and bake the highres model to lowres.

stuck oyster
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Buying stuff is no shortcut.

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rarely there is something completely game ready sold

hot hornet
bright echo
teal cargo
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Hello, I have a few questions I need answered. I recently made a full runway model in pieces and added it my terrain and there are 2 problems I'm having that I need to know the fix for
#1 Grass is going through the runway - https://prnt.sc/nSHVsLf7eVE7
#2 I do I get the runways to have the outline on the map like this https://prnt.sc/Pnpn6Z80nTw3

stuck oyster
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To remove grass, the P3d needs a roadway mesh surface.

The lines are from the config

teal cargo
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ok and how would I go about the lines? I'm unable to find any refs unless I'm looking in the wrong place

stuck oyster
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indeed

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well not as location but airfield

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pmcwiki terrain section might have tutorial

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or BI forums

marble ravine
stuck oyster
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its just for the name marker. airfields usually have their own designated font size etc

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the actual airfield(s) is different part of the terrains config

marble ravine
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Ah yes, its just the dynamic airport config but in CfgWorlds instead. I read it wrong the first time

teal cargo
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so what would I search for getting this done. still kinda confused on how to do this

open cobalt
ebon orchid
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got a interesting question here, is it possible to have a static model animated and loop said animation?

ebon orchid
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i guess yeah same concept but im looking to make some glitchy looking animations

stuck oyster
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yes it is possible, depending on the complexity of your animation

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(usually its easiest to provide answers if there is less beating around the bush)

ebon orchid
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ye i get it, but that takes in account me knowing at all how to do any of it which i dont but im prepared to learn it all, good thing im a quick learner πŸ˜‰

stuck oyster
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you only need to know what you would like to make

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with that its usually pretty easy to answer if it is possible

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after that comes the "how is it possible"

ebon orchid
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yeaahhh are there some class wikis on it? for example a animation class a timer class or something

stuck oyster
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there are the model.cfg and "how to animate a model" wiki pages

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there is a list of animationSources in there

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for indefinetly looping things (like windmill) you would use likely "time" as the source

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it just ticks forward

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then there are couple different types of animation sourceAddress types

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thats the thing that makes it loop

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theres clamp that is the default mode

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theres "loop" and theres "mirror"

ebon orchid
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ok good, sounds like my next challenge then, after i understand bounding boxes

stuck oyster
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bounds of an object are the extends of all lods combined

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but also again. if you just say simply what you want to make I can usually tell if it is possible within the engines limits

ebon orchid
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eh not much really im just looking to make a bunch of static objects with bounding boxes so you dont walk true all of them and some fancy static objects with an animation like i said

stuck oyster
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bounding box is a bit different term

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what you want is collision

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which is controlled by the geometry lod

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bounding box is the overall size of the model

ebon orchid
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oh ah ok

stuck oyster
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which can be larger than collision area

ebon orchid
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then about the collision boxes can you make several in one object like a cluster of rocks with every rock being a collision?

stuck oyster
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yes. you have probably played the game and seen buildings and rock formations with that kind of collision

ebon orchid
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ah ye i guess so, and how would one make lods or should i just search the depths of the internet on how?

stuck oyster
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internet probably can get you answers

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the arma wiki does have pagea about lods that explains their use and requirements

civic stratus
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I'm going through the namedproperties wiki and attemping to understand when to use "class = man" for my uniform p3d

stuck oyster
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never really I suppose or well your uniform/character model hopefully is based on the sample character and copies its geometry lod where it is set by default @civic stratus

ebon orchid
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ight thanks for as much help you could have given then

stuck oyster
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but there are some model tutorials for Arma stuff that should go through most of that

ebon orchid
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ok ye prob, i know enough to teach myself more again at least

civic stratus
#

what would cause my buldozer to not show textures or proxies?

stuck oyster
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wrong P drive setup maybe

white jay
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Hi all, I'm really new to mod making & I've tried making some equipment for myself.

Anyone got any good tutorials to share with me or is there people in the Arma community who do paid work?

stuck oyster
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learning modeling takes time and practice.

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there are a lot of different kinds of tutorials for all the commonly used 3D software that can be helpful

white jay
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Ah okay!

stuck oyster
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there are people who do commission work too but some caution should be had when hiring people. There are also scammers out there

white jay
stuck oyster
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yeh that can help.

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Also good to have some form of written contract or agreement on what should be delivered and on what cost etc

white jay
stuck oyster
#

πŸ‘

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it can take some time to get used to but in the end it is very rewarding to make your own stuff

white jay
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I'm in a unit at the moment and I want some custom kit for myself hahaha

timber night
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Can someone direct me to the correct place to make a working model?

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Preferably helicopters and planes

civic stratus
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paths show as valid in both the resource library window and the mass texture/material renaming window

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EDIT: Fixed by reinstalling buldozer, I thought running the configurator tool would fix but I was wrong

stuck oyster
leaden sun
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and remember that while there are tons of tutorials out there now, and it's great to follow along, experimentation is the key to cementing that knowledge and getting a better understanding of it all

grim trail
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Need some advice, I have a model that already has a working turret, Ive set up a second turret and everything works except when in 1st person view it is created inside the middle of the model instead of from the gunner. What am I missing?

ebon orchid
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are all models in arma free use (and if so where can i find them)? im hoping to just pick of models and throw them together to make a large model that is a car crash in a rock

ruby lion
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Does someone know how to not disable grassgrow on a street?

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So I want to have some grass growing out of the street

woeful viper
rapid tree
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Hello Guys, so i did a few helicopters now and there was something that i noticed. When you have a heli (MH6) for example and have only Cargo Turrets (FFV Positions) Arma 3's AI will not get in with a Load -> getIn waypoint.. however if i set the "transportSoldier" to atleast 1 the AI gets in but it creates a non visual seat. Is there any way to just have FFV Seats and still get the AI to get in via Load -> getIn Waypoints ?

ebon orchid
marble ravine
ebon orchid
#

hm we'll yeah that might be something at least

tulip gyro
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I've ported my vest into the game, and I'm seeing large artifacts on it

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the shadow that is

bitter kite
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cant just copy and paste your lod 1 onto your shadow lod it needs work

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your model needs to be closed

tulip gyro
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what do I do

bitter kite
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well thats why you gotta do work to close it

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id just remake the model but way simpler

tulip gyro
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yea, I've already spent too much time on fixing it

bitter kite
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there is no way around it you will have to either fix it or make a new shadow lod model(which is the best option by far)

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you will also need to do it for your other lods if it needs it for example fire geometry

tulip gyro
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How do I fix my vest being at the pelvis? It's not the model.cfg, as the vest sticks to the player

sage stag
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i don't know for sure, but i assume vests need to be skinned

tulip gyro
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It is

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again

hot hornet
tulip gyro
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How do I add a named property?

hot hornet
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in object builder

tulip gyro
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TYSM

hot hornet
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You don't need the other named property

civic stratus
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Why do uniforms need proxies for backpack, glasses, headgear, hmd, launcher, pistol, weapon etc?

civic stratus
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And is there a workflow for exporting mesh with weights attributed from object builder to blender? I'm trying to apply a decimate mesh modifier to make some additional resolution lods but I don't want to weight paint each new lod

stuck oyster
civic stratus
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Does anyone have the link for the arma3toolbox?

shrewd jay
civic stratus
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Is this only compatable with blender 2.92?

shrewd jay
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No, check the releases page, there ais one legacy version for 2.79 and earlier. All others are 2.80 or later.

civic stratus
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Thanks for the info

civic stratus
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Does anyone have the ArmaRig mentioned in the video?

shrewd jay
civic stratus
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Thank you again

stuck oyster
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you may want to put few skill points on google-fu when you level up next time πŸ˜‰

civic stratus
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So, I can import my fbx over the character reference, shrink wrap it to the reference, and inherit the weights from the character reference right?

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I can't seem to retain the selection names when exporting to blender using FBX, aside from two

bitter kite
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Try exporting as p3d and then merging the p3d’s?

stuck oyster
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that would ruin your model

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you can however use the transfer weights tool in weight paint mode

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and then tweak the weights manually where needed

stuck oyster
stuck oyster
civic stratus
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I do not, I am creating them

civic stratus
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I was able to copy the weights from the character reference, now I'm trying to get the animation data from the rig. How do I link the animation from the rig like the character reference does?

stuck oyster
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what is it that you try to do?

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as in, rig is not needed for character to work in game

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rig is only needed for making new animations

civic stratus
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so, as long as the weights are applied, all the animations will work?

stuck oyster
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yes

civic stratus
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The p3d export is exporting a 0kb file. I'm using arma toolbox 3.0.4 Update with blender 2.83

errant garden
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So this channel can apply to custom unit models?

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I know I'm probably going to get laughed at but I'm attempting to make a Vroid model to p3d if that's what they use, using Blender.

stuck oyster
civic stratus
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ah alright, I'll get that sorted

stuck oyster
errant garden
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Yeah it's in that category

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I'm not planning to upload the model on the workshop regardless. Just use it for screenshots.

stuck oyster
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in case vroid is what google shows to be anime girlies then you will need to take into account that wihout custom animations set you will need to make it arma man size and dimensions for animations to work

errant garden
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So scaling the model to the default Arma models is recommended

stuck oyster
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its the only way

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unless you also intend to make fully custom animations

errant garden
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Got no plans to use custom animations so yeah.

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Does the ArmaToolbox which is pinned here work with the latest Blender version?

stuck oyster
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Latest version of it yes

shrewd jay
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I usually upgrade Blende rmyself every time an update is released, so I keep the Toolbox compatible with the latest version

civic stratus
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will down scaling the rig down to .01 break any animations in the model?

stuck oyster
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rig is not exported out

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but yes dont go altering it if you want things to work

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what is it you try to do?

civic stratus
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I was experimenting with stuff and exported an fbx instead of a p3d and noticed the scale was 100x larger

stuck oyster
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Yeaht that wont work

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youll have to export and import it in correct scale

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but for the love of all that is holy. use the p3d export xD

civic stratus
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I intend on doing that, was just experimenting

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I'm looking at the character example in the Samples, and there's a proxy for bysta (which I assume is the head, but the p3d doesn't exist)

stuck oyster
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there is another folder in samples with bysta.p3d

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or bust

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in case you want to experiment with your own heads

civic stratus
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I can't seem to locate the folder. What's the path?

stuck oyster
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in this situation you just look into each of them

sudden bridge
#

Hi,
I'm looking for complete uniform creators (not skins, but complete 3D models). Please contact me by PM πŸ™‚

stuck oyster
sudden bridge
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Okay, thanks!

civic stratus
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What's the process for making my object an arma object before I export the p3d?

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I set the resolution to 1 and added a namedproperty so far

timber night
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Can someone help me with an error on object builder?

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says import failed parse error in obj file extra characters on line more verticies on face than supported four

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Tris count is 4,148

stuck oyster
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It's not triangulated

stuck oyster
civic stratus
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I've done that already

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I think its generating errors when exporting, 1 sec

stuck oyster
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Then it's Arma object and can be exported

civic stratus
#
Traceback (most recent call last):
  File "D:\Games\Steam\steamapps\common\Blender\2.83\scripts\addons\ArmaToolbox\__init__.py", line 223, in execute
    exportMDL(self, filePtr, self.selectionOnly);
  File "D:\Games\Steam\steamapps\common\Blender\2.83\scripts\addons\ArmaToolbox\..\ArmaToolbox\MDLexporter.py", line 511, in exportMDL
    export_lod(filePtr, obj, wm, idx)
  File "D:\Games\Steam\steamapps\common\Blender\2.83\scripts\addons\ArmaToolbox\..\ArmaToolbox\MDLexporter.py", line 432, in export_lod
    writeNamedSelections(filePtr, obj, mesh)
  File "D:\Games\Steam\steamapps\common\Blender\2.83\scripts\addons\ArmaToolbox\..\ArmaToolbox\MDLexporter.py", line 222, in writeNamedSelections
    name = obj.vertex_groups[group.group].name
IndexError: bpy_prop_collection[index]: index 66 out of range, size 66

location: <unknown location>:-1
stuck oyster
#

I re ommend exporting only selected. Also triangulation can be useful (modifier leaves source intact)

civic stratus
#

That's what I've done. I'll try triangulation

stuck oyster
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You have some invalid vertex group

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The error message does not really pinpoint it further

civic stratus
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I agree

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It managed to spit out a file with a size other than 0, but still can't open it. I'll keep messing around with it

stuck oyster
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As long as there is erreo in export the resulting file will be broken

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But also export error can lock the file in windows file system so sometimes blender restart or deleting the broken file is necessary

timber night
#

I triangulated my object and it still wont import

stuck oyster
#

Why do you use objΒΏ

timber night
#

Because im still learning is FBX better?

stuck oyster
#

Yes. But what program you make models with?

timber night
#

Blender

stuck oyster
#

You will also want to get the Arma toolbox addon and export directly to p3d

timber night
#

I have it already

stuck oyster
#

:/

timber night
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Thank you tho

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FBX worked but its massive

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Not sure how to fix that

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awww this makes me sad the object I imported looks horrible

stuck oyster
#

Just get the P3d export to work

remote abyss
#

Hey, it's been few months I do my RVMATs manually and somehow achieve correct results. It's not as good as bohemia, CDLCs or famous mods, so I wanted to know how y'all create your materials ?

shrewd jay
civic stratus
#

I haven't made the geometry lod yet

#

I made a cylinder, assigned it as a geometry lod and created geometry components. The p3d export still throws errors and the p3d can't be opened.

stuck oyster
civic stratus
#

I figured that would be best, just trying to get my res lods to export. I made a geometry lod in blender and did the set mass on selected under mass tools but the export error still occurs

stuck oyster
#

Make a simple cube and try to export that

#

Just to see it exports out

#

Then try a copy of your model but remove materials from it.

civic stratus
#

I can't even export this cylinder (geometry lod) using the "selected only" option

#

I'm about to give up on this for tonight and go to bed

stuck oyster
#

Try in a clean blend

#

Make a cube, set it to Arma properties and export selected

#

No need to add anything else

#

Just to test it

civic stratus
#

yeah, the clean blend (ArmaRig_V6_4) from a3 samples worked

#

I copied a res lod from the other blender project to the working clean one and the export failed so the problem lies within the uniform model

#

I'll check in on this tomorrow though. Thanks for the help thus far

stuck oyster
#

remove vertex groups from it and try to export

#

that should confirm there is some funky group that does not work

silver zenith
#

does the viewpilot LOD of an helmet only appear in 1st person?
or also in 3rd?

bright echo
#

only 1st

silver zenith
#

oh nice

civic stratus
#

I noticed I could only export a p3d without errors if I clicked the "tesselate all non-quads" button first

#

only problem is the orientation and position of the model in the p3d. I have to rotate the mesh -90 on x and move it manually

civic stratus
#

EDIT: Also, the material data isn't being exported. Nothing is mapped

#

Do I need to configure the "Arma Relocation Tools" and the "Arma Material Relocation"?

stuck oyster
stuck oyster
civic stratus
#

you will need to apply the rotations and position back to 0 how can I do this?

#

the item tab shows x rotation at 90, location is all set to 0

#

its in the exact same position and orientation as the character reference, visually speaking, but the character reference is showing x rotation at 0. It seems the green color that the character reference is showing for those values indicates that the data is being controlled by keyframes

stuck oyster
#

you need to apply transformations

#

ctrl A or something like that

#

its also in the object menu somewhere

civic stratus
#

applying all transforms works, thanks

#

any suggestions for fixing my missing materials on export?

stuck oyster
#

this

civic stratus
#

sorry,, missed that

civic stratus
#

@stuck oyster Thank you so much for your help, I think its almost about good to go

stuck oyster
#

πŸ‘

civic stratus
#

I'm just having issues with one more thing. I've made a custom uniform patch and want to "join" it with the uniform mesh, but when I do, I lose the material and uvs for the patch

#

this happens when there's a mismatch somewhere right?

stuck oyster
#

possibly 2 different named uvsets

civic stratus
#

I forget where the uvsets are fiound

stuck oyster
#

and you will need to define the patch materials arma properties too

stuck oyster
civic stratus
#

Found it and resolved the issue, thank you.

civic stratus
#

packing with pboproject and seeing errors like these in the binlog:
0:12:04: Warning: gplt_uniforms\models\gen3_fs_mex.p3d:shadow(1001), too many bones (more than 4) on vertex 1145, removed righthandpinky1

civic stratus
#

Is there a toolbox setting to prevent errors like the one above?

stuck oyster
#

no

#

you need to fix/limit/normalize bone weights on your own

#

no automation can know what are the correct weights

lunar trench
#

I hope this is the right place to ask this question, but here goes. I am trying to bring a certain tank into the game and so far it has been going pretty well. I have pretty much everything working except for a few things.
The one thing that does bug me is how long it takes to load into the editor. When i spawn the vehicle in Eden for the first time it takes a few seconds to load which is concerning to me. If someone was to spawn this in multiplayer via Zeus it would probably result in a lag spike for everyone.
I don't feel like it has excessive geometry, but i am new at this and what i think is reasonable might not be what the game thinks it is. πŸ˜‚

Can someone shed some light on what could be causing this heavy load?

Edit:
Here are the stats of the object.

Vertices: 41,757
Edges: 110,002
Faces: 69,584
Triangles: 69,584

marsh canyon
#

You need to binarize the model. Most of time it is done automatically in the packing process so, let me guess, do you use PBO Manager to pack?

lunar trench
marsh canyon
#

Yes and yes

lunar trench
#

Interesting, thank you so much!

marsh canyon
#

More like don't use PBO Manager

lunar trench
#

I usually only use it when testing things but use addon builder when publishing to the workshop

#

I didn't know it could have this adverse effect!

#

This worked like a charm, you are my hero @marsh canyon πŸ˜†

civic stratus
#

In the character template, why is the body missing in shadow lod res 0?

#

I was also reading the named properties wiki and came across:

This property will force the engine to skip given LODs with this property set to 1, while calculating model shadows.

You can use it to force the shadow to be cast only by the selected LOD. Use it in any LOD with 300+ faces, as they will NOT cast shadow in game anyway (this will speed things up a bit).

but the shadow lod i mentioned above exceeds 300 faces

stuck oyster
#

lodNoShadow is put on resolution lods, not shadow lods

civic stratus
#

Sorry, I mistook that to mean shadow volumes with more than 300 faces wouldn't work. I have been putting lodnoshadow on res lods only

#

Is there a suggested face count for shadow volume 0's?

stuck oyster
#

around 1000 is usually enough

#

but depends on the complexity of the model

#

less you can make it the better

bleak heart
#

When I add the _smdi file, the gun shines a lot in the game, no matter what I do, I couldn't solve it, can you help?

polar fiber
civic stratus
marble ravine
civic stratus
#

I couldn't find mark sharp so I just did mesh > shading > sharp edges instead

#

what's the blender equivilent of closing non-closed topology?

marble ravine
civic stratus
#

Shouldn't my head reference have a jaw bone? Face_Hub, Face_Jawbone?

stuck oyster
#

The bust. P3d should have it

inland pawn
#

I have working ERA on a vehicle, but the ERA wont disappear after being shot. But does in buldozer

#

Is this a case of, it's in another animated bit?

#

Because, it's apart of a camo selection atm

stuck oyster
#

hiddenselections dont count on that

#

it would need to be part of another animated bone selection

#

but you might have typo in your hitpoint config so the damage does not connect with the animation

inland pawn
#
class HitERA_Left_1
            {
                simulation="Armor_ERA_Light";
                armorComponent="era_l";
                name="ERA_L_1_point";
                armor=-100;
                minimalHit=1;
                radius=0.30000001;
                passThrough=0;
                visual="-";
                explosionShielding=2;
                class DestructionEffects
                {
                    ammoExplosionEffect="";
                    effectRadius=1;
                    ignoreFuel=1;
                    class Explo
                    {
                        simulation="particles";
                        type="MineExplosionParticles";
                        position="era_F_pos";
                        lifeTime=0.0099999998;
                        interval=1;
                        intensity=0.0099999998;
                    };
                    class Smoke: Explo
                    {
                        type="ERASmoke";
                        lifeTime=0.050000001;
                    };
                    class Sound: Explo
                    {
                        simulation="sound";
                        type="ERA_Explosion";
                        lifeTime=1;
                    };
                };
            };```
stuck oyster
#

bad animation/too many bones would also break in buldozer

inland pawn
#

Copied from the Base game tank with ERA

#

And adjusted to fit what I need

stuck oyster
#

it has visual "_"

#

I recall that is what connects it to visual effects

inland pawn
#

So, I need to add something in visual for it to work?

stuck oyster
#

if Im remembering it right

#

ah no. visual swaps the texture

#

soo using the hitpoint name should perhaps work

#

@inland pawn

inland pawn
#

Can ERA be apart of other selections? Or can it be only by itself and in HS?

stuck oyster
#

if you want it to animate right with damage it cant be part of other animated selections

#

to move with other parts you have to make the skeleton hierarchy correct

#

for example ERA on turret

#

bones:

"turret", "",
"ERA","turrret"

#

and so on

inland pawn
#

It's on the side of the hull

stuck oyster
#

then its just "ERA",""

#

unless the hull has some animated properties

inland pawn
#

Does it go in sections as well

#

Or just the skeleton

stuck oyster
#

just skeleton

inland pawn
#
"L_ERA_1", ""```
stuck oyster
#

sections is for texture swapping things

inland pawn
#

This correct?

stuck oyster
#

looks alright

inland pawn
#

Then this,

class damage_era_left_1_hide
            {
                type="hide";
                source="hitera_left_1_src";
                selection="L_ERA_1";
                sourceAddress="clamp";
                minPhase=0;
                maxPhase=1;
                minValue=0;
                maxValue=1;
                memory=0;
                hideValue=1;
                unHideValue=-1;
            };```
stuck oyster
#

though

#

ERA_L_1_point though this is what you used as name for that hitpont

#

so these need to match

inland pawn
#

Where would the hitpoint need to line up with

stuck oyster
#

name = "ERA_L_1_point"

#

is what you have

#

this needs to match with the bone name

inland pawn
#

OH

#

That's probably the issue

#

Then a memory point for the ERA as well right

rough idol
#

What was said above ERA is incorrect. Hiding of ERA blocks is done via AnimationSources

#

it has nothing to do with "name" in hitpoint class

inland pawn
#
class HitERA_Left_1_src
            {
                source="Hit";
                hitpoint="L_ERA_1";
                raw=1;
            };```
#

This is it in the animation source

#

It works

#

Just refuses to hide

rough idol
#

hitpoint needs to match hitpoint class name

#

so I guess in your case it will be hitpoint = "HitERA_Left_1"

inland pawn
#

I'll try that

#

Once I figure this out, I can finally add working ERA to this vic

#

Could use some extra protection tbh

stuck oyster
#

oh. the wiki could use some cleaning up πŸ˜…

inland pawn
#

I was going off that as well and couldnt figure it out a while ago either

stuck oyster
#

thanks @rough idol for clearing that up

inland pawn
#

Had ERA for a tank but couldnt get that working

#

Now I'm trying with this IFV i've dealt with for like

#

2-3 months it feels like

#

Nope

#

FFS

#

Nothing works

#

Animation Source: C++ class HitERA_Left_1_src { source="Hit"; hitpoint="L_ERA_1"; raw=1; };
Hitpoint: C++ class L_ERA_1: HitERA_Front { name="L_ERA_1"; armorComponent="L_ERA_1"; class DestructionEffects { ammoExplosionEffect=""; effectRadius=1; ignoreFuel=1; class Explo { simulation="particles"; type="MineExplosionParticles"; position="era_L_1_pos"; lifeTime=0.0099999998; interval=1; intensity=0.0099999998; }; class Smoke: Explo { type="ERASmoke"; lifeTime=0.050000001; }; class Sound: Explo { simulation="sound"; type="ERA_Explosion"; lifeTime=1; }; }; };

#

Tried naming them the same and no dice. Works in buldozer but not in game. So, It can't be anything with the model. No way at this point

#

Though, it's apart of the armor selection and camo1 selection

#

Could the armor selection be causing it

rough idol
#

are you sure hitpoint is working?

#

like, can you damage it?

#

do you know what is armorComponent ?

inland pawn
#

But it will in buldozer

rough idol
#

no, I mean if you can verify if hitpoint is being destroyed

#

and do you know how armorComponent should be used?

inland pawn
#

I've been following the BI wiki so, I got it from there, armorComponent - name of the selection in FireGeometry LOD, used for calculation of penetration.

#

The part it's using, has the armour.rvmat on it

rough idol
#

just try to destroy that hitpoint with setHitpointDamage script command

#

you can also enable "Hitpoints" diag in diag exe if you are using it

#

otherwise, you can fetch hitpoint damage via script

inland pawn
#

I know code, just not scripting/SQF. How'd I setHitpointDamage here?

inland pawn
#

Thx

#

@rough idol It is working

#

It destroys it

#

Could the armor value be too high?

#

Or is it material related

rough idol
#

yes, it can be related to armor value

#

or simulation

#

other than that, it could be still error in model, i.e. wrong armorComponent (check selection in fire geometry if they match armor component)

inland pawn
#

Here's what that part looks like in the Fire Geo

inland pawn
#

At, least, I'm 99.9% sure

#

The vehicles armor is 600 atm

#

I'm trying lowering it to 480

rough idol
#

hitpoint armor is important here

#

how is your selection looking like?

inland pawn
#

@rough idol Trying to check it in arma diag. How'd I go about adding a local mod?

#

I tried what's on the wiki and that didnt work

rough idol
#

?

#

you can use -mod= in shortcut

inland pawn
#

Is it by mod name or pbo

shrewd jay
#

The folder name

inland pawn
#

So, I have a folder called @OPTRE2

#

I tried putting that name in and it wont work

shrewd jay
#

Where is that folder located? If it isn't in a standard place, you need to specify the full path

inland pawn
#

It's on my p drive

shrewd jay
#

Do you have an AddOns folder in @OPTRE2?

inland pawn
#

Yes

shrewd jay
#

P-Drive is not normally searched for, so you need to add -mod=P:@OPTRE2 to the command line

inland pawn
#

Yep

#

That did it

#

Sorry lol

shrewd jay
#

πŸ‘

inland pawn
#

@rough idol It disappears in arma diag

#

???

rough idol
#

what do you mean?

inland pawn
#

It works properly when run in diag

#

But not base arma

#

That makes 0 sense

#

Any clue as to why

rough idol
#

Are you sure your addon is properly packed? Do you see some errors in Rpt maybe?

inland pawn
#

No errors from what I'm seeing

#

@rough idol

rough idol
#

can you share rpt?

inland pawn
#

That's the bin log for pbo project

#

Lemme get the rpt

#

RPT

rough idol
#

there is a lot of errors in the log

#

around 1.5k (1500) regarding hitpoints

#
 5:34:57 Warning Message: No entry 'bin\config.bin/CfgVehicles/hitturret.soundWaterCrashes'.
 5:34:57 Warning Message: Size: '/' not an array
 5:34:57 Warning Message: Size: '/' not an array``` you should try to fix those errors first - it might break hitpoints in your vehicles
#
{
 class HitTurrest;
};``` something like that is not allowed - class HitTurret doesn't exist in CfgVehicles - it is part of class inside CfgVehicles
#

there is also a lot of Updating base class errors - those are also affecting all addons basically

rough idol
#

dunno, probably somewhere in your mod

#

or in one of the mods you are launching

inland pawn
#

I’m out of what could be causing it at this point

#

Everything is fine

#

It works in diag

#

Just not base ARMA

rough idol
#

because in diag you are most likely not running hundreds of other mods ?

inland pawn
#

The only thing I can think of, is that it’s also in another selection on the model. But, it’s not listed in the model.cfg or anywhere else besides just for texturing purposes

inland pawn
rough idol
#

also in diag exe?

inland pawn
#

Yes

rough idol
#

can you show rpt from diag exe?

inland pawn
rough idol
#

previous rpt had bit longer list of addons

#

== "C:\Program Files (x86)\Steam\steamapps\common\Arma 3\Arma3_x64.exe" "-mod=C:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@CBA_A3;C:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@ace;P:\@OPTRE2;C:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@Remove stamina;C:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@Zeus Enhanced;C:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@Remove stamina - ACE 3;C:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@Zeus Enhanced - ACE3 Compatibility;C:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@Rismarck's Static Animations;C:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@POLPOX's Base Functions;C:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@POLPOX's Artwork Supporter;C:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@3den Enhanced" -beservice

inland pawn
#

I left my picture taking mods on….

#

Shit

#

But, I’m not sure any of those would cause this issue

stuck oyster
#

main thing is to make sure they dont

#

by eliminating the difference

rough idol
#

in any case, it seems errors are also present with only optre and cba mods so I guess somewhere in optre there are some broken configs

inland pawn
#

Yeah, a lot of the stuff is ancient and needs a whole rewrite. But no dev has any time to take that all on atm

stuck oyster
#

cant make new stuff properly on shaky foundation im afraid

#

it has to be fixed

vivid zinc
#

New to model making ect so sorry if this is the wrong chat ect... i want to make a customised offroad (like add a GPMG to the roof as a gunner instead of the .50 ect) can anyone guide me in the right direction?

marsh canyon
#

You can't

vivid zinc
#

:/ darn, thanks anyways

inner fjord
rough idol
inland pawn
rough idol
#

ACE handles whole damage, best to test without it

inland pawn
#

@rough idol I turned Ace off and that fixed it

stuck oyster
#

it indicates your configs may alter base configs in bad way

#

and then caused some weird conflict with ace

inland pawn
#

Ah shit

#

Here we go

civic stratus
#

My helmet is stuck in my character's chest despite being weighed to "head". I'm using the skeleton from the sample model cfg

#

Anything else I need to be checking for?

stuck oyster
#

autocenter named property in geometry lod

civic stratus
#

I don't need any mesh in my geo lod,, correct?

stuck oyster
#

correct

teal cargo
#

Is it possible to up the render distance for my models? I have my render distance cranked and my runways I created aren't loading in as far as I want them too

#

and fix for this>

teal cargo
inland pawn
#

Are you using a mod for the runway

teal cargo
#

No

inland pawn
#

So you made them custom?

teal cargo
#

Made the runways and placed them in TB

#

Yes

inland pawn
#

Go into the p3d then

teal cargo
#

Ok

inland pawn
#

#-## are your resolution LODs and go by distance

teal cargo
#

sorry I'm not understanding

#

#-##?

inland pawn
#

You see LODs 0,1,2 etc?

#

Those

teal cargo
#

Yes

inland pawn
#

The higher the resolution, the lower detailed the model should be

teal cargo
#

Ya? But how does that change the distance I see the model

inland pawn
#

Res LODs correlate to distance….

#

What I’ve been saying

teal cargo
#

And I only have one since it’s a plane there isn’t a point in having more when it’s just a rectangle

inland pawn
#

Then it’ll use the same resolution for the entire view distance

teal cargo
#

That’s fine when it’s a square lol

#

This still doesn’t make sense. I have one lod do I need more for the distance to be able to viewed to be greater?

inland pawn
#

No. What’s your view distance?

#

12km?

teal cargo
#

In-game setting?

#

Not sure maxed out

stuck oyster
stuck oyster
rare rose
#

Anyone know an SU-25T mod with a realistic hud?

strong plaza
#

oh wait, yea maybe this won't work for decals

runic plover
#

Integer: Default 0. 1 means the object is always visible within object view distance, 2 means always visible within terrain view distance. Same asΒ setFeatureType.

featureType = 2;```
stuck oyster
#

Why I asked if its a decal is that decal class objects are drawn with roads at their own draw distance. Which is significantly lower than other objects.

#

If one wants long drawn decals, the object has to be other than class land_decal type and there is a named property for geometry lod to make them draw at longer distance

runic plover
stuck oyster
#

as far as I've seen I dont think the feature type property works on land_decal type objects (road draw)

runic plover
#

I dont know, i only know it works for land_structures/land_objects.. never used it for any kind of decal stuff heheboi

rough idol
#

not sure how large is that decal, but if there multiple of them, then don't forget there is total limit of 500 objects with featureType = 2

#

(or something like that)

teal cargo
#

I’ll give the feature a shot and I couldn’t tell you if it’s a decal I don’t know what that entails

teal cargo
#

I presume that decals are let’s say a model that is added like a road? And if that is the case no it’s not a decal the whole airport runway/taxis are pieces

stuck oyster
#

how were they made? do they have geometry lod with a class = something named property?

teal cargo
#

I have a geo lod but nothing in it. was going off the BI runway and its blank and I have memory with the corner points in it

tulip gyro
#

my vest model is stuck to the ground. Model.cfg is fine

stuck oyster
#

missing autocenter 0 in geometry lod

#

or model,cfg is not in fact fiine.

#

or model vertex weighting is broke

tulip gyro
#

It's like it's missing a model.cfg

tulip gyro
#

belive it or not

#

it was caused by an invalid texture

viral pulsar
#

Is it possible to convert a .p3d file to an .obj file?

stuck oyster
#

@viral pulsar once binazired no. arma 3 p3ds or mod p3ds are not editable

#

making new stuff = gut-gut-gut

#

taking other peoples stuff = bad bad bad

viral pulsar
#

Are .p3ds not editable at all?

stuck oyster
#

if you did not make it

#

no

viral pulsar
#

I’m quite new to modelling in blender so I want to see if I can modify something that’s already been created

stuck oyster
#

no you can not

rough idol
molten fractal
#

Is there a way to use a different model for when a pistol is holstered? Or do I have to animate the parts that extend when removed from the holster?

polar fiber
#

Have to model the gun in the stowed position and use isSelected animation source to animate it into the firing configuration

civic stratus
#

does arma3 use different meshes for the heads?

#

I'm using the head reference to shrinkwrap a cheek/chinstrap for my helmet model, and it looks fine in blender, but in-game, the strap clips on the left cheek

civic stratus
#

So then I assume there is no solution to my problem, other than to make my straps fit the widest face model?

terse sail
#

@shrewd jay belated response to subject, but 2 weeks later from initial question, issue was just LOD, scaling and quad faces used, not tri polys,not too mention way too many faces used, for the model
Not a modeller, so yeah
#arma3_model message
original question;
#arma3_model message

molten fractal
spice ravine
#

looking for someone to help me retexture and configure some new sns uniforms i've got the textures for them but idk how to set them up

#

please DM me if you can help

civic stratus
#

I have the \a3\characters_f\heads\bysta proxy in my shadowvolume - view pilot lod but there isn't a head visible.

stuck oyster
#

Shadow lod should not need proxies anymore if I remember right

civic stratus
#

was there an engine update for that feature?

civic stratus
#

also, if that's true, then how do I use the shadow from the head in my shadow volumes?

#

Rmoving the proxies from all my shadowvolume lods broke the character rig. (hands stretched into the ground)

civic stratus
#

I'll just make my own head shadow from the head ref. Can shadowvolumes be non-convex? I selected the mesh in the p3d and tried to "make convex" but it just deleted everything.

civic stratus
#

I flattened faces, and sharpened edges and verts as well

gleaming anchor
#

Are there any mods that feature animated visors or faceguards for helmets? Would such a mod be able to use the NVG slot and have a raised and lowered position that you could flick better at the cost of losing your ability to wear NVG's?

polar fiber
#

Nvg slot model switching doesn’t work unless the item actually has an nvg or thermal vision mode

stuck oyster
#

And yes there was engine update

drifting nova
#

as of any mods that add that, they probably exist somewhere, but I dont know of any

hoary magnet
#

Hi I was wondering if anyone could help me out. I'm trying to get into modding and modeling for armor 3. But every video I watch and everything I read requires Arma 3 tools for blunder and as far as I can tell the tools are no longer supported. I have reached a dead end so any help at all would be very appreciated.

stuck oyster
#

armatoolbox git page has the latest version (master, not release)

#

you will not need the toolbox for quite some time when you are learning though

#

just learn the tools and how modeling and texturing works before you worry about what arma specifically needs

hoary magnet
#

@stuck oyster thanks I got the model done I just need to texture it. I downloaded the GitHub zip file then tried installing it on blender it says it works but I can't find it in my add-ons any ideas?

stuck oyster
#

yes git adds a folder to the zip so you have to either install it manually or make new zip with 1 less folder

hoary magnet
#

@stuck oyster thansk again I'll try doing that now.

#

@stuck oyster thanks you so much doing it manually worked. I've been trying to get this to work for the past 8 hours. I'm so happy rn.

pale valley
#

so I'm trying to get a rudder to work on a helicopter, as far as I can tell everything is as it should be, config and model.. do rudders simply not work on heli's or am I missing something again?

stuck oyster
#

does not work how?

pale valley
#

doesn't work, doesn't animate, I've again copied it from the sample test_plane so it should be all be tied to the model the same yet it doesn't

stuck oyster
#

have you tested it in Object Builder Buldozer?

#

@pale valley

pale valley
#

not yet, but i will now

stuck oyster
#

and you copied it from test plane but you are making a helicopter?

pale valley
#

yes, the test helicopter has no moving rudders, as do no heli's in arma which made me think that its not coded to be possible

stuck oyster
#

that is indeed quite likely

#

in a helicopter you have a bit different set of engine defined animation sources

#

you might find some other that can be made to work in similar way

#

rudder indeed seems to be planes and missiles only

pale valley
#

ah, yeah thats probably it then, the animation works fine in bulldozer

#

poo, any work arounds you could think of? changing the input or something similar?

#

also as a secondary question I'm having an issue with rotorHdive, similarly it works in bulldozer but in game it doesn't animate as it should based on the amount of pitch I input, it just picks [presumably a % of the range of angles I picked] and stays like that..

stuck oyster
#

unfortunately im all out of solutions for tonigt. time to get some sleep πŸ’€

pale valley
#

fairs, thanks for the help!

teal cargo
#

I got 1 questions.
#1 Removing grass clipping through the model (I have a roadway in place)

civic stratus
#

bysta,headgear,hmd and glasses proxies should all be a part of the head selection correct?

stuck oyster
#

you simply need to copy proxies from the sample character

#

they will have correct setup.

#

dont go messing around with them

civic stratus
#

I'm just trying to wrap my head around the setup. it seems hmd is a head selection but headgear and glasses are not

#

hmd is a part of some injury selections as well which is also strange

#

not to mention the Head selection in the sample isn't even correct. The skeleton refers to head (lowercase)

polar fiber
#

it all ends up lowercase when binarised AFAIK

stuck oyster
#

the proxy is not

#

HMD is only thing weighted to head because its not a character item but it still needs to move with the head

#

there isnt really anything to figure out, that is how they work and that cant be changed

placid ermine
#

What's the polycount a weapon model should have? I'm in the middle of modelling an assault rifle and have roughly 23k verts and 24k faces. I'm not sure how much arma can handle. I expect it to be around 50-55k verts at the end

stuck oyster
#

even less than 10k in many cases

#

triangles that is

#

as everything is triangulated in the end

#

weapons can be more than "normal" but at some point that starts to eat up game performance

#

or the engine agressively uses the lower detail lods more often

placid ermine
#

But the picattiny rail is a huge problem as it requires a lot of geometry

stuck oyster
#

anything that is never visible should be removed

#

also the first person view model can be different from the 0 level lod

#

so you can have more eye/view area details there that are not on the 0 level

placid ermine
#

I know, but this exact rifle has most of the barrel visible through m-lok slots on the handguard so I had to model it

stuck oyster
#

sure

placid ermine
static tinsel
#

Does anyone know the process behind modding? I know a guy that knows how to make 3d modules and texture things but i’m not sure how to make 3d modules work with Arma and all that

stuck oyster
static tinsel
#

Like uniforms - so if I could make the model for custom vests, helmets and all that stuff what would I have to do to make sure all that works in Arma?

stuck oyster
#

they would have to be correct shape, correct size, correctly weighted for animations, correctly textured to work in Armas materials

#

then they would need the config work to make them playable things in game

static tinsel
#

And that would be done via scripts correct?

stuck oyster
#

no

#

scripting is very different thing

static tinsel
#

Ok - how do I know that my model runs with Arma properly?

civic stratus
civic stratus
#

How can I visualize where the first person camera point is in the view pilot lod? Is it just kind of autocentered to the head selection?

#

It seems the head bone moves with the camera only within a certain range of movement, which is kind of annoying if you want to put a helmet mesh inside the view pilot lod. Its fine up until you turn the camera too far. The problem becomes worse when the camera isn't attached to any of the idle head movement animations

civic stratus
#

Is there anything else other than class class StageTI in rvmat and

        htMin = 60;          // Minimum half-cooling time (in seconds)
        htMax = 1800;        // Maximum half-cooling time (in seconds)
        afMax = 30;          // Maximum temperature in case the model is alive (in celsius)
        mfMax = 0;           // Maximum temperature when the model is moving (in celsius)
        mFact = 1;           // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)).
        tBody = 37;  // Metabolism temperature of the model (in celsius)
``` in model.cfg responsible for Thermal "hotness"?
stuck oyster
#

the camera view is not made to work with that

#

if you really need to obscure view you can script a drawn overlay on the view

#

its been said that they are not used from there but I kinda still think they are since they are not defined anywhere else

civic stratus
stuck oyster
#

well the camera view is not really designed for that

#

I dont recommend it

civic stratus
#

I have already deleted the mesh from the lod

hoary magnet
#

Hi I was wondering if anyone could help me out. I have my model all done and in the game but the textures wont woke its just white. if you have any ideas or tips I would be very appreciative.

stuck oyster
#

likely a pathing problem/not correct P drive setup

hoary magnet
#

should i remount my p drive?

stuck oyster
#

I dunno. are you packing your pbo from it?

#

or perhaps more importantly. what are you packing with?

hoary magnet
#

im packing with pboProject

stuck oyster
#

πŸ‘ it should throw errors if your paths are wrong

#

then perhaps the question becomes, are your textures being packed into the pbo

#

and does Arma throw any errors on startup/when you place down the unit

hoary magnet
#

one sec it does say something.

stuck oyster
#

also if you use pboPrefix that can mess up things

hoary magnet
#

i dont know what pboPrefix is so i dont think so.

stuck oyster
#

are the textures in the same folder you are packing the pbo from?

#

or in its subfolder

#

config.cpp is where packing starts

#

so it is possible to have textures in a place the packing does not reach

hoary magnet
#

it says addon TIOW_Tau_Headgear requires addon A3_Charactera_F

stuck oyster
#

sounds like your vanilla game installation is pooped

#

or TIOW has some serious errors

hoary magnet
#

i have it subfolder

#

class cfgPatches
{
class TIOW_Tau_Headgear
{
weapons[] = {"TIOW_Red_phat"};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Charactera_F"};
};
};

stuck oyster
#

oh tiow_tau_headgear is your mod then?

#

so this likely means A3_characters_F is not valid cfgpatches class

#

as in pbo name does not always correspond to the cfgpatches class that needs to be used in the required addons list

hoary magnet
#

its just a simple propeller hat that my unit wanted. the video i was looking at did it that way.

#

that would make sense when i was looking through the code i saw no mention of A3_characters_F

stuck oyster
#

then your arma does not run correctly or does not have that pbo

#

verify your gamefiles on steam

#

a

#

you have typo in it

#

if this is direct copy paste

#

fix typo that part starts to work

#

and other errors might be revealed

hoary magnet
#

ok ill try that right now thanks.

stuck oyster
#

theres a_F should be s_F

hoary magnet
#

ok done should i keep the textures subfolder?

stuck oyster
#

yes as long as you are sure they are packed into the pbo

#

they are .paa right?

hoary magnet
#

yeah there .paa

stuck oyster
#

check the contents of the pbo perhaps

#

and that the unpacked folder structure matches your paths

hoary magnet
#

the error was fix but still no textures im trying to put every thing into one folder right now.

stuck oyster
#

no no

#

dont do that

#

give me an example of a texture path you have set

hoary magnet
#

class Stage4
{
texture="Hat\phat\data\Propeller_hat_Roughness.paa";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};

stuck oyster
#

maybe I need to see the rest of the rvmat..

hoary magnet
#

class StageTI
{
texture="#(argb,8,8,3)color(0,0,0,0)";
};
ambient[]={1,1,1,1};
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,1};
specular[]={1,1,1,1};
specularPower=100;
PixelShaderID="Super";
VertexShaderID="Super";
class Stage1
{
texture="Hat\phat\data\Propeller_hat_Normal.paa";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
class Stage2
{
texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
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,MC)";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
class Stage4
{
texture="Hat\phat\data\Propeller_hat_Roughness.paa";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
class Stage5
{
texture="Hat\phat\data\Propeller_hat_BaseColor.paa";
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(1,0.7)";
uvSource="none";
};
class Stage7
{
texture="a3\data_f\env_co.paa";
useWorldEnvMap="true";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};

stuck oyster
#

I assume the folderstructure on P: is P:\Hat\phat\and so on

hoary magnet
#

yes

stuck oyster
#

so your textures are lacking correct suffixes _CO _NOHQ etc

#

that does not mean they become white but it means they dont convert to paa right

#

aaadn Im gonna guess they might not all be Arma compatible since arma does not use "roughness" or "baseColor"

#

also have you assigned the color texture on the model itself?

#

and have you tested that the textures work in buldozer?

hoary magnet
#

i believe i assigned it but i did not test it

stuck oyster
#

also make sure you have only 1 uvset on the model

#

how determined are you to make a meme I guess becomes a valid question at this point

hoary magnet
#

i really just wanted to learn how to do this so pretty determined

#

the hat was just something my friends wanted but i was going to do this regardless.

stuck oyster
#

πŸ‘

granite nexus
#

Okay, so how does the Environment map work in the super shader? It's almost like the engine thinks the faces are facing a different direction and the reflection is inverted (reflection of what should be the ground appears like the sky) https://imgur.com/a/lIzGyrf

#

It's also slightly diagonal, just a bit weird

stuck oyster
#

It takes it from your uvmapping

#

If I remember right

granite nexus
#

Ok, so I tried to manipulate the UV map, changing the size of the points did nothing as well as shifting it up towards the sky (I thought it would fix the looking at ground issue)

#

I'm not certain whether having two rvmats on the same object is causing the issue

stuck oyster
#

Should not. Models with more work just fine

#

Does your model or rvmat use multiple uvsets

granite nexus
#

Just the one

#

In that Imgur album I've added more screenshots

#
{
  texture = "HAHO\gear\HAHO\data\env_land_co.paa";
  useWorldEnvMap = "true";
  uvSource = "tex";
  class uvTransform
  {
    aside[] = {1,0,0};
    up[] = {0,1,0};
    dir[] = {0,0,0};
    pos[] = {0,0,0};
  };
};```
#

Having one material use 2048^2 px textures and the other use 512^2 textures shouldn't cause issues either right?

#

What does the uvTransform do to the UV, could that be of some use?

stuck oyster
#

they can alter the position and scale of the mapping

#

but the defaults shoild work normally

civic stratus
#

how does one reset their object builder settings? I somehow messed up the viewport and I can't resize it again

stuck oyster
#

window - 4 views

civic stratus
#

it is in 4 views but the 4 views are super shrunk

#

squished

stuck oyster
#

did you try it?

#

I dont quite undrstand what you mean tho

#

pos pic link

#

there isnt really any good solution for OB ui manipulation

#

its saved in registry

civic stratus
#

I'm just experimenting with moving the elements around rn

stuck oyster
#

my suggestion

granite nexus
dapper hound
#

Hey there, I'm new to modding and I don't know wtf I'm doing. I'm trying to find out how to add new plate carriers as a mod, I have the models in fbx/blend format, but I don't know where to go from there, nor do I know how to correctly rig it. Is there a tutorial or video I can follow? Or if someone could politely help me :)

stuck oyster
#

for rigging you should first learn how rigging works on your chosen 3d program through its own tutorials (non arma)

dapper hound
#

I know how to rig/do the bone stuff in blender

stuck oyster
#

then you can use the arma 3 sample character as reference model for weights

#

you can use the blender weight tools to transfer weights from the sample man

#

and then tweak them to work out

dapper hound
#

while I've rigged plate carriers to other skeletons, I don't know where to get this arma 3 sample character, could you perhaps direct me where that is?

stuck oyster
#

steam arma 3 samples

kind pebble
#

My first shot at making gear/ uniforms etc., but ive been told i cant succeed 50000 polygons

#

and all the stuff I've seen yet doesnt

#

i do think there is one, just not for everything perhaps

stuck oyster
#

50000 tris you are looking at a tank with open interiors

#

Uniform maybe max 10k if it's super detailed. Vest 5k helmet 2k

#

Just ballpark figures though

kind pebble
#

10k? lol

stuck oyster
#

Yes

kind pebble
#

i barely got down to 50

stuck oyster
#

You got way too much stuff imo

kind pebble
#

well i do want to make it detailed

stuck oyster
#

Well. Like I said you can

#

You will just either nearly never see the most detailed lod or you take immense hit on performance

#

(as in you will need very good distance lods) to balance it out

#

What you want to do does not always go hand in hand with what you should do.

#

There is always a price.

kind pebble
#

Although i have one thing

#

i am trying to bake my high poly now, basically put a subdivision on the low poly one and thats what i bake on that

#

but it always leaves artifacts

#

any experience on how to deal with that?

woeful viper
#

need more info... what program, what render settings, cage or no, how does cage look, triangulated mesh y/n , etc etc.

molten fractal
#

All you're doing is multiplying the poly count/making it look smoother without adding any actual detail that you'd want baked onto a normal.

bright flax
kind pebble
molten fractal
#

You should always triangulate before exporting to another program. A program like Substance calculates tris in a different way from Blender if it isn't triangulated already, which could cause shading issues.

kind pebble
#

Ah ok

#

Ill try that

broken glade
#

Is it possible to give the cargo an own View LOD? Have done a first View Pilot but shaped it only for the driver. The cargo should see the normal RES1 Lod but switched also to the view pilot :/

woeful viper
#

yes you can do that. You just have to specify it in the config which LOD to use

#

cargo should default to ViewCargo if LOD is available

#
LODDriverTurnedOut = 1100;
LODDriverTurnedin = 1100;
LODDriverOpticsIn = 1100;
LODDriverOpticsOut = 1100;
//1000=Gunnerview; 1100=Pilotview; 1200=Cargoview 0.0; -1 = default LOD ;  0 - 10 res lods; Lods 1201-1299 are custom ones that can be defined as res lod

idk the cargo properties, you have to check it your own in the base game config classes if you dont find another vehicle to copy it from

teal cargo
#

hello, I'm having grass clip through my models and I was told to add a roadway in the models but still having grass go through

small heart
#

Is there a way to convert .p3d to blender file?

#

trying to edit some of the base game models a bit

marsh canyon
#

You can't

tired cargo
quick terrace
kind pebble
quartz prism
marsh canyon
#

Most likely you're trying to import a binarized p3d which you can't

small heart
#

XD

#

i-im good

civic stratus
#

can someone kind of give me a brief explanation on how res lods are changed out? I'm seeing my res 3 lod visible > 5m. I have 6 res lods in total

stuck oyster
#

there is no exact distances for that

#

the engine tries to optmize the scene

#

it depends on what else is in view

white jay
#

Depends on graphics settings, object size, verticies and generally the complexity of a scene... among other factors

#

Generally in you're in a high poly complex scene the lods start dropping fast

#

Also I noticed a small object like a soda can will drop lods way faster than a big building

#

Also having tons of lods will encourage dropping lod 1 very close

#

Generally my small objects maintain reasonable detail up to lod 2-3 if I have like 5-6 lods

#

Vs a house, I'll quickly drop little details at lod 2 and it's practically a box at 3-4

teal cargo
stuck oyster
#

what kind of a model?

remote abyss
teal cargo
#

In general I have a runway PAPI I made, glide tower and still grass going through

stuck oyster
#

small things might not be able to cut the grass under them

#

do they have valid geometry lod also?

civic stratus
#

isn't there named properties required to cut grass?

stuck oyster
#

no

civic stratus
#

just throwing out ideas, good to know

#

I copied the proxies from the view pilot lod of the character example into the view pilot lod of my model and added my character mesh from 0 lod, but my 1st person camera is inside my character's waist

stuck oyster
#

did you save the file?

#

did you also copy the memory lod?

#

and geometry lod?

civic stratus
#

the geometry lod, yes

#

yes to both actually

#

oh, there's a camera point between his knees?

#

why is the camera between the example character's knees lol

stuck oyster
#

that is the default point for the external camera

#

it moves with animations

civic stratus
#

well, my memory points were copied straight from the example

#

I am a little confused as to why the example skeleton has head, neck, neck1 as lowercase, but the models all use upper case

#

changing my selections to use head and neck to match the skeleton didn't fix the camera either

#

Camera is listed as a bone in the example skeleton, but the example model uses memory point camera. Does case sensitivity not matter with these names?

stuck oyster
#

camera has nothing to do with those. you are perhaps missing some lod?

#

or something did not copy over

#

forget the camera bone

#

there is a memorypoint near the eyes that is the first person view

#

aimpoint or pilot or something like that

stuck oyster
#

mayhaps something broke in packing?

civic stratus
#

I've packed it several times, deleting temp folder data each time

teal cargo
stuck oyster
#

perhaps provide pictures of what you mean

civic stratus
#

I just redid my lods and got the view thing working

#

not sure what had changed to verify

warm jackal
#

Hi guys. I'm trying to make PIP display on monitor like in vanilla APC, and used texture #(argb,512,512,1)r2t(rendertarget0,1) on display face, but it was upside down, then I tried to use #(argb,256,512,1)r2t(rendertargetx,1.0) and now image is mirrored. Could someone help me please to find correct solution. Thanks.

polar fiber
#

Your UV mapping is upside down then

warm jackal
polar fiber
#

How's you learn to model without knowing how to apply a UV map?

warm jackal
marsh canyon
#

Actually we don't know how to help you if you don't say which software you use to make your model

#

Did you ever made an UV map? Or not?

warm jackal
#

I'm using object builder. The model is imported from fbx to p3d. All that left for my model is to setup PIP display. And now it's showing PIP from memory points that I made, but it's displayed upside down. So do I need to choose selection and change rotation in UV editor?

marsh canyon
#

OB is not a modeling software, though

#

IIRC PiP is defined in 3 memory points, and you most likely put it in a wrong order

warm jackal
#

I got only two, it's pip0_pos and pip0_dir. Which the 3rd one?

marsh canyon
#

Oh wait, I think I misrecalled

#

Did you use Blender?

warm jackal
#

yes

#

but for memory point I used OB

marsh canyon
#

And do you know how to UV 101? It's really strange you don't know, at all

warm jackal
#

Ok... we going on circle right now. Is this possible to change in OB?

marsh canyon
#

Possible, but never recommended. It's straightforward in Blender

warm jackal
#

Ok, so then I need to take a look how to do it. Thanks.

marsh canyon
#

Select the face for PiP, and U to unwrap the UV. Use UV Editor to edit UV, and if it doesn't solve the flipped UV, select the UV and scale -1 in Y axis

warm jackal
#

thanks, will try!

warm jackal
civic stratus
#

Its kind of sad to see how hostile people can be in here when others come to ask for help

remote abyss
civic stratus
#

did you press F5 with your model selected?

#

I believe you want smooth edges and verticies

#

sharp edges and verticies is mainly for shadow lods as far as I'm aware

remote abyss
civic stratus
#

refreshes the lighting in the viewports

remote abyss
#

let me try

civic stratus
#

recalculates normals

remote abyss
#

I already did it