#arma3_model

1 messages Β· Page 181 of 1

civic stratus
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but try smooth edges and verts

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you also may have overlapping faces

remote abyss
remote abyss
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Anyone else has an idea ?

civic stratus
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did you check for double faces?

remote abyss
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i did

stuck oyster
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likely bad mesh

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show wireframe for it

remote abyss
stuck oyster
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:L turn on wireframe mode

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and perhaps disable texture mode

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cleaner look

remote abyss
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ah okay

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got it

halcyon bluff
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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"

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also i applied two different textures using two materials.

stuck oyster
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multiple textures/materials is fine. most models bigger than a bucket are like that.
latest p3d exporter merges lod objects of same level

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for the error, export 1 lod at a time and test if that works

halcyon bluff
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right now i only have one LOD because im blocking out some shapes

halcyon bluff
stuck oyster
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each obejct you want to export must have arma properties enabled (toolbox addon toolpanel) and then a lod level selected

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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

halcyon bluff
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so this doesnt seem to have worked. i updated the toolbox and the export looks fine (to my amateur eyes) when opened in objectbuilder.

stuck oyster
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perhaps it is something else?

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could try triangulating it

civic stratus
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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

stuck oyster
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You don't have latest toolbox mayhaps.

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There should be export option to combine same lod types

bleak heart
stuck oyster
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Probably config error

bleak heart
stuck oyster
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Find error and fix it. Maybe you have used wrong animation in the weapons config.

odd garden
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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

charred bolt
odd garden
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Thank’s Apollo, but where are you find a advanced flight model ?

stuck oyster
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it has to be enabled in game settings

odd garden
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In the Option’s game ?

charred bolt
stuck oyster
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Im fairly sure you dont want to dive into that deep dark hole of advanced flight model configuring

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and also most people dont use it so most people would not be able to the animations done for it.

odd garden
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Ok thank u very much

charred bolt
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Pilot controls animation sources available:
cyclicAside cyclicForward and collective
collectiveRTD, rudderRTD

arctic moat
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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?
mental jungle
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random question, but does anyone know where get the template for the pilot helmet so someone could do custom helmets?

junior saddle
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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.

stuck oyster
stuck oyster
halcyon bluff
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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?

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i thougt this would be enough, but i have a very shallow angle and should be able to walk on, but cant

stuck oyster
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needs roadway lod

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all character walking is done on a roadway lod

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refer to sample house in arma 3 samples

bold flare
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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)

halcyon bluff
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thank you

unkempt lodge
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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

terse sail
stuck oyster
stuck oyster
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Arma only defines the memorypoints where shots come from and at what direction they fly towards

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look of the model does not affect it

terse sail
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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?

unkempt lodge
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that specific sig sg510 was donated to niarms by the free world armoury

stuck oyster
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probably calculated from the memorypoints.

unkempt lodge
terse sail
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oh, so can be adjusted via game code

unkempt lodge
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he fixed something in @fwa but the dev of @niarms didnt

stuck oyster
stuck oyster
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memorypoints are in the model

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you would have to go look and see where the barrel length is caluclated from to be sure

terse sail
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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?

stuck oyster
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eh?

terse sail
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    "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)

stuck oyster
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no of course they need to be on the model

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and weapon parts are animated in model.cfg

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so you dont really use armature for them

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the weapon animations are not rtm

terse sail
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aye

polar fiber
terse sail
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the handanim is though, so how does that connect with the 'handanim' exactly?

stuck oyster
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it does not

terse sail
polar fiber
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Then it's because they have two different .p3d models

terse sail
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ok, thats good to hear then

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thanks bro

terse sail
stuck oyster
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no hand animation does not pick up the magazine

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its all done in model.cfg

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as you may have noticed arma vanilla weapons have very simple magazine movement and then its hidden

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mods and dlcs have deviced more elaborate animations but that requires quite skilled animator

unkempt lodge
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hmmm seems like the person who made niarms works for sog p.f now

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so they probably dont care about unpaid dirty peasant modders now oldman

stuck oyster
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as far as I know NiArms is still worked on. just things take time to solve. you cant expect modders to fix things instantly

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even game companies dont do that for games you pay for

unkempt lodge
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that discord log i posted was from june 2021, so 11 months ago

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🀷

stuck oyster
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and?

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modders are just people

mental jungle
stuck oyster
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no

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at least if I understand what you mean

halcyon bluff
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When exporting from Blender, my roadway LOD is rotated ( 90 degrees i would guess) around one axis. Thats weird

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πŸ˜„

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ok the positioning doesnt seem to line quite either.

stuck oyster
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you need to apply those transforms

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a lod ojbect is exported from its local space coordinates, not from the global space coordinates

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so each lod objects origin (yellow dot) must be in same place if they are to overlap

halcyon bluff
stuck oyster
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πŸ‘

halcyon bluff
stuck oyster
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yes

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assuming the objects are otherwise aligning

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you can for example set 3d cursor to 0,0,0 and use set Origin to cursor on all selected objects

civic stratus
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is the armarig missing the gizmo for spine 3? There doesn't seem to be one between spine 2 and neck

stuck oyster
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yes its not exactly a mandatory element for animations.

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it can be added in though pretty easily

civic stratus
stuck oyster
civic stratus
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Is that in the n panel or the export window?

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I'm running version 3.0.4

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I'm not sure where to find the options drop down menu

stuck oyster
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youll have to update to latest dev version or merge them manually

civic stratus
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where can I find that version on AlwarrenSidh's github page?

stuck oyster
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honestly Im not sure if its there. I got mine elsewhere from the source πŸ˜…

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@shrewd jay is the toolbox git master up to date?

civic stratus
shrewd jay
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@civic stratusYou can download the latest commit directly

stuck oyster
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oh blobcatninja

shrewd jay
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The archive contains an ArmaToolbox-master, you need to unpack that and re-zip the folder "ArmaToolbox" inside

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Then you can install that archive in Blender's Preferences

civic stratus
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okay

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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?

stuck oyster
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hidden selection is essentially just a vertex group

civic stratus
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that makes sense. Shouldn't entering a value into that box make a vertex group of that name then?

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As far as I can tell its non-functional

stuck oyster
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never used it. blobdoggoshruggoogly

civic stratus
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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

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@shrewd jay how to use hidden selections maker?

shrewd jay
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The hidden selection maker doesn't work yet

civic stratus
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Okay thank you

lusty ginkgo
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How do you vertex snap in Object Builder?

stuck oyster
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you dont πŸ˜„

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OB has bit limited feature range

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well you can always use the cursor and scale to it etc

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buut Id recommend doing modeling in more modern programs

lusty ginkgo
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I am just trying to move one vertex to another

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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

stuck oyster
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well there is merge and merge near but those also move them

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so results may not be desireable

civic stratus
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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

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is this a weight paint issue?

stuck oyster
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yes

civic stratus
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Is the issue because I have verticies with 0 weight in my vertex groups (spine 1, spine2, spine3) ?

stuck oyster
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no

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just that the selections that have weighting dont add up to 100

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0 weight selections are not affecting the movement

civic stratus
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can I share images with you in DM?

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my errors say my vertex weights are greater > 100 now

civic stratus
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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

civic stratus
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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

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I can't get the weights window to open consistantly either

stuck oyster
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Weights are better to fix in the source model.

polar fiber
# lusty ginkgo I know it's possible somehow but I don't remember the exact obscure way to do it...

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 it’s 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

stuck oyster
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Uuh!blobhappygoogly

runic flare
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Any magic way to make geometry LOD? I want to make some cliffs but geometry LOD is pain in ass

stuck oyster
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@runic flare no, not really though.

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I've discovered its easier to make the geometry first

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then make the visual model fit that

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and then make roadway out of the visual model

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but it is very much all just manual work

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needs some gittening of guttening

runic flare
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ok thanks

lusty ginkgo
polar fiber
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Are you r-clicking or l-clicking?

desert notch
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hey guys. I have a p3d question. does the bisurf do anything in the view geometry LOD?

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@bold flare well you know why I have to ask! πŸ˜…

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I'm gonna guess rvmat because iirc there's nothing in bisurf that could affect it thonk

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looks like it's bisurf
nvm meowsweats

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I found the following property:

"transparency",0.01
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I'm gonna guess that's it thonk

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there's also:

["Density",4]
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looks like transparency it is

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I'll correct the wiki

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thanks everyone for the help 🀣

pastel heath
harsh pivot
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Working on a red arrows mod for arma 3 anyone wanna help

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Just very much looking how I would want it to look ie Liberia

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Livery’s

civic stratus
stuck oyster
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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

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or bone1 10 bone2 40 and bone3 30 and they sum up to 80 instead of 100

civic stratus
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so I triangulated it and tesselated non-quads and it binarized successfully

stuck oyster
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πŸ‘

rapid tree
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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.

bitter kite
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Make sure that the proxy is connected to the rotating part that was the issue i had when i had that problem

unreal jolt
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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

stuck oyster
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Arma 3 samples on steam

broken glade
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Hey, I have a question. Shadow LODs are now not required anymore for A3? Just saw the hint at the wiki LOD article

stuck oyster
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Depend what you are making and what you want it to look like.

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Sbsource visualex can be used to draw shadows from res lods

quick terrace
broken glade
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So SVLods are better for the performance?

leaden sun
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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.

stuck oyster
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Visualex is said to have better performance, mut it is indeed not as sharp

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It's mostly used on large/terrain objects

fierce snow
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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 πŸ™‚
if this is the wrong place or please correct me.

stuck oyster
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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)

fierce snow
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hmm interesting, ok i found out, i got P: setup now, and the texture is converted to paa.. ill try again πŸ˜›

fierce snow
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ok now atleast the branches are showing, but no leaves, not even the white cards

fierce snow
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yay, got it working, thanks alot

stuck oyster
fierce snow
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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 πŸ™‚

stuck oyster
rapid tree
fierce snow
rapid tree
fierce snow
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Thanks for the info πŸ‘ŒπŸ»

rapid tree
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Ca is for transparent things like windows, decals

fierce snow
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Ok cool, in my case i needed it for a leaf

stuck oyster
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_CO holds only 1bit alpha so its either on or off. _CA can have smooth alpha gradient

prisma bobcat
shell jolt
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no

signal path
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I have a question for you guys cause I can’t find a good way of finding an answer for what I need.
I’m trying to use the arma 3 samples in blender but after downloading the samples I’m still having issues implementing them into blender. Any of you guys have an answer or video to this? Thank you !

civic stratus
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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

white jay
rough idol
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alternatively check .rpt

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shadows generated from visual lod had such llimit (before visualEx was introduced)

stuck oyster
stuck oyster
balmy glen
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hello , on object builder , what is the function to convert from 3d model to HITPOINTS for the hitpoint lod ? , thanks πŸ‡«πŸ‡· 😎

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dont find the solution on web ....

fierce snow
fierce snow
balmy glen
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yes but , i want hitpoints on my model but not faces

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just points

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a solution πŸ™‚ ?

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fire geometry there are faces i think ?

fierce snow
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well im not sure so im kinda "dont want him to do wrong" hehe πŸ˜› 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 πŸ˜› so i cant really give you the answer, sorry.

balmy glen
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merge near hooooo thanks , if it the solution .... πŸ™‚

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okay i see

fierce snow
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maybe you could remove the faces and keep the points, idk, ill let u know if i test something in that area

stuck oyster
balmy glen
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okay thanks

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hitpoints clouds on blender with toolsbox ?

stuck oyster
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For example

balmy glen
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okay but

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hitpoint clouds on objectbuilder ?

stuck oyster
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No automation for that unless you can find a o2 script for it

balmy glen
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script ?

stuck oyster
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Object builder can run scripting functions made by what's called O2script

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The default install come with few but don't think it had anything for hitpoints

fierce snow
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in blender x>only faces

stuck oyster
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Can work

fierce snow
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not 100% sure what he is trying to do tho

balmy glen
stuck oyster
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I don't know if there is any

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So likely not possible

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Unless you learn to write it yourself

balmy glen
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okay

fierce snow
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in blender tho it will remove faces and keep the vertices and edges

balmy glen
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yes have toolbox blender but , whene i imort P3D , there is error on objetcbuilder

stuck oyster
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You can't edit binarized p3ds

balmy glen
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ho

stuck oyster
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Or you mean when you export p3d from blender?

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And open in OB

fierce snow
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i never do that, i export as fbx then let OB save as p3d

balmy glen
fierce snow
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i dont know, bad habit

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i come from zbrush and other tools, only reason im in blender is because of arma πŸ˜„ its just idk i guess you are forever in school haha

stuck oyster
balmy glen
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okay πŸ€”

stuck oyster
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There is blender to Arma thread in BI forums. I recommend checking it out

balmy glen
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yes thanks !!

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and to hitpoints solutions , thanks !!

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πŸ‡«πŸ‡· πŸ‘Œ

fierce snow
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so what are you making for arma? πŸ˜„

balmy glen
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crotale NG

fierce snow
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ooh

balmy glen
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with exemple

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the SAM

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of otan vanilla

fierce snow
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ye i know

balmy glen
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hehe

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i dont know if my projet of FRENCH crotale lead

fierce snow
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you have the radar rotating?

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animation i mean

balmy glen
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no but WIP

fierce snow
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k

balmy glen
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animation , i know that there is youtube for this hehe 🀣

fierce snow
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i think u can do that pretty fast in blender

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ye ofc there is

balmy glen
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yes !

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i want to export my crotale NG in game and next the animations

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in game and fonctionel sorry

fierce snow
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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.

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helps alot

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like seeing how other ppls mods work

balmy glen
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yes i say

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IN EXEMPLE

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to lods

fierce snow
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?

balmy glen
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oups sorry

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hehe other lien , it's AD

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🀣

fierce snow
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ye hehe

fierce snow
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lodNoShadow = 1, should this be added to every LOD ? i mean will it stop it from casting shadows when on long distance?

civic stratus
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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

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I did some merge near operations and got it down to 7400

stuck oyster
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You don't really need shadow for every tiny bit and Bob.

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They will nearly never be in angle to cast a shadow

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@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

balmy glen
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yes i say

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thanks !! there are ARMAsamples

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thene

stuck oyster
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@civic stratus also make sure you don't have textures or hiddenselections on your shadow mesh

stuck oyster
civic stratus
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Shadow is working after merging points down to 7400 polys

stuck oyster
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Sounds about right I think

civic stratus
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I don't think this was the reason, but it was set to 1000 resolution before I set it to 0

stuck oyster
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1000 would be wrong too yeah

civic stratus
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so for shadow volumes, does the resolution = the distance seen at?

stuck oyster
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No

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But 1000 is different type

civic stratus
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Do you know where I can read some documentation for this?

stuck oyster
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Wiki maybe.

civic stratus
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I was really hoping you weren't just going to say wiki XD

stuck oyster
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There is no absolute distance setting for lod change

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It's about scene complexity and frames and the balance engine tries to handle

civic stratus
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I was more so wanting more detail on 1000 being of different type

stuck oyster
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No it's less

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0 is the default stencil shadow

civic stratus
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I just set my shadow volumes to be 1, 10 and 100, and now it won't binarize

stuck oyster
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Put the 0,1, 2

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The number won't affect distance

civic stratus
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Okay. I was trying to reflect what the example does

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Character example has 0 and 10

stuck oyster
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Was there any error reported in packing?

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Start by having just 1 shadow lod perhaps

civic stratus
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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

stuck oyster
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For additional reference you can open a3 p3d statistics with mikeros eliteness

stuck oyster
civic stratus
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I've repainted it blender numerous times, just can't figure it out

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there is a "weights" menu where the % can be redistributed though, I don't know if I should mess with that or not

stuck oyster
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There are tools to normalize weighting too.

civic stratus
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okay so, it successfully packed after disabling those additional shadowvolumes

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I just made 'em edit lods

stuck oyster
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πŸ‘Œ

civic stratus
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So, why would having additional shadowvolumes be preventing me from binarizing?

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Oh, hold up

stuck oyster
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Something broken in the model that binarize can't handle

civic stratus
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my last shadowvolume ended up with non-closed topology some how

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I noticed the stencilshadow option in the ArmaTools blender package, but have never seen it in object builder, what is it?

stuck oyster
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Shadow lod0

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Blender shadow volume lod is P3d shadow 1000

civic stratus
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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

stuck oyster
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Have not had such problems myself. blobdoggoshruggoogly

civic stratus
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maybe after merging points the edges are no longer sharp/some faces become quads?

stuck oyster
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A little unlikely. Perhaps you had something untriangulated

unkempt token
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Heyo! I’m working on a shoot house in object builder. I’m 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? I’ve tried so many ways to configure the component for the floor in obj builder.

stuck oyster
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Do you have roadway lod surface that is little bit higher than geometry lod block?

unkempt token
#

Oh! Let me mess with that. I’m flying by the seat of my pants here and have the floor as a component in the regular geometry LOD. I’ll add a roadway and try that when I get back to my pc in a few.

stuck oyster
#

Is your geometry lod made out of convex blocks? Are all parts named component xx? And all have mass?

unkempt token
#

Yes to all. I’ll try the roadway lod

stuck oyster
#

πŸ‘

unkempt token
stuck oyster
#

πŸ‘ πŸ‘Œ

signal path
rapid tree
#

Is there an easy way to create geometry models ?

cedar garden
#

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?

rapid tree
civic stratus
#

Do shadows NEED to be convex to not cause artifacts?

tulip beacon
teal cargo
#

Hello, I’m 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 doesn’t work anymore

quick terrace
halcyon bluff
#

It seems t be about twice as big ingame.

fierce snow
#

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

fierce snow
#

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

fierce snow
stuck oyster
stuck oyster
#

Also to keep things simple, use the Arma toolbox to export p3d directly and you have a lot less to worry about.

halcyon bluff
#

?

stuck oyster
#

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

halcyon bluff
#

ok

#

how do i make selections in blender? this seems like a basic thing but i couldnt find anything about it online.

stuck oyster
#

look for vertex groups

#

for this kind of stuff good google-fu and self studying is a must

halcyon bluff
#

thats the keyword i needed

#

thanks

round bloom
#

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

stuck oyster
#

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.

rapid tree
#

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

stuck oyster
#

what does "does not work" mean exactly?

#

did you pack it succesfully into pbo?

#

(with pboproject and without errors)

rapid tree
#

I dont use MikerosTools

stuck oyster
#

you should.

#

πŸ˜›

#

saves a lot of hairpulling

#

what you experience sounds like bad path somewhere

rapid tree
#

The reticle shows up correctly in bulldozer

stuck oyster
#

bad path somewhere.

rapid tree
#

Checked it i cant find a bad path

stuck oyster
#

Thats all I got.

#

Im fairly certain if you ran pboProject it would catch something

rapid tree
#

Hm okay i mean the odd thing is it works with the Example Reticle from the Scope sample.

stuck oyster
#

im still gonna say bad path

#

or project structure

#

and it just doesnt get packed in

rapid tree
#

But the Optic is in the game

#

Is a Rvmat neccesarry for Optic Reticles ?

stuck oyster
#

if you want the parallax effect, yes

rapid tree
#

But not for the crosshair to show up ?

stuck oyster
#

probably not

fierce snow
#

@white jay you still around? i just noticed you have done what i am trying to do πŸ˜„

fierce snow
#

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.

stuck oyster
#

possible I think yes. not very commonly done though. very complicated, not documented stuff

#

spawning separate parts is more common method

fierce snow
#

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

stuck oyster
#

indeed

fierce snow
#

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

stuck oyster
#

you can check what damage eventhandlers do

#

but if they dont offer such division then I dont think its possible

fierce snow
#

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

rapid tree
#

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

stuck oyster
#

bad path.

#

pls just do proper P drive setup and use pboProject and youll see what the problem is blobcatsweats

#

(the free version of mikeros tools works just fine in case that is an issue)

rapid tree
#

I use the Vanilla A3 Reticle

amber laurel
#

is there a simple car mod making tutorial video out there? without cutting and kids in background?

rapid tree
civic stratus
#

Hidden Selections are appearing in the shadow after being set as transparent texture. Do only Hide animations stop this from happening?

stuck oyster
stuck oyster
karmic blade
#

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

stuck oyster
#

Not all of the parts are set as Arma objects?

#

You not running latest version so it does not have option to combine objects?

karmic blade
#

I am not sure, I am very new to this. You mean combine objects in blender?

stuck oyster
#

Yes latest toolbox has object export option to combine all same level lod objects into one. Otherwise you need to do it yourself

karmic blade
#

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

stuck oyster
#

Maybe didn't have that selected

marble ravine
#

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?

stuck oyster
#

Probs some surface ha no material or texture assigned

#

When you replace, it gets filled

marble ravine
#

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

marble ravine
#

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

stuck oyster
#

7 combinations of textures and materials?

#

what does that mean

marble ravine
#

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

stuck oyster
#

why?

marble ravine
#

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

stuck oyster
#

it may be it does not like how you have set it up πŸ€”

#

usually its texture+material, texture2+material2

marble ravine
#

its a ported arma 2 p3d

stuck oyster
#

as in texture and materials supporting textures compliment each other

#

like normalmaps AO smdi etc

marble ravine
#

I can see what you mean.

stuck oyster
#

they dont work on other textures/uvmapping

stuck oyster
marble ravine
#

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.

marble ravine
#

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.

stuck oyster
#

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

marble ravine
#

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.

stuck oyster
#

do you have anything that would need to use it on your model?

#

all rvmats should be used the same way really

marble ravine
#

clan_sign.rvmat should just work. That is the one I am most frustrated by.

stuck oyster
#

why do you have clan_sign rvmat?

#

and have you assigned a texture on that surface too?

marble ravine
#

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

stuck oyster
#

alright.

#

shat should be ok

marble ravine
#

Should be yes. But it refuses

stuck oyster
#

do you happen to have more than 1 uvset on the model?

marble ravine
#

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

stuck oyster
#

if you make a working assinging and then assign the original setup on top does it still break?

stuck oyster
#

since this is A2 model it should be fine unless you have done edits that add more uvsets

marble ravine
stuck oyster
#

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

marble ravine
#

No, I do not. I also already tried just forcefully unwrapping the whole meh again just before.

stuck oyster
#

what are you packing the pbo with?

marble ravine
#

pboProject. The warnings are from the binlogs

#

Paid, Most recent version.

stuck oyster
#

can you pastebin the binlog?

marble ravine
#

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?

stuck oyster
#

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. πŸ€”

#

what does the console say?

marble ravine
#

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.

polar fiber
# rapid tree I use the Vanilla A3 Reticle

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

rapid tree
polar fiber
#

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

stuck oyster
#

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

round bloom
#

Is there a way to stop a vehicle from hiding player gloves in drivers seat or would it require a new proxy?

rapid tree
#

Update it works when binarized. Thank you so much i was struggling for nearly 2 days with that πŸ™

stuck oyster
round bloom
stuck oyster
#

then no

#

nvg slot is not meant for that

round bloom
#

It's being used as a workaround for cosmetic purposes to have NVG but not goggles

stuck oyster
#

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

round bloom
#

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?

stuck oyster
#

its not related to crew proxies

#

its either animation config thing or vehicle config thing. dont remember which

fierce snow
#

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?

stuck oyster
#

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

fierce snow
#

"all geometry lods default to the basic geometry lod if they are not separately defined"

#

what do you mean by this?

stuck oyster
#

if you dont make firegeometry lod the geometry lod is used for it

fierce snow
#

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

stuck oyster
#

there is no exact distance between lods

fierce snow
#

feels like 20-50m tho, kinda random

#

idk

stuck oyster
#

engine tries to show best it can while keeping fps high

fierce snow
#

ah

stuck oyster
#

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

fierce snow
#

ouch πŸ˜›

#

dont want that

stuck oyster
#

and engine tries to draw it all

fierce snow
#

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

stuck oyster
#

there is definitely something in the possibilities and challenge of making stuff

fierce snow
#

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?

stuck oyster
#

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

fierce snow
#

well, its just one model part itself so

#

but wont that overwrite the super rvmat?

stuck oyster
#

eh?

fierce snow
#

nvm i think i know what you mean

stuck oyster
#

geometry lod should not otherwise need any rvmat

#

view/resolution lods are what you see

#

they have their own textures/rvmats

fierce snow
#

yeah i know, sorry for my english:P

#

im gonna try

stuck oyster
#

the folder with penetration rvmats also has their corresponding bisurf files. make sure to use the rvmat

fierce snow
#

so i dont need to convex hull the geometry lod?

stuck oyster
#

yes

#

well no if its already convex

#

all geometry components need to be convex

fierce snow
#

hmm, im gonna do this all over to be safe

stuck oyster
#

its good practice

fierce snow
#

yay worked

#

glass breaking sound πŸ˜› even tho im prob gonna make that myself aswell with time, good to know how it works

#

thanks man

stuck oyster
#

enjoy the happy moments of success inbetween the forever feeling headscratching of wy u no worky!!!

fierce snow
#

haha! so true

fierce snow
#

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

stuck oyster
#

has the geometry lod mass ?

fierce snow
#

yes

#

or i think so atleast

#

i right click it, and set the mass from 100% to 10%

#

tried with 100% aswell, same thing

stuck oyster
#

πŸ€”

fierce snow
#

hmm would i need to do it to all components?

stuck oyster
#

right click it where?

#

geometry mass is a Arma specific feature

#

nothing to do with vertex weighting

fierce snow
#

is there a hotkey for it?

stuck oyster
#

in where? πŸ˜…

fierce snow
#

oh my god im stupid

#

πŸ˜„

#

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

stuck oyster
#

we generally advice sleeping well before modding.

#

makes things a wee bit easier πŸ˜…

fierce snow
#

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.

placid ermine
#

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?

fierce snow
#

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.

stuck oyster
#

at modeling stage you can do whatever you like

placid ermine
stuck oyster
#

correct

#

if you use Blender you can use Arma toolbox addon to export directly to p3d

placid ermine
#

I have to make uv and texture it first

stuck oyster
#

and its latest version can also combne same lod level parts into single lod on export

fierce snow
placid ermine
fierce snow
#

beautiful

placid ermine
#

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?

fierce snow
#

for animation i think yes, but

stuck oyster
#

as long as you dont merge verticles together they are separate mesh parts inside single object

fierce snow
#

nvm me actually, ive come to peace with that arma is something on its own. HorribleGoat is a living lexicon

placid ermine
#

I see, I'll merge everything then as soon as I UV map all of it

stuck oyster
#

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

stuck oyster
fierce snow
#

arent the vertex groups in blender like the list inside OB's with the Components when using the arma toolbox?

stuck oyster
#

yes vertex groups in blender are same as named selections in OB

fierce snow
#

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.

stuck oyster
#

knocking over likely means it gets destroyed

#

thet is default destruction type effect

#

10 is pretty much minimum

fierce snow
#

hmm, but it does not move when shot at

stuck oyster
#

you can try somewhat larger amount too

fierce snow
#

i tried with 50

stuck oyster
#

then its not configured as physix simulation object

fierce snow
#

no luck, same as 100 and 10

stuck oyster
#

does it fall if you place it high up in editor

fierce snow
#

but the phys and phys old is for vehicles right?

stuck oyster
#

physX lod had nothing to do with it

#

but all things in arma are "vehicles"

#

they just have different simulation types

fierce snow
#

oh

stuck oyster
#

some more static than others

fierce snow
#

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

stuck oyster
#

config

#

you can yes inherit from a similar object

fierce snow
#

simulation = "ThingX"; ?

stuck oyster
#

yes

#

inheriting from similar objects class usually can skip the basic properties you would have same anyway

fierce snow
#

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

stuck oyster
#

compare behavior to other thingX objects in eden

fierce snow
#

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

stuck oyster
#

do the food items behave the way you want in game?

fierce snow
#

its mostly small items, even under vehicle class "Small_items" so ill check atleast

fierce snow
#

woohoo, it just works

fierce snow
#

thanks again πŸ™‚

stuck oyster
fierce snow
#

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 πŸ™‚

stuck oyster
#

πŸ‘

fierce snow
#

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

stuck oyster
#

Small mass can sometimes be unreliable. But if it works on your object all good!

fierce snow
#

well atm its just flasks and bottles, cans and such

karmic blade
#

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?

fierce snow
#

pros and cons with using billboard or spaceobject

#

performance wise i mean

karmic blade
stuck oyster
#

you need both

fierce snow
#

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.

stuck oyster
#

but there is also size limith how big objects you can make and have them walkable

fierce snow
#

50m or something?

#

or 200

stuck oyster
#

50x50 meters is safe

fierce snow
#

i wish there was no limits πŸ˜›

stuck oyster
#

so do we all

fierce snow
#

cant wait for the new engine

#

not that i think there wont be limits, just bigger ideas to realise

#

hopefully an easier flow

karmic blade
#

What if the object is bigger?

fierce snow
#

i think you can make it out of two models.. not sure

karmic blade
#

Or is this limitation for seperate lods?

stuck oyster
#

you will fall though it

karmic blade
#

hmmm

stuck oyster
#

the aircraft carrier is made out of parts

karmic blade
#

This is also an aircraft carrier

stuck oyster
#

if you want big objects like that you will need to make it out of parts

karmic blade
#

made out of 2 parts current;y

stuck oyster
#

I really dont recommend that big a project for a beginner..

#

it is very difficult to learn stuff like that

karmic blade
#

well its already made, as in model and textures are done and its already ingame. It just currently has no collision

stuck oyster
#

when you "need to know everything" to succeed

#

its not made

fierce snow
#

try split it, and add everything separately

stuck oyster
#

not even half

#

since its missing the splitting and all technical lods

#

currently its made wrong

karmic blade
#

It only needs a flat runway, thats about it, a flat long geometry, a cude

#

cube

stuck oyster
#

fine you dont have to believe me

karmic blade
#

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

fierce snow
#

what is your end goal?

karmic blade
#

make a thing I can walk on thats it

stuck oyster
#

its not ripped model is it?

fierce snow
#

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

karmic blade
karmic blade
fierce snow
#

cant see any

#

but i believe you πŸ˜›

#

are you sure both parts are convex?

#

try with two rectangles

karmic blade
#

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

fierce snow
#

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

karmic blade
fierce snow
#

i cant find the pictures u posted

karmic blade
#

No cannons, I will just attach VLs if I will want to and other jets dlc stuff

fierce snow
#

res is just a rename.. its like the model you see close right? LOD just means level of detail..

#

resolution lods

karmic blade
#

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?

fierce snow
#

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

karmic blade
#

Okay I will have a lot of youtube videos to watch

fierce snow
#

doesnt hurt

#

even watched some in languages i dont understand

#

even dayz mod ones, nothing hurts

karmic blade
#

I spent 5 hours today to figure out how to do stuff that now takes me 5 minutes max

fierce snow
#

circle of life πŸ˜„

karmic blade
#

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

fierce snow
#

allright, good night πŸ™‚ 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 πŸ˜›

blissful spire
#

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?

civic stratus
#

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?

stuck oyster
#

yes proxies dont load the respective lod

#

proxies dont need to be in model.cfg

civic stratus
#

any ideas why it would show in buldozer, but not in-game?

stuck oyster
#

what kind of proxy is it?

civic stratus
#

combination of res and shadow lods

stuck oyster
#

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

stuck oyster
blissful spire
#

faces are the right way, the model has mass and a fire geo rvmat for penetration values

stuck oyster
#

is it very large tube?

blissful spire
#

effectively yeah. hexagonal tube

#

2m x 2m x 2m size

stuck oyster
#

aa so not very large

#

large would be 50 meters πŸ˜„

blissful spire
#

fair

#

lol

stuck oyster
#

but 2 meter thing should not be a problem

#

are you placing it on ground or in air?

blissful spire
#

straight on the ground

#

using VR map for testing

stuck oyster
#

how thick view geometry parts do you have?

blissful spire
#

uhh wait one

stuck oyster
#

approximately is enough

blissful spire
#

would a picture help?

stuck oyster
#

1 meter? less/more

#

sure

blissful spire
#

it is possible its not thick enough

stuck oyster
#

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

blissful spire
#

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?

stuck oyster
#

no?

#

geometry lods do not affect the resolution lods

blissful spire
#
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

stuck oyster
#

wrong yes

#

its just used for view calculation

#

for AI

blissful spire
#

ahh

stuck oyster
#

it does not make the model invisible

blissful spire
#

ill increase the thickness tomarrow and see what happens

#

im just happy the AI can path inside lol

stuck oyster
#

πŸ‘

civic stratus
#

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

stuck oyster
#

That won't work. It won't animate right

fierce snow
#

how!? im going insane over here πŸ˜„

fierce snow
#

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.

stuck oyster
#

πŸ˜…

white jay
#

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

white jay
#

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+

blissful spire
unkempt token
#

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!

blissful spire
stuck oyster
#

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

blissful spire
#

possible. i do have it set to concrete_plate for the fire geo rvmat

stuck oyster
#

could also try thicker firegeometry and something that they cant shoot through as material

#

try one of the very thick armor plates

blissful spire
#

could stick the armor_plate_250 on it lol

stuck oyster
blissful spire
stuck oyster
#

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

woeful viper
blissful spire
#

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

blissful spire
# stuck oyster yeh worth a try

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

stuck oyster
#

if its very thin simulation step might bypass it

blissful spire
#

i could just increase the thickness again

stuck oyster
#

or component naming is not connecting or shapes are not convex

blissful spire
#

its saying my corner connections arnt convex

#

but nothing is open

#

convex hull just makes it 1 solid shape

stuck oyster
#

ah

#

then you got merged corners

blissful spire
#

same for component convex hull

stuck oyster
#

and its all 1 part

#

not separated

blissful spire
#

correct

#

is not not supposed to?

stuck oyster
#

no

#

each part needs to be separate

#

this would explain why the view geometry fails too

blissful spire
#

so theres an inner and outer layer?

stuck oyster
#

its not correct and does not exist

#

no

#

each wall segement eneds to be its own part

blissful spire
#

so, left side, right side etc?

stuck oyster
blissful spire
#

huh. okay

stuck oyster
#

you can refer to sample house for more elaborate example

#

how walls around windows are split and so on

blissful spire
#

so rather then 1 solid tube, itd be eight pieces in a octagonal shape

stuck oyster
#

yes

#

solid tube is not convex shape

blissful spire
#

okay, that makes sense

stuck oyster
#

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

blissful spire
#

now i need to go actually make them closed

stuck oyster
#

component convex hull can sort out most non closed blobs of connected mesh into convex shapes

blissful spire
#

now i get to remake all my tube variants lmao

#

okay yeah, its showing everything is convex now

#

ty @stuck oyster. everything works now

stuck oyster
#

πŸ‘

fierce snow
#

im gonna try make hitpoints all over again

#

@white jay i sent you a dm, holla back when you got time vntag

white jay
#

I'm at work rn but I might be free to dig through my config later

bright echo
#

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

rough idol
#

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

bright echo
#

'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

rough idol
#

in resource window you can preview sections

bright echo
#

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

rough idol
#

56 bones or selections?

bright echo
#

the shadow lod has 83 selections

#

and I'm pretty sure each one of them is a bone

rough idol
#

thats a lot

bright echo
#

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

rough idol
#

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...

bright echo
#

it just has a single one

rough idol
#

and you don't have any selections which are listed in sections[] array in model.cfg?

bright echo
#

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

warm trench
#

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?

bright echo
#

@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

rough idol
bright echo
#

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

stuck oyster
#

Making parts hidden with hiddenselections is not the intended use of that feature and can actually have negative impact on performance

warm trench
#

Carrying more selections than necessary?

stuck oyster
#

The mesh is still there and you create huge amount of transparency to render

warm trench
#

Very useful to know

stuck oyster
#

There may be visual issues too.

warm trench
#

Just mindful that each model is not that small (although binarised sizes are always way smaller than the .p3ds we work with)

stuck oyster
#

Nothing in vanilla does this so idk where the idea comes from. People try it again and again. πŸ˜…

stuck oyster
#

It's design choice

warm trench
#

So far, I've only used it with fixed foregrip variations to allow the underbarrel proxy to be used for a bipod

stuck oyster
#

Yes well. That stuff is way way excessive imo. 😝

#

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

warm trench
#

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...

stuck oyster
#

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

warm trench