#arma3_model
1 messages Β· Page 181 of 1
It's even worse π
nope :(
Anyone else has an idea ?
did you check for double faces?
i did
how ?
when exporting from blender, is it allowed to have one LOD consist of multiple meshes? or do i need to merge the meshes somehow? The Export to p3d works fine, but during packing using pbo project the packing fails and i get a error "Trench_straight_1.p3d Generic error or premature EOF"
also i applied two different textures using two materials.
multiple textures/materials is fine. most models bigger than a bucket are like that.
latest p3d exporter merges lod objects of same level
for the error, export 1 lod at a time and test if that works
right now i only have one LOD because im blocking out some shapes
so that means i can just group them in a collection and that gets merged into one LOD?
each obejct you want to export must have arma properties enabled (toolbox addon toolpanel) and then a lod level selected
objects with same lod level that you export (all or just selected ones) will be combined into single lod of that level/type on export
ok got it
so this doesnt seem to have worked. i updated the toolbox and the export looks fine (to my amateur eyes) when opened in objectbuilder.
When I try to export multiple selected objects with lod 0 assigned in blender, it will duplicate the lod in objectbuilder, instead of combining the meshes to a single lod
You don't have latest toolbox mayhaps.
There should be export option to combine same lod types
RHS grip animation does not work, how can I fix it? https://imgyukle.com/f/2022/04/24/RL6OqS.jpg
Probably config error
how is fix?
Find error and fix it. Maybe you have used wrong animation in the weapons config.
Hello everyone, for my helicopter model I would like to put a beam, the animation works in object builder, may spas in the game. Below is an extract of my model.cfg file:
class PedalR
{
animPeriod=1;
type = "rotation";
source="pedals";
selection="pedalR";
axis="pedalR_axis";
minValue=0.0;
maxValue=2;
angle0=0;
angle1=rad -15
} ;
class PedalL: pedalR
{
source="pedals";
selection="pedalL";
axis="pedalL_axis";
angle0=0;
angle1=rad -15;
thank's
"pedals" are not a valid animation source for helicopters.
source = "rudderRTD"; will work, but only for Advanced Flight Model.
You should use maxValue = 1;.
Thankβs Apollo, but where are you find a advanced flight model ?
it has to be enabled in game settings
In the Optionβs game ?
Im fairly sure you dont want to dive into that deep dark hole of advanced flight model configuring
and also most people dont use it so most people would not be able to the animations done for it.
Ok thank u very much
Pilot controls animation sources available:
cyclicAside cyclicForward and collective
collectiveRTD, rudderRTD
Had a modeller in my team ask this question, told him I'd bring it here:
Can you increase the base Arma guys height by using slightly raised boots? Or is that impossible?
random question, but does anyone know where get the template for the pilot helmet so someone could do custom helmets?
can anyone refresh me why this happens? On scene load my airplane hops up once and then drags backwards, nose-down on the ground. It main gear are a few meters up, and it looks like there's still dust being created from them.
Not possible. No high heels for miller
Can't. Custom helmets are done from scratch.
What do i have to do for a surface to be walkable? Not by AI, but by players. Is it only a geometry LOD with a shallow enough angle? Or is there something else that needs to be defined?
i thougt this would be enough, but i have a very shallow angle and should be able to walk on, but cant
needs roadway lod
all character walking is done on a roadway lod
refer to sample house in arma 3 samples
Here have example of stair with roadway
(Its built for a modular thing, thats why the roadway does that weird stuff at the edges, its so it overlaps to neighboars and you can't fall through ground)
thank you
niarms v14 and free world armoury have identically named .pbo for sig sg510 but its different version/size, results in mod conflict. neither mod maker responds to my cries. what would you do
is this arma definition of barrel? or is the extended extruded barrel at the end named a seperate object?;
https://imgur.com/2FqsKPh
https://imgur.com/kzH4Fu4
dont use one one of them. Niarms is the original one if I remember right and the weapons have been released so that they can be incorporated into other mods too. but that comes with this price of non compatibility if it is done incorrectly.
models look has nothing to do with it. barrel is whatever you make it to be
Arma only defines the memorypoints where shots come from and at what direction they fly towards
look of the model does not affect it
the reason i ask, is because in game, the Katiba and Katiba Carbine, have a slightly different Barrel length, is that due to model design, or code?
that specific sig sg510 was donated to niarms by the free world armoury
probably calculated from the memorypoints.
oh, so can be adjusted via game code
he fixed something in @fwa but the dev of @niarms didnt
either way, they have to fix it
no
memorypoints are in the model
you would have to go look and see where the barrel length is caluclated from to be sure
ok, will leave this as a seperate vertex for now then, thanks again bro
also, when it comes to weapon rigging; does the engine need the name correct for an armature, or an object, or vertex, or all, or?
eh?
"trigger", "", /// not in this model, but good to use
"bolt", "",
"bolt_catch", "",
"magazine", "",
"safety", "",
"muzzleFlash", "",
"OP", "",
"ForeSight", "",
"BackSight", ""
do these names need to be on the armatures only? (Blender)
no of course they need to be on the model
and weapon parts are animated in model.cfg
so you dont really use armature for them
the weapon animations are not rtm
aye
Are you running ACE? Vanilla game doesn't have a barrel length stat
the handanim is though, so how does that connect with the 'handanim' exactly?
it does not
no, dont use ace, just from visual inspection in game
Then it's because they have two different .p3d models
but still need to use armature to get the hand to attach to magazine while animating though right?
meaning magazine object (and/or vertex?) name needs to be the same, for the game to accurately pick up the movement?
no hand animation does not pick up the magazine
its all done in model.cfg
as you may have noticed arma vanilla weapons have very simple magazine movement and then its hidden
mods and dlcs have deviced more elaborate animations but that requires quite skilled animator
hmmm seems like the person who made niarms works for sog p.f now
so they probably dont care about unpaid dirty peasant modders now 
judging from the years put into NiArms for free thats a bit poor evaluation of their character..
as far as I know NiArms is still worked on. just things take time to solve. you cant expect modders to fix things instantly
even game companies dont do that for games you pay for
So I canβt take a blank PBO model and get its template and make changes to it and reup load it? Mod or base Arma?
When exporting from Blender, my roadway LOD is rotated ( 90 degrees i would guess) around one axis. Thats weird
π
ok the positioning doesnt seem to line quite either.
you have rotated and moved the lod object in object mode instead of edit mode
you need to apply those transforms
a lod ojbect is exported from its local space coordinates, not from the global space coordinates
so each lod objects origin (yellow dot) must be in same place if they are to overlap
yes, i figured that out by trial and error. But the transform thing was new to me. Thank you
π
thats odd. ok. so every verticie position is relative to the objects origin. So ideally just put all the origin in the center and be done with it right?
yes
assuming the objects are otherwise aligning
you can for example set 3d cursor to 0,0,0 and use set Origin to cursor on all selected objects
is the armarig missing the gizmo for spine 3? There doesn't seem to be one between spine 2 and neck
yes its not exactly a mandatory element for animations.
it can be added in though pretty easily
can you screenshot this option?
Is that in the n panel or the export window?
I'm running version 3.0.4
I'm not sure where to find the options drop down menu
its not
youll have to update to latest dev version or merge them manually
where can I find that version on AlwarrenSidh's github page?
honestly Im not sure if its there. I got mine elsewhere from the source π
@shrewd jay is the toolbox git master up to date?
this is all I'm seeing https://github.com/AlwarrenSidh/ArmAToolbox/releases
@civic stratusYou can download the latest commit directly
The archive contains an ArmaToolbox-master, you need to unpack that and re-zip the folder "ArmaToolbox" inside
Then you can install that archive in Blender's Preferences
okay
I'm also curious to know how the hidden selection maker works. It seems like every time I click a different object, it retains the last value. Is this a bug or am I doing something wrong?
hidden selection is essentially just a vertex group
that makes sense. Shouldn't entering a value into that box make a vertex group of that name then?
As far as I can tell its non-functional
never used it. 
I know how to make my own vertex groups and assign them, I just thought it would be easy to use that feature to setup hidden selection textures from the materials window
@shrewd jay how to use hidden selections maker?
The hidden selection maker doesn't work yet
Okay thank you
How do you vertex snap in Object Builder?
you dont π
OB has bit limited feature range
well you can always use the cursor and scale to it etc
buut Id recommend doing modeling in more modern programs
I am just trying to move one vertex to another
I know it's possible somehow but I don't remember the exact obscure way to do it. Scaling to the pin is one way I guess
well there is merge and merge near but those also move them
so results may not be desireable
I just tried making a shadowlod and my binlog is spitting this out: shadow(1000), vertex: 1807, sum of weights is 80, should be 100
is this a weight paint issue?
yes
Is the issue because I have verticies with 0 weight in my vertex groups (spine 1, spine2, spine3) ?
no
just that the selections that have weighting dont add up to 100
0 weight selections are not affecting the movement
can I share images with you in DM?
my errors say my vertex weights are greater > 100 now
I found a potential bug in ObjectBuilder. If you delete isolated points, you can no longer click between the weighted selections and see the viewport update appropriately
I discovered the "weights" menu that you can adjust when right clicking the named selections window, but making them = 100 didn't fix the errors
I can't get the weights window to open consistantly either
Weights are better to fix in the source model.
You use the pin tool for snapping as well. Select your vert and r-click drag it to the target vert while you have the pin cursor. Selected one should highlight with a blue square when itβs under the influence of pin. You can use the viewport axis X, Y Z toolbar to limit the movement to one axis for vertical or horizontal alignment of selected objects. Multiple selected verts will maintain their spacing when you drag the blue vert to the target, so you can snap an object to a vert without fear of it collapsing to a single point
Uuh!
Any magic way to make geometry LOD? I want to make some cliffs but geometry LOD is pain in ass
@runic flare no, not really though.
I've discovered its easier to make the geometry first
then make the visual model fit that
and then make roadway out of the visual model
but it is very much all just manual work
needs some gittening of guttening
ok thanks
All that does is move the pin
Are you r-clicking or l-clicking?
hey guys. I have a p3d question. does the bisurf do anything in the view geometry LOD?
@bold flare well you know why I have to ask! π
according to this page, in order to make surfaces partially transparent to the AI you can use "materials"
does it mean .rvmat or .bisurf?
https://community.bistudio.com/wiki/Arma_3:_Vegetation_P3D
I'm gonna guess rvmat because iirc there's nothing in bisurf that could affect it 
looks like it's bisurf
nvm 
I found the following property:
"transparency",0.01
I'm gonna guess that's it 
the wiki says it's obsolete tho 
https://community.bistudio.com/wiki/Arma_3:_CfgSurfaces_Config_Reference#transparency
there's also:
["Density",4]
looks like transparency it is
I'll correct the wiki
thanks everyone for the help π€£
You are Welcome π
Working on a red arrows mod for arma 3 anyone wanna help
Just very much looking how I would want it to look ie Liberia
Liveryβs
I can't identify the issue
you have some weights that are like 30 on one bone and 50 on one bone so they sum up to 80 instead of 100 that it should be
or bone1 10 bone2 40 and bone3 30 and they sum up to 80 instead of 100
so I triangulated it and tesselated non-quads and it binarized successfully
π
can someone help me out, i wanted to have a top gunner like the quinlin (minigun) have, the turret rotates as it should but the body of the gunner dont move with it resulting in having the hands in an painfull position.
Make sure that the proxy is connected to the rotating part that was the issue i had when i had that problem
where can a fella find the config for base arma 3 body model I have modeled a custom head and now am looking to do a custom body
Arma 3 samples on steam
Hey, I have a question. Shadow LODs are now not required anymore for A3? Just saw the hint at the wiki LOD article
Depend what you are making and what you want it to look like.
Sbsource visualex can be used to draw shadows from res lods
generally speaking, i would say SVLods are still 100% mandatory
So SVLods are better for the performance?
again it depends, sbsource generates a shadow from a defined reslod and doesn't require the strict rules that a svlod does (all faces must be sharp, triangulated, and closed)
however it has its limits too, for example it only works with 'external' views, if you were to define a vehicle as having sbsource then it would work just fine externally but if you go into an internal lod (pilot, gunner, cargo) it will not render the shadow.
Visualex is said to have better performance, mut it is indeed not as sharp
It's mostly used on large/terrain objects
this might not be the right place but, are there anyone willing to teach me how to make a tree and get it into arma? i know how to model, art in general is a hobby of mine since childhood.. im just not sure about the arma workflow, all i get is a white model with a almost transparent texture on the leafs.. same in buldozer.. i just want to learn the process of getting content into arma... none of the tuts/guides i find on youtube / google gets me anywhere closer.. if anyone have done this and know the hows and why's i would pay you or gift you a game on steam or whatever π
if this is the wrong place or please correct me.
its the place to ask. There are no specific tutorials for trees though. The basic setup is same for all models though and you seeing white textures (as in no textures) likely indicates you have not got the P drive development environment set up right or you are missing something in OB settings (or something else)
hmm interesting, ok i found out, i got P: setup now, and the texture is converted to paa.. ill try again π
ok now atleast the branches are showing, but no leaves, not even the white cards
yay, got it working, thanks alot
π π
i first tried png, didnt work, it just gave me a kinda transparent leaf with no color.. then i tried tga, didnt work, well it kinda did, but it had black background around the leaf.. then i tried different settings in text viewer.. same stuff.. so i went back to photoshop, and made a clipping mask behind the leaf.. saved as tga and hoped buldozer would convert it for me, it did, but gave me white background.. so i did it again, but this time with a png and same drill.. then it worked π
textures need correct suffixes to convert correctly to .paa
#arma3_texture got wiki page for that pinned if I remember right
Got it solved thank you :)
For your future work, make sure that all textures that are tranparent have _ca.paa
hmm i got it working using _co.. what is the difference actually?
Co is for solid color
Thanks for the info ππ»
Ca is for transparent things like windows, decals
Ok cool, in my case i needed it for a leaf
_CO holds only 1bit alpha so its either on or off. _CA can have smooth alpha gradient
https://youtu.be/qH-oZ8wM-_s?t=727 Anybody know of a blender plugin that does the same function as curviloft in sketchup. Vid related.
no
I have a question for you guys cause I canβt find a good way of finding an answer for what I need.
Iβm trying to use the arma 3 samples in blender but after downloading the samples Iβm still having issues implementing them into blender. Any of you guys have an answer or video to this? Thank you !
What's the hard cap for verticies in a shadowvolume lod? I was able to successfully binarize my p3d with a shadowvolume of 7480 verticies and 14,700 faces but the shadow isn't visible
Iβm gonna act like I understand you π
afaik there is no such limit. As long as its closed, triangulated and with sharp edges then it should work
alternatively check .rpt
shadows generated from visual lod had such llimit (before visualEx was introduced)
Arma toolbox addon can import the sample p3ds
That is quite a lot of tris. How big thing is it?
hello , on object builder , what is the function to convert from 3d model to HITPOINTS for the hitpoint lod ? , thanks π«π· π
dont find the solution on web ....
all i did, was install the samples from steam, then open blender, install the toolbox addon. Then (file > import > Arma 3 P3D) , then import the head bust or whatever from C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Samples\ or whatever it is on your end. what is the issue you are experiencing exactly?
im totally new on this but, i think it would be "Fire Geometry" or "Hit Points", not sure tho.
yes but , i want hitpoints on my model but not faces
just points
a solution π ?
fire geometry there are faces i think ?
well im not sure so im kinda "dont want him to do wrong" hehe π but you could try duplicate it, then "points > merge near" and make it a lower version of it. then set preferences to Fire Geometry or Hit Points? i kinda started this yesterday, i just managed to build a tree and make it work ingame with lods and my texture π so i cant really give you the answer, sorry.
maybe you could remove the faces and keep the points, idk, ill let u know if i test something in that area
D to delete faces. But you probably want to use the program you normally model with to make the hitpoint clouds. It it usually a lot easier than trying to figure out OBs mysteries
For example
No automation for that unless you can find a o2 script for it
script ?
Object builder can run scripting functions made by what's called O2script
The default install come with few but don't think it had anything for hitpoints
in blender x>only faces
Can work
not 100% sure what he is trying to do tho
thanks , to get this script ?
I don't know if there is any
So likely not possible
Unless you learn to write it yourself
okay
in blender tho it will remove faces and keep the vertices and edges
yes have toolbox blender but , whene i imort P3D , there is error on objetcbuilder
You can't edit binarized p3ds
ho
i never do that, i export as fbx then let OB save as p3d
whene with blender i creat p3d to import on objevt builder
i dont know, bad habit
i come from zbrush and other tools, only reason im in blender is because of arma π its just idk i guess you are forever in school haha
You have to set objects as Arma objects by ticking the Arma properties box so exporter can export it
okay π€
There is blender to Arma thread in BI forums. I recommend checking it out
so what are you making for arma? π
crotale NG
ooh
ye i know
no but WIP
k
animation , i know that there is youtube for this hehe π€£
yes !
i want to export my crotale NG in game and next the animations
in game and fonctionel sorry
just do as HorribleGoat said and check out BI forums aswell, there is alot of good content there. even some of the very old stuff. also, sometimes reverse engineering some mod works.
helps alot
like seeing how other ppls mods work
?
ye hehe
lodNoShadow = 1, should this be added to every LOD ? i mean will it stop it from casting shadows when on long distance?
It's a vest model with a lot of components/accessories on it. I set it up to work with hidden selections. I decimated as much topology as I could, using convex shapes as much as possible
I triangulated the faces and made edges hard in Blender. I made edges sharp with u again in object builder and there's no open topology
I did some merge near operations and got it down to 7400
You don't really need shadow for every tiny bit and Bob.
They will nearly never be in angle to cast a shadow
@balmy glen you can study the sample models for learning. The BI wiki also contains a lot of information on things like how animations work in model.cfg
@civic stratus also make sure you don't have textures or hiddenselections on your shadow mesh
On steam yes
I unmapped the UVs as well
Shadow is working after merging points down to 7400 polys
Sounds about right I think
I don't think this was the reason, but it was set to 1000 resolution before I set it to 0
1000 would be wrong too yeah
so for shadow volumes, does the resolution = the distance seen at?
Do you know where I can read some documentation for this?
Wiki maybe.
I was really hoping you weren't just going to say wiki XD

There is no absolute distance setting for lod change
It's about scene complexity and frames and the balance engine tries to handle
I was more so wanting more detail on 1000 being of different type
I just set my shadow volumes to be 1, 10 and 100, and now it won't binarize
Okay. I was trying to reflect what the example does
Character example has 0 and 10
I've been getting that sum of weights error for a while, it has packed successfully regardless though, so I'm betting the failure isn't due to that
For additional reference you can open a3 p3d statistics with mikeros eliteness
No that does not prevent it. But naturally should be fixed.
I've repainted it blender numerous times, just can't figure it out
there is a "weights" menu where the % can be redistributed though, I don't know if I should mess with that or not
There are tools to normalize weighting too.
okay so, it successfully packed after disabling those additional shadowvolumes
I just made 'em edit lods
π
So, why would having additional shadowvolumes be preventing me from binarizing?
Oh, hold up
Something broken in the model that binarize can't handle
my last shadowvolume ended up with non-closed topology some how
I noticed the stencilshadow option in the ArmaTools blender package, but have never seen it in object builder, what is it?
I made edges sharp and triangulated again and now all 3 lods will pack so, I guess I can't trust blender to do that
Have not had such problems myself. 
maybe after merging points the edges are no longer sharp/some faces become quads?
A little unlikely. Perhaps you had something untriangulated
Heyo! Iβm working on a shoot house in object builder. Iβm having an issue with collisions: everything is working correctly except the floor is not solid to players or AI, yet a rag doll does react to the floor with appropriate collisions. What might cause this? Iβve tried so many ways to configure the component for the floor in obj builder.
Do you have roadway lod surface that is little bit higher than geometry lod block?
Oh! Let me mess with that. Iβm flying by the seat of my pants here and have the floor as a component in the regular geometry LOD. Iβll add a roadway and try that when I get back to my pc in a few.
Is your geometry lod made out of convex blocks? Are all parts named component xx? And all have mass?
Yes to all. Iβll try the roadway lod
π
Huge thanks, the RoadWay LOD was exactly the fix!!
π π
I installed the tool and samples separately so when I went to pull the samples they werenβt popping up as an add on to install
Is there an easy way to create geometry models ?
Quick question for you guys, I have a model I've been working on, whenever it's inside a building, it will go (basically) completely black, so you can't see any of the details on the helmet. How can I prevent this from happening?
Thank you for more in depth info about _ca,_co
pastebin your rvmat
Do shadows NEED to be convex to not cause artifacts?
afaik no, only closed, not sure though
Hello, Iβm having a problem that is probably a easy fix. I made a few airport lights and the lights work fine being placed in editor but after placing them in Terrain Builder it doesnβt work anymore
hard edge, closed and triangulated
Is there a difference between a meter in Blender vs a meter in arma? Because when i model things according to this https://community.bistudio.com/wiki/Arma_3:_Infantry_Metrics its way too big ingame
It seems t be about twice as big ingame.
is there anything else i need to do to make normals show correctly other than changing to NO or NOHQ on file names? also should it show in buldozer or just ingame?
ive added it in the rvmat
im not sure about this either.. but i tried and failed alot, so in the end i ended up with using a 1.4m cube's height as reference for a soldiers height, then inside object builder i used "scale in 2d" and did 0.01 once. then it kinda fitted ingame, i ended up making alot of cubes for different stuff.. like a bottle.. a gun.. etc, just basic references..
what you can do is import one of the weapon samples, and use the grip or mag as reference for stuff.. or even the head bust.. idk, i end up having to rescale 0.01 on whatever i do. you could try export as P3D
try setting unit scale in blender to 0.01 instead of 1, scene properties > units > unit scale .. its 1 by default
No but if you scale objects in object mode in blender that messes up the scale
No. Don't do thid
Also to keep things simple, use the Arma toolbox to export p3d directly and you have a lot less to worry about.
So what tipps can you givehow to get things to the proper size? Just trial and error.
?
1 blender unit is 1 meter in Arma
Sample character can be used as reference
but real life measurements mostly work
and dont scale stuff in blender in OBJECT mode. do all editing in EDIT mode
ok
how do i make selections in blender? this seems like a basic thing but i couldnt find anything about it online.
look for vertex groups
for this kind of stuff good google-fu and self studying is a must
Bit of a random question, but with a uniform, is it possible to add particle effects to one? Like to add fire on to it, but without it ever damaging the player
With scripting you can put particles anywhere. However such effects should be used sparingly as there are limits on how many particles can be on screen at the same time.
So those effects might not always show. Or they might cancel out some other effects.
Can someone help me ? I tried to do a 3d scope and with using the sample reticle it works but when i change the reticle to a red dot its not working anymore , Am i missing something
what does "does not work" mean exactly?
did you pack it succesfully into pbo?
(with pboproject and without errors)
There is no reticle anymore when i change it
I dont use MikerosTools
you should.
π
saves a lot of hairpulling
what you experience sounds like bad path somewhere
The reticle shows up correctly in bulldozer
bad path somewhere.
Checked it i cant find a bad path
Hm okay i mean the odd thing is it works with the Example Reticle from the Scope sample.
im still gonna say bad path
or project structure
and it just doesnt get packed in
if you want the parallax effect, yes
But not for the crosshair to show up ?
probably not
@white jay you still around? i just noticed you have done what i am trying to do π
if i wanted to break any object into parts. like a box, or whatever.. and i modelled the parts and the model as a whole, could it be possible to assign bones to each part, then name out those bones in a cfg and give them physics? so it would not move unless shot at or damage. say, i shot the corner of an object, it would hit the hitpoints and that bone and connected part would fly off. or if i threw a nade on it, all the parts would fly off with their own weights etc. i would think it could get performance heavy for arma, or should i just learn particles and get something of an immersion instead.
possible I think yes. not very commonly done though. very complicated, not documented stuff
spawning separate parts is more common method
im pretty sure, whatever idea i get its been thought off and probably failed upon a million times hehe.. thanks for the answer tho.
i really wanted a way of breaking stuff, but whatever mod ive tried it gets messy once you go from shooting objects and things start blowing up.. just those ballistic immersion mods where headgear gets destroyed.. once there are several units and they are supposed to spawn at the same time it just eats performance.
i guess its a reason they made the windows in buildings as they did
indeed
is there a way of filtering damage sources? like a bullet might make it spawn, but an explosion damage wont? and instead maybe just spawn another wreck model/ broken bottle / object whatever
or is damage just damage
you can check what damage eventhandlers do
but if they dont offer such division then I dont think its possible
for me it just looks like math, like the amount of damage, not type..
hmm
then i guess you could make it look for ammo type, like.. if nade was used then dont break and spawn shard1, shard2, shard3 etc, but instead spawn broken_object1.. and if fired at, break, delete normal_object1 and then spawn shard1 blabla ?
meh this is way out of my league
I got a new issue, after i finally make my scope work how it should without binarizing, when i binarize it the reticle turns black... And yes i moved the Face to Top
bad path.
pls just do proper P drive setup and use pboProject and youll see what the problem is 
(the free version of mikeros tools works just fine in case that is an issue)
My P Drive is correctly setup. And the Path to the Reticle is to Arma 3.
I use the Vanilla A3 Reticle
is there a simple car mod making tutorial video out there? without cutting and kids in background?
Look at the Sample Files its how i learned to do cars
Hidden Selections are appearing in the shadow after being set as transparent texture. Do only Hide animations stop this from happening?
Car making is not exactly simple. There are lot of things required. Unfortunately youtube tutorials are often missing things.
Yes, can't hide things with hiddenselections. Also shadowlod should not have hiddenselections. It breaks bad
Question, I have alicorn in blender. I set it to arma object, extract it into p3d and for some reason it fucks up, any idea what I did wrong? Here are pictures: https://imgur.com/a/Ylny9jv
Not all of the parts are set as Arma objects?
You not running latest version so it does not have option to combine objects?
I am not sure, I am very new to this. You mean combine objects in blender?
Yes latest toolbox has object export option to combine all same level lod objects into one. Otherwise you need to do it yourself
I just ctrl+j and everything seems to be combined now
I am exporting now
Gimme a sec on result
Okay weird, it combined almost everything except the back part
Maybe didn't have that selected
Trying to get my models to binarize without any warnings but when I use basegame RVMAT's like
a3\data_f\default_flash_2pass_notiwrite.rvmat and a3\data_f\clan_sign.rvmat also a3\data_f\default.rvmat
Binarize will spit out heaps of: PATHTOP3D:LODNAME Stage 1 has no texture to retrieve format from (while generating ST coordinates)
My custom RVMAT's are all Super shaders and have no issues. (If I replace the base games ones with any of my own, the warnings will disappear)
am I missing something somewhere?
Probs some surface ha no material or texture assigned
When you replace, it gets filled
I use OB face properties to specifically only swap out the RVMAT on select faces for testing. I leave the textures the same. so I don't think its that.
Ow darn, just swapped everything over to clan_sign.rvmat to see if you're right and that also removed the warnings.
Time to check every face
I have 7 warnings in a certain lod. And also 7 combinations of Textures and Materials. Is that how it works? Still don't know what I am changing when I swap the RVMAT's that fixing things
say the face texture is bla.paa with material omega.rvmat and a different combinations are bla.paa- delta.rvmat and rick.paa-delta.rvmat
why?
some share a texture and some share a material and some are unique. Its the only thing that matches with the amount of warnings and what I can find in the model
it may be it does not like how you have set it up π€
usually its texture+material, texture2+material2
its a ported arma 2 p3d
as in texture and materials supporting textures compliment each other
like normalmaps AO smdi etc
I can see what you mean.
they dont work on other textures/uvmapping
this does not really answer the question π Arma 2 models dont have that kind of texture/material setup im fairly sure
Thats what I wanted to know. I think I might have tried to "Fix" an issue with textures and changed it. I also realise that something with a mirror.rvmat doesn't want a texture. Yeah, I am going to clean it up.
Ah ok. I am completely wrong.
default.rvmat and mirror.rvmat work just fine. its only clan_sign.rvmat and default_flash_2pass_notiwrite.rvmat are giving me issues.
So I assume now that I am simple using the RVMAT's wrong. I'll go back to the basics on them and figure it out from there.
so typically you have 1 texture and a corresponding material that contains the shader textures in it
and they all are made for same uvmapping
like so
the ext there also has _CO texture variants that can be swapped via config
and they match for that particular mesh uvmapping
then some special parts might have their own rvmats like the mirrors
Yup that is exactly how I have my super shaders configured. UV maps and how everything fits together is know to me. I think i am missing information on how the non-super shader without stages can and should be used tbh.
Shaders for car lights like default_flash_2pass_notiwrite.rvmat are porbably use wrong by me. If that RVMAT is even applicable for car lights.
do you have anything that would need to use it on your model?
all rvmats should be used the same way really
clan_sign.rvmat should just work. That is the one I am most frustrated by.
why do you have clan_sign rvmat?
and have you assigned a texture on that surface too?
Its what was on the Arma 2 and I suppose also Arma 3 clan selection surface
yep, bis_klan.paa as a placeholder both from a3\data_f
Should be yes. But it refuses
do you happen to have more than 1 uvset on the model?
No that has already been removed. Got added after a miss click in blender
OB lists only one UV set so I assume it is properly removed atleast
if you make a working assinging and then assign the original setup on top does it still break?
yes but also if you had more than one in the source model they may not be combined
since this is A2 model it should be fine unless you have done edits that add more uvsets
No Just confirmed it, 1 sole uv set
are all the parts uvmapped
do you have a spot of "single" looking vertex at the left bottom corner of uv map?
thats where all the non unwrapped mesh goes hiding
No, I do not. I also already tried just forcefully unwrapping the whole meh again just before.
what are you packing the pbo with?
can you pastebin the binlog?
Yes
That is sole the part about the p3d I am working on now, there are 2 others in the same pbo but that is of no effect now, right?
hmm the warnings should not prevent the packing
it seems to push through those
the cannot read registry is also a "non error" pboProject handles that on its own
there is no error here to give a clue what happens actually. π€
what does the console say?
They do not prevent packing no, the model gets binerized and is fine. I just dislike releasing a model that spits out this many warnings to others.
Also jsut start a paper trail about the error for others, instead of just ignoring it.
Here is the console https://pastebin.com/s52dm5Ze
The whole thing is on github, should you want the files. https://github.com/Walthzer/WFAR/tree/scrapyard-wars
Textures and .rvmat materials you are using from the base game still need to be unpacked to your P: drive if you're referencing them. Especially if they're _ca/alpha textures since the model needs to check whether the texture is alpha or not and apply appropriate render flags to that face during binarisation
That means i have to copy the rvmat and the .paa to my addon folder ?
No
It means you need the .paa files you are using from the game, in their exact location from the gama data, on your P:\ drive
example if you were using the AMS scope reticle. You'd need it unpacked to P:\a3\weapons_f_mark\Acc\Data\reticle_acco_ams_CA.paa
and do the same with the .rvmat, plus all the files that the .rvmat references - pathed to their exact location in the game data
simplest way is to set up P drive with nearly fully unpacked A3 data set. it can however require some disk space
there are alternatives too but I dont quite know how they work
Is there a way to stop a vehicle from hiding player gloves in drivers seat or would it require a new proxy?
I actually have pathed it like that
Update it works when binarized. Thank you so much i was struggling for nearly 2 days with that π
how are the gloves on the character?
It's a glove that is using the NVG slot, trying to use them to hide player hands in combination with a player uni, but when they get in most vehicles they are hidden
It's being used as a workaround for cosmetic purposes to have NVG but not goggles
I know
but its not meant for that
dont think theres much you can do about that
Arma is not mean to have that kind of dressup features unofortunately
is it not a driver proxy thing though? Its main use is with a custom vehicle so I could modify that proxy, just not sure if that can be done for NVG?
its not related to crew proxies
its either animation config thing or vehicle config thing. dont remember which
OB model structures, do i need distance lods for everything? like a coffecup or a notepad or whatever.. or is it just for trees and such? also the geometry lod, is it ok to just keep a Component01 with weight and nothing more? or do i need to close convex hull etc on every lod, even the fire geometry? as i understand, geometry just makes it so i cant walk trough? the phys is for cars, and the phys old is for older arma vehicles. fire is for gunshots etc?
distance lods help the engine to cope with complex scenes
very very simple and small things may not need very many lods, maybe none at all
simple single part geometry lod is ok if it fits your needs
all geometry lods default to the basic geometry lod if they are not separately defined
sometimes it works fine
sometimes you want to define collision goemetry, fire geometry and view geometry separately
"all geometry lods default to the basic geometry lod if they are not separately defined"
what do you mean by this?
if you dont make firegeometry lod the geometry lod is used for it
like.. just to test, take the bottle i did a couple days ago.. i just have 0.000, geometry, landcontact and fire geometry
aah ye
understand
on the tree i did, i had like 5 lods wich i merged near for distance, what i dont understand tho, is how far is it.. like between 2 lods, i noticed when testing on a small item that i just had to walk a little from it to show the worse model..
feel kinda lost and useless haha
anyhow, they show up ingame with the right textures and stuff so i guess im doing something right, even the collision and able to shoot at them
there is no exact distance between lods
engine tries to show best it can while keeping fps high
ah
it is random yes
depends whats on screen
if done right fps can stay steady even on complex scenes
if done badly you might have a car 2km away that has single 100k face lod
and engine tries to draw it all
ye would get ugly pretty quick
no im trying to keep if fairly simple now for learning.. i dont make complex models for this atm, i do however work on models with millions and even tho its gonna be projected onto something simpler it would still not be usable for arma sadly. i dont know what it is with arma, but its just so addictive, the ingame editor alone is like an unlimited game maker to kill time. then these tools alone, so challenging and annoying, just cant stop hehe
there is definitely something in the possibilities and challenge of making stuff
its weird aint it, the thing that draws you in, is the simple things, then you want to change it.. hehe
i noticed that whatever object i make when shot at, it bursts some kind of rocks/dirt from the impact..and i read up on it and its because its taking a default material "surf" penetration something.. so i tried change that, and just marked the whole fire geometry lod, hit E and set the url to another one, like the glass one in a3/data blabla.. but it still shows the same impact
even tried set it in the rvmat
but still
am i comepletely off here or what?
you need to assign it a penetration material
so rvmat
in fire geometry lod yes if you want to specify it separately
it can also be done just in geometry lod
eh?
nvm i think i know what you mean
geometry lod should not otherwise need any rvmat
view/resolution lods are what you see
they have their own textures/rvmats
the folder with penetration rvmats also has their corresponding bisurf files. make sure to use the rvmat
so i dont need to convex hull the geometry lod?
hmm, im gonna do this all over to be safe
its good practice
yay worked
glass breaking sound π even tho im prob gonna make that myself aswell with time, good to know how it works
thanks man


enjoy the happy moments of success inbetween the forever feeling headscratching of wy u no worky!!!
haha! so true
lets say i made a can of beans, how would i make the fire geometry to make it fall over? i mean, isnt it enough to set the weight of the lod?
objects fly and fall and stuff, but only if i use a grenade or explosives
it clearly shows that its registering beeing hit, as it shows bulletholes (or the arma black dot) and plays the surf info, sound and even send shards against the screen.. but the object just sits there
has the geometry lod mass ?
yes
or i think so atleast
i right click it, and set the mass from 100% to 10%
tried with 100% aswell, same thing
π€
hmm would i need to do it to all components?
right click it where?
geometry mass is a Arma specific feature
nothing to do with vertex weighting
is there a hotkey for it?
in where? π
oh my god im stupid
π
never mind, i havent slept
its been in the bottom corner the whole time
haha
i need a break from the pc lol
thanks tho
we generally advice sleeping well before modding.
makes things a wee bit easier π
ye i know, i usually use bedtime to read and learn, but its just so addicting.. and im doing several different things, not only arma.. so my brain sometimes feels like its going to implode hehe.. but its a good thing to take a break and start with a fresh mind.
Do weapons in arma have to be made of one object or they can be split into several different pieces like stock, upper and lower receiver and barrel?
its like with hangovers.. you still drink beer again after.. and even tho i know work goes slower and learning gets harder without sleep, i still do it.
the final weapon object is 1 model
at modeling stage you can do whatever you like
ok, thanks. I can merge them to one object, but they don't have to be physically one mesh, right?
correct
if you use Blender you can use Arma toolbox addon to export directly to p3d
I have to make uv and texture it first
and its latest version can also combne same lod level parts into single lod on export
remember to flip normals on the parts that wont show before merging into one
https://imgur.com/aNzc02c it looks like this now
beautiful
I think I'll be able to easily make stock, body and that little folding thing one mesh, but with other I'll have to just ctrl+j merge it
What about the moving parts? They should be separate things, am I right?
for animation i think yes, but
as long as you dont merge verticles together they are separate mesh parts inside single object
nvm me actually, ive come to peace with that arma is something on its own. HorribleGoat is a living lexicon
I see, I'll merge everything then as soon as I UV map all of it
if you use the latest arma toolbox you dont have to merge the objects if you dont want to. Either way works though.
For animated parts you will need to assign the parts you want to move to vertex groups
those are then used to connect animation configs to the model
I've done this for a while now. One picks up a few things in time
arent the vertex groups in blender like the list inside OB's with the Components when using the arma toolbox?
yes vertex groups in blender are same as named selections in OB
i know, its just amazing how fast you remember everything and has answers.. i guess its all basics for you so its understandable hehe
we should actually switch discord names
what is a high mass?
i tried 10 and it doesnt move
i will try 1
nade knocks them over tho
i clicked alt+M, the mass bar shows in bottom corner, i changed mass to 10.. but it does nothing ingame, in oB it changes to 10 and gives a blue point in the middle of object.
knocking over likely means it gets destroyed
thet is default destruction type effect
10 is pretty much minimum
hmm, but it does not move when shot at
you can try somewhat larger amount too
i tried with 50
then its not configured as physix simulation object
no luck, same as 100 and 10
does it fall if you place it high up in editor
but the phys and phys old is for vehicles right?
physX lod had nothing to do with it
but all things in arma are "vehicles"
they just have different simulation types
oh
some more static than others
so i basicly just set a class like Land_CanOpener_F in the config to make it inherit from or? where do i make it a physics simulation object if not in OB
simulation = "ThingX"; ?
yes
inheriting from similar objects class usually can skip the basic properties you would have same anyway
ok it now falls down when put in the air, but does not fall over, also when shot just stand still
maybe use something else than thingX
compare behavior to other thingX objects in eden
if i search the a3 folder i find the config of the A3_structures_F holding the data for all the food items allready in the game.. think i could use that.. ill try atleast
do the food items behave the way you want in game?
its mostly small items, even under vehicle class "Small_items" so ill check atleast
woohoo, it just works
thanks again π

i didnt use the configs from A3, i just did as you mentioned before, dont know why it worked the second time
class CfgVehicles {
class ThingX;
class Bottle: ThingX {
only changes i did
it wobbles around a little , if i go full auto it tips over. Im planning to make it destrType something with a cost= something and make it spawn a somewhat randomized particles or thingX whatever route this takes me, and just leave a broken bottle bottom, delete the original bottle object etc. but this is good for other stuff aswell and what i wanted to achieve so ill take it as a win π
π
is it possible to add weight/mass in the config? like, if this was a pencil it would look weird hehe.. but for a bowling peg it would be immersion enough
to tweak the force i mean on impact
since 10 is as low as it gets in OB
think i figured it out, you just select faces and different Components and mass them individually, instead of having all mass at bottom etc, killing the whole wobble effect.
like if i wanted a popup wackamole type head, id just put all the mass in the jaw, and it would fall and instantly pop up again.. if i wanted a rolling motion after walling, id eaqually distribute same amount of mass in bottom, and top and mid.. or if id just want the bowling peg look id keep it all centered. this is nice.
also you can have under 10 in mass
just tested, unchecked "do not change total mass" and set 0.500 for bottom of bottle component, then on cork i did the same. saved and tried ingame, now it flies off with just a pistol shot.
makes it roll nicely over the floor aswell
Small mass can sometimes be unreliable. But if it works on your object all good!
well atm its just flasks and bottles, cans and such
Hey, I have a textured ship and I would like to make it walkable (currently it has no collision), how do I go about it? I heard I need some sort of LODs?
i think roadwalk something
What are geometry lods for than?
you need both
never actually tried, i am kinda new. but as far as ive read i think bouyancy for floating in water, and roadway for walking.. make sure your model topology is closed (In OB: Structure > Topology > Find Non-Closed) and made up of convex hulls (In OB: Structure > Convexity > Find Non-Convexities). Also, check mass, Ctrl + A, Alt+M and set mass. if it doesnt work try split convex.. no idea, never made a boat / ship hehe.. interesting project tho.
but there is also size limith how big objects you can make and have them walkable
50x50 meters is safe
i wish there was no limits π
so do we all
cant wait for the new engine
not that i think there wont be limits, just bigger ideas to realise
hopefully an easier flow
What if the object is bigger?
i think you can make it out of two models.. not sure
Or is this limitation for seperate lods?
you will fall though it
hmmm
the aircraft carrier is made out of parts
This is also an aircraft carrier
if you want big objects like that you will need to make it out of parts
made out of 2 parts current;y
I really dont recommend that big a project for a beginner..
it is very difficult to learn stuff like that
well its already made, as in model and textures are done and its already ingame. It just currently has no collision
try split it, and add everything separately
not even half
since its missing the splitting and all technical lods
currently its made wrong
fine you dont have to believe me
I do
Orrr I could make a bunch of invisible objects
that will be under the runway
and other parts, like a bunch of invisible aircraft carrier shaped onjects
what is your end goal?
make a thing I can walk on thats it
its not ripped model is it?
i doubt you will be able to drive it, so it would have to be static anyways?
ah ok
check out the carrier allready in the game, try to see how they did it
You can make it driveable by attaching it to an SDV
I am pretty sure I posted pictures, u tell me
cant see any
but i believe you π
are you sure both parts are convex?
try with two rectangles
I will do that, but tomorrow, its midnight soon
I will make a very basic shape of it in blender. I will make a runway (rectangle) + 2 rectangles on bothsides so players wouldnt fall off, and a tube shape as base. And will see how it will work
sounds good, Geo lod, Res lod, roadway lod.. if ladders i think u need to make a building class and attachTo carrier..
proxies for cannons
Geo is collision, road is for walking (so character wouldnt do that floating animation thingy right) what is res lod for?
i cant find the pictures u posted
No cannons, I will just attach VLs if I will want to and other jets dlc stuff
res is just a rename.. its like the model you see close right? LOD just means level of detail..
resolution lods
It was a link, because I was asking for help, and I couldnt post links in creative editing, so I uploaded it onto website and posted a link here somewhere, on this discord I think
ye so res lod is resolution at distance?
i make a palm tree, the first 0.000 i just rename to res1, then i copy it and make 3 more, using merge near to make em lower res, and call em res 2, res 3, res 4 etc.. then i make a geo lod for collision, one for fire, and whatever.
as i said im new, like 2 days old hehe.. i cant say anything for sure, jsut what has worked for me
Okay I will have a lot of youtube videos to watch
doesnt hurt
even watched some in languages i dont understand
even dayz mod ones, nothing hurts
I spent 5 hours today to figure out how to do stuff that now takes me 5 minutes max
circle of life π
anyway its late for me I will try that stuff tomorrow, or well I will make my ship out of the most basic shapes, and will see from there
allright, good night π thanks for the insight and good luck, ill probably still be here.. but you should suck up anything HorribleGoat says in these channels, he saved me from brain imploding several times allready.
maybe your roadway lod overlaps the geo lod or the components are far away from the center.. anyways i think its a try and fail until success with anything going out of limits π
ok folks, ive returned
so, i have this tube im wanting to use for corridors that ive modeled out. i have a LOD1, Geo, LandContact, Roadway, Paths, View Geo and Fire Geo lods setup. Pathing inside the corridor works (Ie if they are already inside, they can pathfind out of it), however enemy AI will still shoot through the walls. any idea on why?
Does buldozer not recognize a proxy as being a shadow lod? I'm not sure how to explain what I mean. My shadow lod's proxy is showing a resolution lod. Also, the proxy isn't visible in game. Do I need to include the proxy model name in the modelcfg?
any ideas why it would show in buldozer, but not in-game?
what kind of proxy is it?
combination of res and shadow lods
is it used as and independent object or is it just adding stuff ot this particular model?
(there isnt really much any reason to use proxies to add more mesh as the p3d can handle the vertex/tris count in normal situations)
and proxy parts cant be animated etc separately
it helps to be specific on what you try to do
are there holes in the view geometery? AI can see through very narrow gaps too
negative
faces are the right way, the model has mass and a fire geo rvmat for penetration values
is it very large tube?
how thick view geometry parts do you have?
uhh wait one
approximately is enough
would a picture help?
if its same as the wall it is pretty thin
Id try thicker view geometry first
you could even test making it just single solid hexagonal block
just to see if there is difference
view geo is the same as the image without the smaller tubes
the size of it now is just enough to get the arma man to fit without being glitchy. woudnt increasing the thickness of the view geo just overwrite lod1?
ViewGeometry
The visible geometry of the model.
As an example: If you have an object with this LOD properly configured, you will not be able to spot other units through the model. AI will not be able to spot other units through the model. If this LOD is not present the Geometry LOD will be used instead.
from the wiki?
unless im understanding it wrong
ahh
it does not make the model invisible
ill increase the thickness tomarrow and see what happens
im just happy the AI can path inside lol
π
it is used as an independent object, yes
I just wanted to avoid copy/pasting the same geometry over and over
I'm working on a vest and a belt, and I wanted to make a version combining the two by using the belt as a proxy in the vest p3d
That won't work. It won't animate right
how!? im going insane over here π
is the roadway overlapping the geo lod? and are the faces ok? ai can just see view geo lod i think
this @white jay guy is hopefully alive and can put me out of my misery
i fell asleep infront of the pc last night, woke up like 5 in the morning, had to take a beer to wake up lol
i got the thingX to work on my model, and i think both destructbuilding and destructman worked, because the model kinda tilted a little when shot with pistol. wich is a sign that its destroyed right? destructbuilding didnt show any signs of death tho wich i think is because it needs a ruin. my config didnt like the deleteVehicle in it for some reason and wouldnt pack, also i am on a wild goose chase trying other ppls codes in my config just mixing and testing, no luck even getting a single particle to show ingame.
π
Just got back I've been out traveling
I'll see if I can post the config but basically I made custom particle effects, gave the bottle a hit points lod then used the same hide/unhide animation bit the house windows use
Most of it is pretty hard to explain and I'm not sure what makes my custom particles to work but I got a lucky guess and they just do... sort of
If you import them into terrain builder it breaks but editor placed seems fine
Basically I have an intact model, when it's shot it hides and the broken model unhides and a shards particle system plays on an effects memory point
I have like 3-4 shard models that are referenced and spawned once each with a velocity that's randomized but biased to z+
negative. roadway is 0.1m above the geo, they can walk just fine on it. faces are flipped properly.
Welp- I've hit the limit of "winging it" so far haha. I get as far as creating the door model, giving it the component name of Door_1 in view and a collision component named Door_1, then I add two vertices as door_1_axis and a point on the handle for door_1_trigger, and I've pulled I think the essential parts for it to work from the model and config files from the Arma 3 sample house... so I get the action showing in the right spot in game, but upon doing the action, nothing happens, no sound is played either. No errors pop up.
The door with action visible: https://i.imgur.com/NGddGs0.jpeg
The model and config files: https://pastebin.com/wtb0XnFj
Also please advise if I should bring this to config_makers. Thanks!
okay, increased view geo thickness and it didnt help any. although i may just need to increase it more
it might not be just that. could be the AI are aware of the targets inside and know they can penetrate the wall and just blast away
possible. i do have it set to concrete_plate for the fire geo rvmat
could also try thicker firegeometry and something that they cant shoot through as material
try one of the very thick armor plates
could stick the armor_plate_250 on it lol
nice!
yeh worth a try
just shove the biggest plate on and call it good
yeah for starters at least
just to see if there is difference in behavior
I think AI should be aware of materials they are shooting at
?? no way... not in the way of "i could shoot through it, so i will"
is it supposed to be a3\data_f\Penetration\armour_plate_250mm.rvmat
or
P:\a3\data_f\Penetration\armour_plate_250mm.rvmat
pretty sure its the top one
okay tried it. and now im thinking im doing something wrong in my fire geo. cause MX rounds just pen through the sides into the ground
if its very thin simulation step might bypass it
i could just increase the thickness again
or component naming is not connecting or shapes are not convex
its saying my corner connections arnt convex
but nothing is open
convex hull just makes it 1 solid shape
same for component convex hull
no
each part needs to be separate
this would explain why the view geometry fails too
so theres an inner and outer layer?
its not correct and does not exist
no
each wall segement eneds to be its own part
so, left side, right side etc?
huh. okay
you can refer to sample house for more elaborate example
how walls around windows are split and so on
so rather then 1 solid tube, itd be eight pieces in a octagonal shape
okay, that makes sense
fix that and it will likely work just fine as it were in the beginning
though in low fps situations, thin firegeometries can be bypassed
now i need to go actually make them closed
component convex hull can sort out most non closed blobs of connected mesh into convex shapes
now i get to remake all my tube variants lmao
okay yeah, its showing everything is convex now
ty @stuck oyster. everything works now
π
i tried that earlier with `eden=0;
animate[]=
{
{
"bottle_hide",
0
},
{
"bottle_unhide",
0
},
};
hide[]={};
verticalOffset=0;`
and added convexComponent="Bottle_hide"; but no luck, also im no scripter/coder so i dont know how to fix the pack errors i get
im gonna try make hitpoints all over again
@white jay i sent you a dm, holla back when you got time 
I'm at work rn but I might be free to dig through my config later
Getting a lot of spam binarizing a model in the bin.log
SubSkeletonIndex: 265
as the line suggests it seems related to the skeleton
however I'm unsure what limit i'm running into
I'm using pboProject to binarise the model so it's using the
-targetBonesInterval=56 parameter but it's definitely a lot more than 56 bones in most of the models I bin and they don't spam this error
targetBonesInterval defines amount of bones in single section. Shadow lods can often confuse binarize since they are usually without materials and pretty much everything ends in single section
that changes ofc when you have proxies, which influence sections
I had that error quite often after deleting proxies from characters shadow LODs and honestly I'm not exactly sure how I managed to get sections correct after that. I've remember copy pasting elements of SL from different p3d, sorting and all kind of weird things but I didn't figured out which was the crucial thing in the end
in any case, that error can also happen in visual LOD. I remember someone from CUP had that issue with one of the buildings which had like 60 windows or something like that
'amount of bones in a single section'
could that mean like, camo sections too?
Im really confused because the errors go away when I remove a pintle machinegun on the commander turrets bones but its like 11 bones in total
wait I'm confusing sections with selections maybe
most likely the shadowlod is causing it if its jamming everything into a single section
in resource window you can preview sections
oh true I forgot all about that
It's definitely the shadowlod sadly but the shadowlod has a whole lot more than 56 selections in it that would end up in the same section
yet if I delete the 6 or so bones that the MG has in it, the error goes away
56 bones or selections?
thats a lot
tank has a lot of complex parts that can be hidden..
whats really strange though is it all seems linked to this MG, yet if I delete the same amount of selections as the MG has the error remains
I deleted the magazine and feedtray selections for the MG, and now the error is gone. why those in particular. so strange
how it looks in sections menu?
try to sort thing up/down - it should change section to which that part belongs
keep in mind object builder doesn't refresh that until you switch between LODs...
and you don't have any selections which are listed in sections[] array in model.cfg?
nothign in the shadowlod
just camo selections, muzzleflashes etc
I tried adding the camo selection to the shadowlod just to see if that might force it to another section but that didnt work
Speaking of shadowlods....
I'm working on an update to one of my weapon mods and have ended up with quite a few options available. I've got as far as starting to make the shadowlods.
What I'm trying to work out is the most efficient way of putting together the final models for each different config and the shadowlods might complicate things.
An example would be something like a solid triangular shaped SOPMOD stock or a Magpul CTR which is kind of an open triangle. Ideally, they would have different shadow lods to reflect this.
I was hoping to manage stock options just by using hiddenSelections but can't see a way I could switch parts of a shadowlod on/off to match.
Is this possible?
An example of something along these lines that is done nicely is RHS's M249. There's clearly different shadowlod geometries for the para stock and their standard stocks.
The only way I can think of to do this is to have 2 completely different models which have there own unique shadowlods but is there a trick I'm missing here?
@rough idol how are proxies handled in this regard? makes me wonder if the easiest way to solve this would be to move the pintle MG to its own proxy
I managed to get some sanity out of it and it is indeed just too many selections/bones in the shadowlod
they are separate entities so you can get around it this way
cool will keep that in mind if I can't find a better way to cut back the selection count
think there's at least a few parts that don't need the shadow animated
Variants are supposed to be separated models. Hiddenselections don't work for shadow.
Making parts hidden with hiddenselections is not the intended use of that feature and can actually have negative impact on performance
Carrying more selections than necessary?
The mesh is still there and you create huge amount of transparency to render
Very useful to know
There may be visual issues too.
Just mindful that each model is not that small (although binarised sizes are always way smaller than the .p3ds we work with)
Nothing in vanilla does this so idk where the idea comes from. People try it again and again. π
You know how vanilla doesn't have million variants
It's design choice
So far, I've only used it with fixed foregrip variations to allow the underbarrel proxy to be used for a bipod
Yes well. That stuff is way way excessive imo. π
I know it can appeal to players so they can choose their favourite grip position.
But design wise its not the greatest approach
At least not in this engine where there is no native weapon customisation feature
This info is arriving at perfect timing as I've not yet started to build each of the configurations.
I was planning on using the ACE3 Extended Arsenal to manage a lot of the options...
You can definitely do all options you want if that's what you want. My view is just alternative opinion
If you want variants and that makes you happy, you make all of them
Sure but the management of them for good performance is important to me too so this info is really helpful
