#arma3_model

1 messages ยท Page 182 of 1

stuck oyster
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In that sense both methods are problematic

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Either the weapon model is complex as a tank with open interior and has lot of transparency. Or in worst case might have ten or hundred different model on screen for single weapon.

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Performance wise it's kinda bad either way

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But also with the all in one mesh, you can't control the shadow

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So it's not really an option even

warm trench
stuck oyster
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There may be less impact if the variants are all fitted on same textures

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As texture bloat eats memory fast

warm trench
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Yeah - currently all a common texture set although that's not exactly small...

stuck oyster
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I'm afraid to ask how many textures you got ๐Ÿ˜…

warm trench
stuck oyster
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Holyshit

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Well at winter time you don't need to warm up the house

warm trench
stuck oyster
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I mean I like customisation as much as the next guy. It's cool. But also I like fps and not having to play with AC on if I vmcan avoid it.

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It's tricky thing unfortunately

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Especially in arma

warm trench
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These models are much more efficient that my current 416s both in terms of verts and selections so I'm hoping that despite a lot more goodies, it will be at least as good as what I've currently done.
(I knew very little when I released the first set... Hopefully I know slightly better now...)

stuck oyster
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You might want to try to optimize the uv mapping etc for less textures. And possibly lower resolutions

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Weapons generally use maybe 2 textures/materials tops + accessories

warm trench
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Yep - when it was 2 separate projects, that was about the ratio I had.
The snag is when you put everything together, you either add duplication which means that if people stick to one kind of model, they have a chance of loading less textures. But the mod gets bigger and if people want to use the choice, more textures are loaded!
Or use the minimum number of sheets which is more likely to mean a single weapon needing more than just 2 texture sheets.
I've done the latter as I guessed that with this much customisation, people are unlikely to stick to a single model set.
So it's 5 sheets in total ๐Ÿฅต
But this does cover:
A5, D and HK337 models, 6 barrel lengths, 4 flash hiders, 3 stocks, 10 rails, 2 different BUIS, 2 different fore grips plus the GLM/UGL
And probably a few other things that I can't remember right now...

stuck oyster
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Customisation comes with a price. ๐Ÿ˜…

warm trench
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I'm intrigued by what's possible with the ACE3 extended arsenal as I think it could be possible to start customising lots of the above and more by colour too...
But suspect I'm getting a bit (more) stupid there.

stuck oyster
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With weapons. Each variant needs its own predefined class

warm trench
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But how I ready it so far was that you can manage colours with HiddenSelections slightly differently

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I need to do more research and start playing too.
(But that comes after Shadow lod and Memory LOD are complete)

I got the impression that everything that needs 'proper' config entries - e.g. to change an animation, and eye position, weapon mass/accuracy/barrel length etc. all must have full configs. As does anything that requires different model.cfgs as that, by default, is a different model!
But then things like colour could be done more efficiently - config wise. (But might be wrong.)

Hopefully I'll get to this some time around the weekend but it will depend on how well these Shadow & memory LODs go!

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Thanks for you advice and knowledge (as always). Need to shoot to a meeting now

stuck oyster
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Colors need to be predefined too

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There is no access to weapon model via script commands to change colors on the fly

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I believe the ace system is designed to work through all the hidden (scope 1) classes to swap the variant configuration

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Which comes with a price too ๐Ÿ˜

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Especially if you want to make mixed color parts, desert stock, woodland receiver, black barrel, increases the amount of textures loaded together.

fierce snow
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google just give me info about arma scopes as in attachments and sights

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"scope=0 means that class is technical and should be used in game (base classes for example), scope=1 means that class can be used in the game but should not be show to player in menus, scope=2 means that class is useable and should be shown where needed. Basically, class is considered valid game content if >0" from a forum post, makes sense.

stuck oyster
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indeed that is the answer

fierce snow
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ye i was to quick to ask here ๐Ÿ˜›

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i am eliminating the typical "try and error" by learning line by line now hehe.. didnt even know the difference of parent, child and sibling classes earlier, i cant go around the tree anymore hehe

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save myself some headache

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gotta know what my model needs

stuck oyster
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๐Ÿ‘

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the uphill battle of the initial learning curve

fierce snow
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ye sadly

fierce snow
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whats the easiest way to check if my hitpoints are working?

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can i add some line to the config that removes model if killed or hit r whatever

white jay
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anyone familiar with the SelectionID 31 and 32 is the wrong shape error and should i be worried about it much?

fierce snow
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when working within my models config im not allowed to have local variables in global space right? i must keep "_whatever" and not "whatever" inside brackets?

fierce snow
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idk, maybe something with memory lods and their selections

white jay
fierce snow
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missing hitpoints?

stuck oyster
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and are there others?

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and preferably an addon does not add more errors to rpt yes ๐Ÿ˜…

fierce snow
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ACe probably

white jay
# stuck oyster whats the full error?

SelectionID "31" is wrong for shape "2021_a3ph\uniforms\bdu\bdu_v3_utility_base.p3d"
SelectionID "32" is wrong for shape "2021_a3ph\uniforms\bdu\bdu_v3_utility_base.p3d"

it appears to just be for that one model

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which really confuses me because i use the same process i did for this model on every model i made but only this one is turning up.

stuck oyster
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dont think I've encountered that myself before so cant say for sure

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selectionID could refer to somehow broken named selection

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or perhaps overlapping selection

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if the model has hiddenselections in use, true disabling those

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then you can try removing different lods or emptying them to see if any of them could be ruled to be the cause

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may require some empirical elimination of different parts to see if it goes away with anything

fierce snow
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google ppl with the same kind of error said something about taking hitpoints from A3_character_template.p3d if that is possible? i have no idea really, but since every post i find is about hitpoints i think its around that.

stuck oyster
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hmm so it could be ACE related error

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@broken abyss you got any recollection about that?

broken abyss
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Ah yes

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That is correct

white jay
stuck oyster
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if its ace related, that would explain why it does not come up with modding without ace

broken abyss
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Did you do what I wrote in that comment?

stuck oyster
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๐Ÿ˜…

white jay
broken abyss
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Allright then

white jay
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hopefully it's just this one model but it's not that significant of an issue, right?

broken abyss
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No idea if it affects the server in any significant way but its better not to have it

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if you know the fix for it, might aswell))

white jay
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yep. thanks ๐Ÿ™‚

stuck oyster
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if its caused by ACE then it might mean some Ace feature (damage related) might not work right

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so preferably it should be figured out

fierce snow
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@stuck oyster would you know a fast and easy way to test my hitpoints? something that shows me that its working ingame

stuck oyster
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mm diagnostic exe might have tool for that maybe. Otherwise you would need some sort of script running that shows all hitpoint damage value for the object you look at for example

fierce snow
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idk i cant get any form of effect ingame, im sure im doing it wrong

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i mean, at this point i should just give up and make 100s of objects instead and be happy with the normal mass x thingX roll and fall over effect ๐Ÿ˜… but a part of me still want this destruction ability. think i gotta redo the texture so it atleast feels new after a million packs and restarts of the game haha

stuck oyster
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are you still using vanilla effects etc?

fierce snow
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ye

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the surf mat for glass smash, added to the fire geo's mat path

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but thats all

stuck oyster
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not the bisurf file yes?

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firegeometry needs the rvmat

fierce snow
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rvmat

stuck oyster
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rvmat then points to bisurf

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๐Ÿ‘

fierce snow
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ye ofc

stuck oyster
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cant be too sure these days

fierce snow
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else i would still see dirt and rocks from the bottle ๐Ÿ˜„

stuck oyster
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I assume too much too often ๐Ÿ˜›

fierce snow
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true

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i dont blame you

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you would shake your head if you where a fly on the wall over here

stuck oyster
fierce snow
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๐Ÿ˜„

stuck oyster
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so hits get you glass hit sound?

fierce snow
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ye

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and if close u can see the shards from the surf coming at screen

stuck oyster
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k so firegeometry works

fierce snow
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ye you told me how to do all that a couple days a go i think

stuck oyster
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small thing like that would really need just single hitpoint

fierce snow
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ye i just duped the geo, and made it a hitpoint lod

stuck oyster
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as in single verticle that is just set up to be big enough to cover the whole thing

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that lod should then have a single named selection and single verticle that is in that selection

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named easy_hit

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because reasons

fierce snow
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it gets hit, and if hit with a heavy cal it shows the difference than if shot with a pistol, so mass and all that is just great, and if this was a can, or a plastic bottle id just set a lower mass and id be happy but

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a named selection, you mean like a face?

stuck oyster
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no

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named selections are vertex groups

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p3d format just calls them named selections

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if you open up any sample model it will have a bunch of them

fierce snow
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id know where in blender, but in OB i kinda feel like that must be the components?

stuck oyster
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also the geometry lod component names are named selections

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for example

fierce snow
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ah like that

stuck oyster
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component is just naming convention that the geometry lod requires

fierce snow
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ye i did that, i called it something for test, but changed it back to Component05

stuck oyster
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other lods should not have those selections

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best to not use component names elsewhere

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just for all the geometry lods

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and if you animate things you add those components to second group for animated part

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it gets messy if you spread lod specific stuff to other lods

fierce snow
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atm wich works for just the normal effects i allready have, i got 5 x components in Fire Geo and in normal Geo

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in hitpoints i only got 1

stuck oyster
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a bottle could have like 1 component xD

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or 2 if you want the neck there too

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geometries should be simplified as much as you can

fierce snow
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yes, but i experimented with mass, like i didnt know i could set mass to one component part of bottle, and one in another, to even out mass, instead of lets say mid, or top, bottom etc

stuck oyster
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alr. just future reference when you clean it up more

fierce snow
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ye i understand

stuck oyster
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so you have the single verticle in the hitpoint lod and have named it something_hitpoint

fierce snow
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you mean i click insert or chose "point" from create menu?

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i know how to select vertices if that is what you mean, but how can i name them?

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found out

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๐Ÿ˜„

stuck oyster
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in the named selection list click right

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๐Ÿ‘

fierce snow
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just mark a verticle and then list and made a new component by rightclicked+new, named it easy_hitpoint

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and its the only one needed in there?

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would it be wrong if i marked all, and named it the same instead of just one verticle?

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i mean in terms of covering the whole bottle instead of like now, one verticle at middle

stuck oyster
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your hirpoint lod should not need any more than the one verticle

fierce snow
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just trying to understand how it works

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so config is gonna look for that named selection and pull the whole bottle from it?

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like a hitbox

stuck oyster
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each verticle in a hitpoint named selection group will then count as a hitpoint sphere

fierce snow
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nice

stuck oyster
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sphere size is defined by the hitpoint config

fierce snow
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aah

stuck oyster
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so a group of points can form a cloud

fierce snow
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now the whole wikis damage and penetration made more sense

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cool

stuck oyster
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but in your case in such small object simple approach is enough

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hirpoint will also need a geometry to hit after hitpoint hit

fierce snow
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ye but i understand, like in a big vehicle like a tank, where its engine, fuel and stuff + personell rooms, its more advanced

stuck oyster
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yes

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also vehicles now benefit more from firegeometry components being used for hitpoint detection

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its more accurate and easy to make method

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for lots of components and complex shapes

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and when you want something to be armored

fierce snow
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thats good, i guess the more advanced the model, the more parts, wheels, belts etc gets into the picture, but for basic small shapes 1 verticle is enough to get that invisible sphere heart in there ๐Ÿ‘๐Ÿป

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ye hopefully ill be in that area some day aswell ๐Ÿ˜›

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but im not gonna go beyond this bottle before the very basics are in my head

stuck oyster
fierce snow
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ye and i config the size in the cpp

stuck oyster
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yes

fierce snow
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and try to get something ish inside

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i guess id need 2 or 3 since its a little tall and has the bottle neck as you said, but for a ball, round item i guess 1 is enough

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or a soda can

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etc

stuck oyster
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you can experiment

fierce snow
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so they actually made those ingame items short on purpose, i thought it was laziness

stuck oyster
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even 1 would be ok if its big enough

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as hit just through the hitpoint does no damage

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it also has to hit firegeometry behind it

fierce snow
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ah

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nvm then, they are indeed lazy

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๐Ÿ˜„

stuck oyster
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bottle that is all glass does not need much accuracy

fierce snow
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jk, i guess it all comes down to performance

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true

stuck oyster
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more complex things are another story

fierce snow
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ye if i where to say beeing able to snipe the bottlecap of, id need 2 points

stuck oyster
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you can check you house sample for window hitpoint reference

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that could lead you to solution

fierce snow
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and probably higher than the top of the neck to not knock both

stuck oyster
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yes

fierce snow
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i did, i found 2 hide codes wich i think i need

stuck oyster
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and you could then also use the geometry hitpoints instead

fierce snow
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hmm

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so this is what you ment?

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class HitPoints { class HitBottle { armor = 0.1; material = 1; name = "easy_hitpoint"; convexComponent = "easy_hitpoint"; visual = ""; passThrough = 1; };

stuck oyster
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possibly yes.

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or was it armorComponent instead of convexComponent

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its one of them and other is obsolete

fierce snow
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and to control the size of the sphere?

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well atm i dont actually see if it works or not as its the same effects as before

stuck oyster
fierce snow
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sweet! thanks

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ok now i just need to make something happen when i hit it

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cursortarget setdamage 1; via console does nothing to the bottle

stuck oyster
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what destruction type you got?

fierce snow
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class DestructionEffects { class TestEffect { simulation = "particles"; type = "HouseDestructionSmoke"; position = "destructionEffect1"; intensity = 0.15; interval = 1; lifeTime = 0.05; }; };

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just for testing

stuck oyster
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no theres another parameter for it.

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not in the effect

fierce snow
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really?

stuck oyster
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you already pasted it in here sometime earlier

fierce snow
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you mean from when i tried and failed the balloon thing?

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`private ["_bottle", "_position", "_velocity"];
_bottle = (_this select 0) select 0;
_bottle setDamage 1;
_position = getPosASL _bottle;
_velocity = velocity _bottle;

[_position, _velocity, _bottle getVariable ["BIS_type", "vodka"]] spawn BIS_fnc_moduleNOIDEAWHATTHISISORHOWTOMAKEITWORKBottleDestruction;

deleteVehicle _bottle;

true`

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?

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atm i dont use those anymore, i couldnt get any of the sqfs into my config so i just started fresh again at where i was

stuck oyster
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no not this

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destructiontype <- the paramteer

fierce snow
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class CfgVehicles { class ThingX; class vodkabottle_altisnoff: ThingX { _generalMacro = "ThingX"; mapSize=0.54000002; scope=2; model="vodkabottle_altisnoff\VodkaBottle_Altisnoff.p3d"; displayName="Altisnoff_VodkaBottle"; icon="iconObject_2x1"; faction="Empty"; editorCategory="EdCat_Things"; editorSubcategory="EdSubcat_Default"; vehicleClass="Objects"; simulation="thingX"; armor=20; fireResistance= 0.001 destrType="DestructBuilding"; damageResistance=0.0040000002; };

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?

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haha im so confused, sorry man

stuck oyster
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ah sorry destrType

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but yes building should work

fierce snow
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hmm

stuck oyster
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give it armor = 1; so it has low health

fierce snow
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done

floral axle
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I've created a model that I can give to myself in game using player addItem item_class, but is there a way to add the item to the Things tab in EDEN (or even make the mod it's own tab)?

fierce snow
stuck oyster
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items need groundholder object that holds them for editor placement

fierce snow
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ok it works somehow, i made a trigger in eden, !alive vodka and on act bob setdamage 1; named myself bob and shot the bottle, and im now in paradise

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but.. the effects didnt show

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atleast i know it can die

stuck oyster
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progress
praise_the_sun

fierce snow
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yay

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maybe the simulation is wrong

stuck oyster
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building should make efffects on death

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ah but try you have thingX sim

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could be could be

fierce snow
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ill try with the effects type to "default" and since i got a lifetime parameter ill try with start 1 and enabled 1 aswell

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who knows

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no luck there

fierce snow
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hmm

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Land_ is that still a thing or?

hot hornet
fierce snow
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i keep getting this DestructionEffects.side error on loading game

hot hornet
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@tender radish any idea?

fierce snow
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if i remove class DestructionEffects i get Hitpoints.side error

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-.-

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ye, sloppy me, it was an }; missing between the HitPoints and my DestructionEffects

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packing didnt give me any errors, so i guess i will blame it on the beer

stuck oyster
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drunken modding is a bit hit and miss workflow

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sometimes next morning you look at what you did last night and be like

fierce snow
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haha ๐Ÿ˜„ yeah, im not even gonna try this as drunk drunk

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how can i make my function go when bottle is killed?

stuck oyster
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killed evenhandler +

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call or spawn script command maybe? blobcatgooglythink

fierce snow
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but isnt that the same as calling to exec a sqf?

stuck oyster
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no

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if you have a function configured

fierce snow
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class CfgFunctions { class test_bottleEH { tag = "Vodka"; class test_bottleEH { file = "vodkabottle_altisnoff\test_bottleEH\functions"; class function {}; }; };

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idk if i did it right

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and in the test_bottleEH folder inside my bottle's folder, i got a fn_functions.sqf

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wich holds

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`// Test Effects for Bottle -----
params["_this, _particles"];
_this = _this select 0;

if !(local _this) exitwith {};

if (alive _this) then {

_particles = "#particlesource" createVehicleLocal [0,0,0];
_particles attachTo [_this,[0,0,0]];
_particles setParticleCircle [0, [0, 0, 0]];
_particles setParticleRandom [1, [2, 2, 1], [0.25, 0.25, 0], 0, 0.1, [0, 0, 0, 0], 0, 0];
_particles setParticleParams [["vodkabottle_altisnoff\VodkaBottle_Altisnoff.p3d",1,0,1,0], "", "SpaceObject", 1, 10, [0, 0, 0], [0, 0, -2], 1, 10, 0.1, 0.1, [2, 2], [[1, 1, 1 ,1], [1, 1, 1, 1], [1, 1, 1, 1]], [0, 1], 1, 0, "", "", _this];
_particles setDropInterval 0.1;
sleep 1;
deleteVehicle _particles;

 //   [_particles] spawn {sleep 1; deleteVehicle (_this # 0);}

};

sleep 0.5;`

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now, i cant blame this on beer, im sure there is something wrong, but it packs without issues

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i cant know for sure tho until i find out how to run the function on some kind of class Event Handlers { killed = something

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dont mind the particles script, its just for testing, i need some kind of effect hehe

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class EventHandlers { killed = call Vodka_fnc_Function; };

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?

stuck oyster
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you can also run functions with call command through console

fierce snow
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hmm

stuck oyster
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buut if alive _this will be false in your case as the thing has just died

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so nothing will happen

fierce snow
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!alive then

stuck oyster
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since this is already killed event the alive check is not necessary

fierce snow
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ok

stuck oyster
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you already want this function to run

fierce snow
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true

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change alive with killed then?

stuck oyster
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first thing is to take out all the if checks, just to see if things happen at all

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no no remove

fierce snow
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ok

stuck oyster
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the killed eventhandler is already the check

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the function only runs when killed event happens

fierce snow
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ah yes ofc, else it wouldnt call it in the first place

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i just thought it needed it for the particles to spawn at all

stuck oyster
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nope

fierce snow
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and for the event handler,

class EventHandlers { killed = call Vodka_fnc_Function; };

would be enough?

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Vodka beeing the tag i set in config under Cfgfunctions

stuck oyster
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try it out and check wiki refernces. too late a clock to proofread script

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๐Ÿ˜›

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I think you are not feeding it a target though

fierce snow
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the source you mean

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you are prob right, idk if i can make a mem point named easy_target and just put it where it says particle source.. i got no idea, im kinda walking into the dark here lol

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i thought _this would make it the current bottle target

stuck oyster
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no

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in your function _this is the target that is coming from the calling of the script

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as in from outside source

fierce snow
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it wont find my function, but refers to it by name as if it did..

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makes no sense, since its exactly where it is

lusty ginkgo
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Is anyone else having buldozer crashes from object builder since the recent update?

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I can't open any model in the viewer

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Crashes in tb too

fierce snow
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ok packed without error, loaded into game without error but nothing happens when shooting bottle, i put a hint "Function was executed!"; inside the function sqf, so something is wrong

stuck oyster
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been working alright so

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I have refreshed P drive recently too

fierce snow
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nah it wont even post my hint when bottle is killed

stuck oyster
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time to start learning function writing for a bit.

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it will come in handy later

fierce snow
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i dont think its the function thats the issue, as i get no errors or anything

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i dont think the bottle is actually killed

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i tried with hit on handler instead of killed, same thing

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i think i got to do the hide unhide window trick or something

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oh well, gotta take a break, gn!

lusty ginkgo
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Verified game cache, updated config, reinstalled buldozer, still crashes. Doesn't work on arma3.exe, arma3_x64.exe, or arma3diag_x64.exe. Not really sure what else to do at this point

stuck oyster
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Is your P drive set up with mikeros Arma3p?

lusty ginkgo
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Yeah

stuck oyster
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Have you run stuff from Arma tools launcher?

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They are not compatible

lusty ginkgo
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Might have at some point since the Arma3p buldozer didn't allow for custom configs

stuck oyster
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It does

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It reads config from p:/bin

lusty ginkgo
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It didn't at some point but that was several years ago. I remember jumping through a bunch of hoops to get the bin config working for updated lighting classes

stuck oyster
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Just did it few days ago myself again. Basically just some copy pasting involved.

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And correct launch parameters

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I'll try to remember to share a template at some point

lusty ginkgo
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does arma3p still erase everything? I only just updated from the version I have from like 2019 just last week. Haven't used it but I don't want to have to back up my entire drive like I used to

stuck oyster
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It removes A3 data related folders and unpacks it again . I don't think it has ever erased everything.

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I'd recommend getting the latest version
Free or sub

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Either works

lusty ginkgo
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I remember it resetting some other stuff too but I haven't done it in quite some time

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I have the sub version updated to the latest atm

stuck oyster
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Only thing I can think to "erase everything" is that P gets mounted from different folder and is then empty

stuck oyster
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So it does require setting up the bin/config again. That is good to back up after it's done

lusty ginkgo
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Are you absolutely sure those are the only folders/items affected? I usually back those up anyway

stuck oyster
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You can read the documentation

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Or mount P drive to new folder and run Arma 3p there

lusty ginkgo
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good idea

stuck oyster
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And then copy around your stuff

lusty ginkgo
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my project drive is a separate partition on my main drive, it's not mounted

stuck oyster
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Ah man of culture

lusty ginkgo
#

It's probably saved me minutes of time re-mounting every restart over the years

#

I'll give it a shot. If that doesn't work I won't have a clue what to try next, though

stuck oyster
#

Did buldozer open in empty OB project?

#

And have you checked if buldozer rpt says anything

lusty ginkgo
#

Exception code: C0000005 ACCESS_VIOLATION at 01FC8DF1 It's different launching from TB and OB

#

Don't remember which this one is, but I couldn't find anything on it. Crashes on startup on any model, I didn't try on an empty project

#

Exception code: C0000005 ACCESS_VIOLATION at 412593F1 Object builder

lusty ginkgo
#
Opening c:\program files (x86)\steam\steamapps\common\arma 3\Dta\lighting_bin.pbo

output to P:\bin

you cannot extract to an existing folder
failed
Steam tools and Mikero tools WILL NOT WORK until you fix this error [K]?

Keep getting this error. There aren't any folders with the same name

fierce snow
#

If it happened after update i guess its something that got overwritten and probably a setting or more that were put back from yours to a blank one. Did you remove all and reinstall? (launched as admin) ? Try unload p:/ and reload it, search for that bin folder.

lusty ginkgo
#

The folder isn't there. Can't unload P: because it's a separate partition. There isn't a folder named Dta or bin anywhere on my PC other than the dta folder in the arma 3 root directory, and no directory call lighting_bin exists. There is only one lighting_bin.pbo file.

#

It would be helpful if the error message was a bit more specific

stuck oyster
#

It says p:/bin

fierce snow
#

Ye, if the folder is on c drive, it might be a space issue as p drive is just virtual, and it eats the space on c pretty quick. Double check it. Hehe ye but the error is giving you clues, one of them beeing bin folder.

#

Nvm just saw

#

@stuck oyster you mentioned a target i didnt have earlier, what did you mean by that?

stuck oyster
#

you need to pass something to be _this in your code

fierce snow
#

ah

fierce snow
#

so maybe make a destruction like on buildings, and add a ruin simulation and put the broken bottle bottom as a ruin model upon destruction and make the "_this" the ruin.. making it the target for particles

stuck oyster
#

killed event itself should already contain the information

#

Id guess moving the scripting side of the questions to #arma3_scripting might be more useful

#

im not sure if thinx object can have ruin

#

I would not go that way

#

just deletion of the bottle model and spawning of the bits

fierce snow
#

ye i would have to make it another object, as it wouldnt need the thingX physics if its gonna smash on hit anyways

stuck oyster
#

but first you need to get the event running

fierce snow
#

yep

stuck oyster
#

with something simpler as the command

#

like simple hint "bottle broke";

#

or something

fierce snow
#

exactly what i tried last night

#

but it wouldnt show even if i changed from killed to hit, or EntityKilled, or anything i put in there

stuck oyster
fierce snow
#

but you are right, ill keep it to config / script channel, as this is spam for ppl needing help with models. thanks alot tho, again. sorry for beeing such a newbie.

stuck oyster
#

get yourself a all in one config dump and you have a lot of reference to look through

fierce snow
#

yeah i saw you tipping someone else about that, i found one a couple days ago i think i usually search for code snippets or errors or such to see if anyone else is or have been on the same part of a problem or trying to make something similar. then i save codes and snippets as references in another folder and name it, most of this is bits and parts ive sewn together, and edit/pack until it just works, then read up and learn some, and the second you feel you know that part, another issue pops up ๐Ÿ˜›

#

doesnt take long until all searches gives allready visited links from forums, posts 10s of years back etc haha

lusty ginkgo
# stuck oyster It says p:/bin

Also isn't there. I checked every possible folder it could mean and can't find anything. Doubt it's a disk space issue but I can try a few other things

frank pollen
#

Are there any tutorials for how to make .p3ds? The only thing I know is that they are models. But I'm just wanting to do clutter so all I'm really gonna do just put 2d textures together lmao

lusty ginkgo
#

Clutter models are super simple. Making p3ds isn't super complicated in general. If you use blender you can use the arma toolbox addon for it which allows you to export p3ds directly. I would suggest looking at the A2 sample models as an example of what to do for a clutter model (minus the textures and materials, those you should look at the A3 clutter data for)

#

Basically it just comes down to making a base model of planes that are set up in a pleasing to look at way, that aren't too obvious (otherwise you'll get the minecraft grass look, which Livonia did, only works with very high clutter density) and then make the lower res LODs. In my experience, most of your effort will go into the LODs since pop-in on clutter models is much more noticeable and distracting.

You don't need to make geometry or anything like that unless you plan on making the clutter model manually placeable, in which case there are some extra steps you'd need to take to make the model look half decent

#

Making things like 3d rocks or branches is a bit harder to make subtle

civic stratus
#

I moved a selection to proxy and it isn't visible in the game at all. Would would be some reasons for this?

#

Do proxies have a poly lmit?

lusty ginkgo
#

Is it visible in buldozer?

stuck oyster
#

is there actual p3d for the proxy?

#

there are limits how many proxies are visible at the same time

#

and proxies draw distance is substantially lower than normal objects

#

I dont recommend using proxies to patch up big things together

civic stratus
#

I just want to know the technical limitations

#

It's visible in buldozer

stuck oyster
#

there is no exact data

civic stratus
#

I chose the "move selection to proxy" option and it made the p3d

stuck oyster
#

did you also pack the p3d?

civic stratus
#

I'm not sure how you mean. I packed the pbo like I have been. The main model is visible, so that p3d was packed

lusty ginkgo
#

The proxy is in the pbo?

stuck oyster
#

in case its accidentally saved out of the pbo folders

civic stratus
#

yes

stuck oyster
#

what type of thing are you making?

civic stratus
#

the proxy's p3d and the main p3d are in the same directory

#

I'm trying to do what you suggested I didn't, to reduce file size of the p3d's

stuck oyster
#

that wont work

#

and what type of thing

civic stratus
#

its a vest with a belt

#

I have different variations of the vest between several p3d's but the belt remains the same

stuck oyster
#

vest is already a proxy thing

civic stratus
#

so I just moved the belt to a proxy

stuck oyster
#

so it cant hold proxies on its own

#

dont

civic stratus
#

how does it hold the pistol proxy?

stuck oyster
#

engine feature proxy

civic stratus
#

I hate this engine more and more by the day

stuck oyster
#

pistol proxy is just a marker where to glue pistol model if its present

#

its just you doing stuff youre not suppsoed to do

civic stratus
#

Logically, the removal of superflous geometry to reduce file size is not, on its own, a bad idea

stuck oyster
#

there is a reason why game models are relatively simple and why there isnt hundreds of different vest variants in the game

civic stratus
#

Lets hope the engine is improved in the next iteration to support such things

stuck oyster
#

for the intended use its all good ๐Ÿ˜…

civic stratus
#

The intended use is limited in its scope, imo. It would be nice to have proxies in our vests for things such as magazines and medical items

karmic blade
#

Question, so arma does not support geometry larger than 50m right?

#

If I have an invisible block 50x25x5, it would be fully walkable, collisionable etc??

stuck oyster
#

its not hard 50 limit and there some technicalities to that and what settings terrain is made with.

#

but 50 is generally safe

#

so yes it should work

lusty ginkgo
#

If you're worried you could always just make it 49.99 meters

karmic blade
#

haha

#

Also, how does one make invisible/transparent stuff

#

Like invisible wall in editor

#

Because I know if I wont apply a texture to a 3d object (cube) it shows it with black/white checkers texture

stuck oyster
#

just dont make a cube

#

at all

karmic blade
#

Oh, so what like a plane?

#

wont it still show missing texture "texture"?

#

Invisible wall seems to be a cube or rectangle or whatever

stuck oyster
#

no

#

just dont put anything in you 0 lod

#

make it empty

karmic blade
#

ohhhhhhhhhhhhhhhh

#

Just in geometry and stuff

stuck oyster
karmic blade
#

is there a way to make so the wall would be visible in eden but not in zeus/game?

stuck oyster
#

that would need some scripting and hide animations

karmic blade
#

okay gotcha

lusty ginkgo
#
output to W:\bin

you cannot extract to an existing folder
failed
Steam tools and Mikero tools WILL NOT WORK until you fix this error [K]?
stuck oyster
#

do you have existing bin folder there?

lusty ginkgo
#

Extracting to a separate drive that's completely empty. If the "existing folder" isn't on my PC anywhere, and it isn't within the drive everything is being extracted to, where exactly is it?

#

I don't have an existing arma bin folder anywhere. Not on the p drive, the old a3 projects folder, anywhere else that is related to arma

stuck oyster
lusty ginkgo
#

the bin folder there now was created by arma3p

#

I am utterly confused by this

stuck oyster
#

is there any chance you got 2 bin pbos you unpacl

#

as in it unpacks 1

#

and then tries to unpack another

#

but cant because there already is one

lusty ginkgo
#

I checked the relevant folder in the A3 game directory and didn't see anything out of the ordinary. Only one of each .pbo in the Dta folder and no others with the same names anywhere else

#

lighting_bin.pbo this is the last one that is extracted before the error. bin.pbo itself extracts normally

stuck oyster
#

@sturdy parcel any advice how to debug this?

lusty ginkgo
#

only thing I can think of is that lighting_bin.pbo isn't an original file but it has a current date modified date from when I did a verify cache yesterday

#

I guess I'll remove it and try

#

full extraction including layers, dubbing and missions (base addons only)? [Y,N]? btw this question is very confusing

#

I would think y would mean yes, extract everything, but the parenthesis imply the opposite

sturdy parcel
#

lighting_bin.pbo is not an arma3 addon.. it doesn't belong in the official addons folder(s)

#

and, without checking, i'd say xxx_BIN is a dead giveaway

lusty ginkgo
#

I have no idea where it came from. I considered earlier but the recent date is what's throwing me off

sturdy parcel
#

i will reword the confusing bit. I agree with you.

lusty ginkgo
#

Looks like it worked. Still no idea where the rogue pbo came from or why it hasn't caused any issues before

#

@stuck oyster Did you say the arma3p buldozer setup will use the bin config? My lighting changes aren't visible

stuck oyster
#

well mine does. Beyond that I dont know

#

where did you inject the lighting classes?

lusty ginkgo
#

"P:\bin\config.cpp"

#

Seems to ignore that config entirely. This is the behaviour I remember. I also remember the solution being to install buldozer from arma 3 tools

stuck oyster
#

which class did you inject the lighting class into

lusty ginkgo
#

Just changed to arma3_x64.exe and it seems to work now

#

I just copied the default world class from my old config to test it.

stuck oyster
#

๐Ÿ‘

karmic blade
#

Question, how would I go about importing a static object that would have an animation (spinning disk) being part of it?

#

I am not interested in it stopping, I want when ever you spawn it it would have a curtain part of it spinning

#

I assume I need to do animation in blender?

stuck oyster
#

no you would need to do the animation in model.cfg config

marsh jewel
#

yo bros how do you make shadow lods

polar fiber
#

Same way you make any model. You just model it very low poly, following the silhouette of your visual LOD and make sure there's no holes/gaps in the shadow mesh

marsh jewel
#

i dont understand how you "close" the model

stuck oyster
#

If you have a cube that's closed

#

If you remove one side of it and it has a hole, that's not closed

woeful viper
#

do you understand how to close a bottle? thats how you close a model... watertight.

drowsy falcon
#

Hello, i got a small problem with a magazine i added and i cant find any post regarding my issue. https://i.imgur.com/FpIfCck.jpg (it only happens with this magazine, all other mags work fine) as you see on the screenshot the magazine is way to high positioned. I moved the magazine around in object builder but i wasnt able to change the position of the mag. Did i forget something or made anything wrong? i hope someone can help me (this is the first time i added a new magazine to the game)

stuck oyster
#

make sure the autocenter 0 parameter is in the geometry lod

drowsy falcon
#

it works now thank you, such a simple thing^^

karmic blade
#

hey so any idea what is wrong with collision here? The model of the ship itself is just a model no collision, but there is a 50x25x5m invisible pad that has collision on there, doesnt seem to work? It did before I think when it had texture

#

nvm figured it out I think

#

It was attached via script to a concrete wall, deleted that and it works now

stuck oyster
#

attaching (with attachTo) things makes them lose collision

civic stratus
#

Is there a workflow that creates arma rvmats from blender's BSDF shader?

stuck oyster
#

no

civic stratus
#

Another question: Does blender's shading > sharpen edges need to be applied somehow? It seems I have to triangulate and sharpen with u after doing that work in blender for the p3d to binarize successfully

stuck oyster
#

should not

#

assuming you export to p3d with the toolbox

#

but if you dont have o2script.exe path setup in toolbox settings the export wont work right

lusty ginkgo
#

Can you not see "visualex" shadows in buldozer?

civic stratus
hot hornet
stuck oyster
#

Don't remember either. Don't really check shadows in dozer. Especially if it's visualex since not much van be done about it as it draws from reslod

fierce snow
#

Ok so ive built the model, created the lods needed for hit reg and physics, got textures working ingame. I can now kill the object and my event handler is working as intended. My particle system is working and ready to be tweaked. Now, ive build a wreck model, and ive added a Wreck lod to my original object with proxy placeholder to the wreck p3d, and ive assigned the right textures and rvmat, packed with mikero's tools.. all fine.. Then i made the model.cfg with animation class named HitBottle_hide, added the right type, minvalue, maxvalue, minphase, maxphase, hidevalue etc..

#

as far as i understand, selection would be the name of my hitpoint right? and source the name of the child class under Hit Points in the config.cpp ?

#

what i am trying is to make it hide the original model, and replace it with my wreck model (broken bottle bottom) and my particle system is going to take care of the rest for the effect.

#

so the named selection on hit point is the trigger that will switch the models at the same time my eventhandler's killed function shoots

#

woudlnt it be easier to make the same function just delete _this then spawn wreck.p3d at same pos?

#

if its possible

#

i understand with a car or a plane, where its explosions, window damage, texture changes etc.. but

stuck oyster
#

Ruin destruction effect should create the wreck model. But there is another destruction effect needed to delete the existing one. Don't remember what it was but its normally inherited from pretty far in the beginning. It was maybe class strategic

fierce snow
#

replaceDamaged ?

#

nonStrategic probably

#

isnt ruins for buildings tho?

stuck oyster
#

Like I said, don't remember what it was exactly but one of them was needed to enable the destrtype

fierce snow
#

think i found out

fierce snow
#

nevermind

lusty ginkgo
stuck oyster
#

then again, this is cast with or without visualex

#

geometry lod properties are not baked into the p3d at this point I suppose

#

this should basically be same technique to cast it

#

since I dont have shadowlod

lusty ginkgo
#

I don't have that either

karmic blade
#

Question, I do have a model I want to use as ambience in the background of the battlefield. However the model dissapears pretty early if you walk away from it. I assume I got no long range lod. Where do I set it in object builder. I didnt see any properties that would define range?

scenic mirage
#

So I'm starting my hand at a little bit of object creation. My question is, how hard is it to create a working parachute from scratch?

stuck oyster
#

As first thing. Pretty hard.

#

Parachutes are quite special

scenic mirage
#

How so? It's difficult to learn it seems, I can't find tutorials or anything on parachutes specifically. It seems like they are classified like helicopters but like, how?

stuck oyster
#

that is the hard part yes

#

there is no documentation for parachutes

#

I dont recommend that as first project

#

its more like when you know your way around configs and know how arma models in general work you can start to gleam how it works

scenic mirage
#

My main concern is I'm looking for a parachute that doesn't seem to exist yet. The model itself, in blender at least, doesn't seem bad I just haven't gotten to if it'll work in game. Not only that but I know there is scripting involved with making parachutes work that, while I might be able to read someone else's work or even BIs work to make comparisons, I wanted to do it roughly by scratch. The parachute being relatively important for a project I'm working on.

stuck oyster
#

not scripting per say

#

but the parachute opening is done via rtm animation and for that to work it needs specific weighted selections or completely custom animation if the shape does not fit

#

Id still start from something that is easier to implement for practice

#

starting from complex undocumented features can result in quicker burnout

blissful spire
#

howdy folks, question for the Paths lod. is there a way to tell the AI to exit out of a structure? i can get them to walk and entire just fine but i cant get them to leave the structure

stuck oyster
#

inX points define entry and exit positions

#

but they can sometimes obstrcuted or not connect to ground and thus I dont know properly its exit

blissful spire
#

let me go look at the house again

#

tbh, im just glad they can path around them. tunnel combat will be interesting

stuck oyster
#

ground exit in points are usually fan like and there are many in different heights

blissful spire
#

yeah, ive fanned mine out as well

stuck oyster
#

so when the object is on ground at least one point is on correct level

blissful spire
#

looks like ill just need to add another pair of in points then at effectively ground level

stuck oyster
#

preferably theres at least one going through ground too

blissful spire
#

its a tunnel, so the changes of it actually ending up underground is pretty low. its not like a house on a foundation, but ill keep that in mind

stuck oyster
#

yes but the terrain it comes out might slope

#

always better to make sure paths connect than leave it float

fluid copper
stuck oyster
#

if object has only 1 lod, that lod will be always drawn when the object is visible

#

amount of lods has nothing to do with visibility

#

proxies also dont draw as far as mesh

fluid copper
#

Maybe theyve got multiple lods but they're empty or something then?

#

Edited message to reflect what you said

karmic blade
#

What defines how far away model dissapears? I placed uss freedom next to it. Uss freedom disapeared once out if selected render distance. My model just after couple km was no longer visible.

stuck oyster
#

is your model made out of proxies?

#

(if yes, check few lines above)

bold flare
stuck oyster
#

I suspect its something very big and off screen

plush trail
#

Does anyone have a tutorial for model making

stuck oyster
#

Youtube has a lot

plush trail
#

for arma?

stuck oyster
#

Generic ones

plush trail
#

oh

stuck oyster
#

Must learn basics first

plush trail
#

I know some blender

#

made some bulletproof plates

#

for a friend that needed the items for a game

#

he wanted to make items for unturned

#

as a repair item for the vests he was making

karmic blade
karmic blade
leaden sun
#

if it's that big then it will need to be a landmark, not sure how that is done but heard of it in passing

fierce snow
#

could anyone explain how to define a hit sound in the Fire Geometry LOD? as ive understood it cant be defined within the config?

fierce snow
#

Question.. to clarify, to make a billboard particle effect, i need to make a plane with ny transparent texture on it right? And it can be in _CA.paa? Also i just need a Geo lod?

#

Then save it normally as a p3d

stuck oyster
#

no

#

you need just a texture

#

in a way of a particle sheet

#

the billboard plane is already coded in the engine

#

it just reads a position on your texture sheet according to the config you give it

fierce snow
#

Aah

#

Thank you, this explains another experiment that failed

#

Basicly just frames like with oldschool sprites

#

And the coded plane makes sure its always facing the players view?

stuck oyster
#

something like that yes

molten fractal
#

How does one replace the lighting used in bulldozer?

fierce rain
#

Hello, i have a problem with a model.cfg. Can i ask it here? Or is it better to ask in #arma3_config ?

stuck oyster
#

this is fine

fierce rain
#

thank you ๐Ÿ˜„

#

i got the problem taht one model.cfg gives out this error while packing: cannot have an extern (class Default;} without a parent config that defines it

#

what dose that mean and how can i fix it?

stuck oyster
#

it means your model.cfg structure does not contain class default anywhere but your classes try to inherit from it

fierce rain
#

im trying to pack the mm_bank and the beginning of the model.cfg looks like this

#

class CfgSkeletons
{
class Default;
class Centrelink: Default

stuck oyster
#

why you pack mm bank?

#

aint that a mod already

fierce rain
#

the p3d needs to be binerized to pack my map with mikeros

#

mikeros tells me that error

#

when packing the map

stuck oyster
#

you saying its not binarized in the pbo?

fierce rain
#

oh wait taht was another mod

#

the mm_bank has only the default error

stuck oyster
#

all of those life building mods alwayas causing trouble ๐Ÿ˜…

fierce rain
#

so ture

#

xD

#

but waht can i do about it?

stuck oyster
#

Id suppose you could just delete the reference to class default from there

fierce rain
#

i removed every default in the model.cfg still get the same error

#

im so confused

stuck oyster
#

Im not super inclined to try to fix those mods. they are pretty horrible at times

#

check that you edited correct file

fierce rain
#

i checked

#

its stuperstrange

#

super strange

stuck oyster
#

just post the gyazo link

#

this one is weird

blazing geyser
#

see

#

no bueno

#

even the regular embed no work

stuck oyster
#

Indeed. Embed is disabled for regular users. The latter link is good. It opens in browser

#

The other one wanted download

blazing geyser
#

either way, can't show mil-mi24 progress ๐Ÿ˜”

stuck oyster
#

You can, just put down the links or make imgur gallery

#

No problem

molten fractal
#

My Bulldozer installation seems to use the configuration loaded from Arma 3\dta\bin.pbo instead of the one in P:\bin\config.cpp. I looked around in here and saw something about it being caused by installing Bulldozer with Arma3P. Was there a solution to that?

stuck oyster
#

you sure?

#

mine is setup with Arma3p and reads from P:\bin\config just fine

molten fractal
#

Yeah, my Bulldozer rpt shows it loading from the Arma 3 installation.

stuck oyster
#

what launch parameters do you use?

#

and have you done any buldozer setup with the arma tools launcher?

#

and which rpt?

#

A3 configs injected with includes

#

so its easier to see where stuff goes

molten fractal
#

Not at my PC at the moment so I can't check the launch parameters but they're mostly the default ones.
I have configured bulldozer using the Arma tools launcher to change the graphics settings.
The rpt in the arma appdata folder is how I found out where it was loading from.

stuck oyster
#

d:\games\steam\steamapps\common\arma 3\arma3_x64.exe -buldozer -name=Buldozer -window -noLand -exThreads=0 -noAsserts -world=stratis -worldcfg=stratis -cfg=buldozer.cfg

#

this is how I run mine

#

and using the launcher can break stuff blobdoggoshruggoogly

#

who else wanted to see how this works blobcatgooglythink

#

@marsh jewel was it u

molten fractal
#

Hmm, my launch parameters path to the bulldozer.exe from my p drive. Could that be the issue?

stuck oyster
stuck oyster
#

Arma3p would have removed dozer exe and point to the real arma exe

#

I dont really know how to make that work

timber night
#

I've created a model

#

What is the next step?

#

To getting it into the game

#

It's a hat.

marsh jewel
#

can you post the way to change time in bulldozer?

polar fiber
#

View>>Viewers>>Buldozer>>Environment Editor

stuck oyster
#

thats broken

polar fiber
#

it's a bit fucky to use though

stuck oyster
#

one can run script in dozer through here

#

and

#

running something like this:

polar fiber
#

With the environment editor, you have to click and hold a point on the timeline rather than drag the slider

#

But once you change the time, the zero point of the timeline changes

stuck oyster
polar fiber
#

so it's kinda a case of clicking randomly and checking what the lighting is like

stuck oyster
#

changes time

#

I dunno why the lappihuans buldozer scripts for terrain builder dont work in OB but it is possible to run scripts in there

#

could probably inject some sort of shortcut using UI or something in there

#

but cant be bothered to write one xD

ebon abyss
stuck oyster
marsh jewel
#

ight so after several frustrating days i finally figured out the problem

#

when i first tried to do custom lighting, no matter how i setup the config cfg in P:\bin, it wouldnt work on the buldozer

marsh jewel
stuck oyster
marsh jewel
#

just like aiglos above tested, my buldozer rpt was also loading from steam installation's bin pbo

#

so i removed, the bin pbo, put goat's files into P:\bin\ and boom custom lighting Monkas

stuck oyster
#

Right. Well you will need the steam file to run Arma ๐Ÿ˜… I think this may be due to something ArmaTools buldozer install does. Maybe.

marsh jewel
#

but if you click the slider just like dar12thmonkey said, you can spam click 3-4 times a point in the slider, and it should switch between day/evening/night.

marsh jewel
# stuck oyster

however if you need a specific date and time of day, horriblegoat's script is perfect for it

marsh jewel
#

if we can overwrite that so that buldozer will switch to using P drive's config...

stuck oyster
#

Maybe @sturdy parcel might have a clue why buldozer would prefer the bin.pbo instead of p:\bin for config

honest herald
#

Hi ! I import my backpack, but this one is stretched down, i have been trying to fix it for 2 hours to no avail
Do you have any solutions ? thank you
https://imgur.com/2vO8SCJ

stuck oyster
#

your weighting is not right

woeful viper
sturdy parcel
# stuck oyster Maybe <@179204846019149824> might have a clue why buldozer would prefer the bin....

simple fact. the game's exe is being loaded, so it's gonna load it's own bin.pbo.

built into that engine is a fallback position of using a config.cpp if the pbo doesn't exist.

using filepatching parameters might fix the issue.

it's not clear to me what -worldcfg=stratis actually means.

if you hack at the bin config.cpp it's gonna get replaced, any time you run arma3p (or the bis equivalent)

i don't see the purpose of needing to use your own lighting when viewing a model.

woeful viper
#

i don't see the purpose of needing to use your own lighting when viewing a model.
Thats because you are not a modeller ๐Ÿ˜‰ Tweaking rvmat without having to load up engine is a big benefit, and default lighting sucks/ is not representative of other maps

sturdy parcel
#

^thanx

stuck oyster
#

My buldozer runs from game exe but loads P:\bin\config blobdoggoshruggoogly

#

P drive setup just with arma3p, tools launcher touched only once to get the registry stuff

#

and yes p:\bin gets replaced with arma3p indeed

#

which is why I set up the simple include files so its easy to hack back in

sturdy parcel
#

well it's not clear to me why @marsh jewel needs to delete the bin.pbo..

stuck oyster
#

me neither xD

#

I would kinda think the launcher buldozer setup would also use purely P:\ files since it copies the arma exe as buldozer exe

#

@marsh jewel is your OB settings "path to textures" set as P: ?

sturdy parcel
#

agreed again. i was reading bum information

#

aaaaaaaaaaah

stuck oyster
#

could that affect it

#

like by default I think its blank

#

for some reason

#

Im not even sure if its blank for everyone to be honest xD

sturdy parcel
#

the most sensible thing i can do, is ๐Ÿ˜ท

stuck oyster
#

๐Ÿคฃ

#

quite

tawny atlas
#

anyone got a sample rvmat of the basic AAF officer? Are all uniform RVMATS basically the same?

stuck oyster
#

unpacked Arma data does contain them all

#

and no there is some variance in A3 rvmats

#

and different textures are used

marsh jewel
#

but hey i hope everyone else's buldozer always works perfectly and correctly run the config from P:\ instead of from the a3 steam installation like mine and that absolutely no one else will run into this problem ever ๐Ÿ‘

marsh jewel
stuck oyster
#

should be P:

#

that way your p3d texture paths will work

#

as \path\to\texture instead of P:\path\to\texture

#

latter being wrong for the engine

#

try that. could be it also affects buldozer in this case

marsh jewel
#

doesnt fix the buldozer tho

stuck oyster
#

blobdoggoshruggoogly could be related to the arma tools buldozer setup then

#

that is what we have different

marsh jewel
#

seems like it i just have the default arma3 tools install

stuck oyster
#

yes well I have not run any of the tools in there. they might do stuff

fluid copper
#

Is there any way to use the same model for multiple lods? What I mean is I want to have the model switch to a lod when you get far away but stay the same up until that point, ie having the first 3 lods be the same and the 4th be different. I dont want to copy past that first lod to the 2 following it though since it increases file size. Im curious if theres a way to fake it

stuck oyster
#

no

#

amount of lods does not affect the distance they switch

#

only the complexity

#

there is however a named property that affects the weighting of lod change

woeful viper
fluid copper
stuck oyster
fluid copper
#

alright, thanks!

fluid copper
#

I found "loddensitycoef" and set it to 70, no results unfortunately

#

Its not a big deal though, was just a minor thing I was hoping to solve

rough idol
karmic blade
#

Question, so I am trying to make kind of "cortana" kind of character. I was looking for ideas and found that Legion Studios has transparent armor for holograms looking like this: https://ibb.co/wBTc0ft
My question is. How does one make semi transparent armor. Obviously texture and rvmat. But does anything need to be done on model side of things etc?

stuck oyster
#

Just the texture and material need to be applied on the model.

rough idol
#

good luck with alpha sorting

karmic blade
#

is there a way to apply material using config instead of setting it in p3d?

rough idol
#

I would recommend to make selections for inner & outer selections so you can sort it easily afterwards

karmic blade
#

I should probably ask that in config_makers

rough idol
karmic blade
#

I will try, I thought maybe I could just apply it on some base game stuff

stuck oyster
#

model will need _CA texture on it in the p3d for transparency to work right in hiddenselections

fluid copper
stuck oyster
#

@karmic blade best to keep this line of questions on 1 channel

stuck oyster
#

it affects the whole model

fluid copper
#

Oh ok, ill try that

stuck oyster
#

most named properties are in geometry lod as it acts sort of root for the model

rough idol
#

on the named properties page you have Usage LODs: section

lime basin
#

Hey, speaking of LODs, anyone know here how arma reforger does LODs? Seems there's no pilot / gunner view LOD, looks like now you can just hop in and out of vehicles, gigantic improvement btw

flat ermine
lime basin
#

Cool, thanks ๐Ÿ™‚

woeful viper
flat ermine
woeful viper
#
  1. An APC with 12 passengers in full gear, when ramp is closed -> you can save a lot of performance if you hide the interior + passenger models
  2. Making Vision Ports for Tanks (or other), that dont rely on Render to texture -> requires the interior model to look differnt than the actual outside world model. Although, if the RTT is performant and good enough, maybe its not necessary anymore?
#
  1. Fully interior modelled tank or airplane -> makes no sense to render that for other people that cant see inside of it
#

for cars and trucks it doesnt make sense of course, because they are open and you cant hide anything at any time sensibly.

flat ermine
#

I will inquire with the team tomorrow cause I'd love to know too ๐Ÿ‘€ personally I haven't touched vehicles yet (except in arma 3 :D)

rough idol
#

if you are close enough to see interior, then you see lod0

valid gorge
#

Iโ€™m working on own AFM file for my helicopter and when I switch to afm it floats off the ground, what actually controls where the ground contact point is in afm

grave juniper
#

Is there anyone who could make me a very simple model of a coin? Please dm me if you can

quick terrace
white jay
#

Is there a way too check if there's an error in my model, my object builder crashes after i click the start in bulldozer

#

I made my model in blender and export via arma toolbox an when i check the model in object builder works fine but it crashes when i open bulldozer

stuck oyster
#

check the texture paths

#

likely broken path

#

if you have happened to set a relative filepath in blender (something like ......\file) then that will cause crash

bitter kite
white jay
white jay
#

i have 82,2589 verts

stuck oyster
#

how many verticles you got?

#

its on the heavy side but should still work

#

perhaps some untriangulated face

white jay
#

but when i pack it it gets errors, addon builder saids resut build code=1

stuck oyster
#

oof

white jay
#

should i just rework the model?

stuck oyster
#

possbily

white jay
#

damn

#

aight i'll just rebuild the model, thanks guys โค๏ธ

stuck oyster
#

what is it?

#

the model

bitter kite
#

Mine started working again below i think it was 70k

white jay
#

Idk if its APC or MRAP

white jay
stuck oyster
#

yeeh that is preetty high

white jay
#

Yepp specially the details i have to decimate alot of details haha

white jay
#

Is there a faster way how to model fire geometry ๐Ÿฅด hahaha i know it might be impossible but i was hoping a quicker way ๐Ÿ˜…

stuck oyster
#

Faster than what?

flat ermine
#

Faster way is using one of the low resolution lods but depending on how it's made, that could work well or not at all ๐Ÿ˜„ (that's the difference between auto generated/reduced models and properly modeled LODs)

wheat ledge
stuck oyster
#

it cant be this hard to pick one with reforger/enfusion in the name ๐Ÿ˜…

wheat ledge
#

oh shit hahaha

small olive
#

"Error creating Direct3D 11 graphical engine" anyone had this issue before when launching arma 3 diag.exe?

small olive
#

okay I just checked out arma 3 troubleshooting channel and it already has an answer

bold flare
#

And you just reminded me i wanted to check today why that happened notlikemeow
Sets a reminder for tomorrow

lusty ginkgo
#

My buldozer is suddenly crashing, again. Seems every A3 update breaks it now for some reason. Crashes on every unbinned .p3d I have tried as well as a blank file in OB

Is there a way to re-install just buldozer without everything else in Arma3p?

fierce snow
lusty ginkgo
#

I mean the proper way

subtle bison
#

wow that might be why i am having buldozer issues lately as well

#

had to run arma3p 2 times already to fix it and it's so annoying

lusty ginkgo
#

I ended up fixing it by manually re-extracting the bin.pbo folder and the other dta stuff and moving it into place that way

#

I don't have time to run arma3p in it's entirety, not to mention the fact that it's unnecessary for small updates anyway

#

Never had any problems with this before, though. Only the last couple updates seem to have caused problems

subtle bison
#

yeah, running arma3p always takes forever

#

hope i will remember the bin.pbo thing for the next time

worthy elbow
#

Im hopping into VC now. If anyone needs help going through anything now is the time

stuck oyster
#

๐Ÿ˜…

stuck oyster
#

that is forever yeh

subtle bison
#

i had this before, because for some stuff it is useful. now i'm not doing it anymore

lusty ginkgo
#

I always do extract the dubbing and extra stuff about half the time with the weirdly worded question. Mikero updated it I think but I would always realize I did like half way through

lusty ginkgo
#

I only assume it's that that caused the crashing because of the timing. Could be a coincidence I guess.

stuck oyster
#

at lest mine starts normally ๐Ÿค”

fierce snow
#

Had the same issue yesterday but it was after everything got removed.

stuck oyster
fierce snow
#

All fine now tho, i always save to another hd. Learned the hard way. Nothing is safe in this world.

fierce snow
#

https://media.discordapp.net/attachments/722895149176324226/977277286413922365/Heimalden.gif

I wanted to test something different for this one, like is there a way of having more than one wreck for a model that is destroyed. And make it kinda random when hide/unhide. So that if i have 3 hitpoints like hit_top, hit_mid, hit_bot it will spawn a different or the set wreck for that selected hitpoint. A different version of the bottle if you know what i mean. Then after the wreck is then broken the same way as it normally would with thingx particles etc (same as before). That way it would be possible for a more (but still far away) realistic impact. And i could add to that again, like making paper bits of label fall down ++. Even spawn a wreck that is a pool of liquid that despawns under it. Whatever i do it just spawns my break parts, and one wreck. I cant kill that wreck again only hide it. Using hideDuration and timeBeforeHiding helped somewhat earlier for my destruction for delaying/instant hides etc. starting to get brainleaks again ๐Ÿ™ˆ

stuck oyster
#

Im gonna suggest you move on to next thing. While this detail is cool, there will start to be performance issues

junior saddle
#

Can anyone point me in the right direction? I have a turret gunner pose that is attached to the mainturret. It rotates with the turret, and the hands move with the controls. Part of the hatch animation involves moving the turret seat upwards towards the exit. The character does not move vertically. I am baffled, because I have other non-turret poses that move into place when turning in/out of tanks and canopy opening on aircraft. As a temporary test, I made the mainturret move vertically with the maingun controls, and the character was also moving with it. It seems to be attached/linked properly, but I think it only responds to mainturret and maingun animation sources.

stuck oyster
#

is the gunner part of the last animations or turret animation?

junior saddle
#

Um. If I understand correctly, his proxy is part of the named selection that is childed to mainturret. For the temporary test, it was included in the mainturret named selection. In both scenarios it rotates correctly with mainturret source.

#

this is just indicator that it's "attached," I guess.

stuck oyster
#

it needs to be part of the last moving bone you have in the chain you want it to move with

junior saddle
#

it is now, yes

#

the part that moves vertically is called gunner_pod, and the proxy is now part of that.

#

but no joy

stuck oyster
#

but the pod itself moves yes?

#

make sure the proxy is not part of any other selection that animates

junior saddle
#

incidentally, there is also gunyoke_yaw and gunyoke_pitch for the hands, which are child/grandchild of gunner_pod.

stuck oyster
#

and those also work?

junior saddle
#

Yes they work.

stuck oyster
#

does the proxy animate in buldozer?

junior saddle
#

when the pod moves upward his hands move, too, but his body remains in place.

stuck oyster
#

up and down with the seat

junior saddle
#

stretch armstrong

#

I haven't tested the proxy in Buldozer

#

do I extract proxy and test like that?

stuck oyster
#

no just look in buldozer if it moves with the intended animation

junior saddle
#

hmm... proxies don't show in buldozer, tho

stuck oyster
#

and seeing the triangle is enough

junior saddle
#

is there a setting?

stuck oyster
#

they do

#

?

#

unless its not pathed to any model I suppose

#

though I think it still should load as triangle

#

path it to some valid model and test

junior saddle
#

ok so with the path I see the character rig in the appropriate pose, but it does not move with the gunner_pod

#

it does move with the mainturret animation

stuck oyster
#

the selections might be wrong then

junior saddle
#

something was wrong. I deleted the old proxy and created a new one. Moves right along as it should

#

It was my last ditch effort, too

#

I've only ever made static poses. Any pointers on making the poses delay swapping in lieu / standing in for a proper animation? Once the pod is raised the gunner will be able to stand half-out of the turret hatch hole. I have the seating and standing poses, but no transition animations.

stuck oyster
#

what do you use to make the animations?

junior saddle
#

ahem...

#

OB

#

lol

#

I use the thumbtack to find the pivot and then rotate on that

#

I haven't taken the time to set up a CAT in 3DSMax yet

#

I did biped animations eons ago, but I have been shy with characters since.

#

I would assume that the keyframes in OB would at least instantly change poses set at different keyframes, if not morph. However, I'm not seeing any change. for the turnOut pose, it should start with the turned in (seated) pose and end with the standing one. It seems the hatches are hard coded to 1.0 second animation, so I put the last sit frame at 0.80000 and the stand at 1.00000. T pose is at -0.50000, and first sit frame is 0.00000.

#

what I get in actuality is not this. Instead, it just remains at the first sit pose. So maybe there should be a trigger or setting in movesmalesdr? IDK.

stuck oyster
#

Oof. Is all I can say. Years ago I've done animations in OB. Can't really recommend

#

Hatches animation goes from 0 to 1 yes but you should be able to alter the speed via your own animationSource

valid gorge
#

does anybody know of a way to get the exact coordinates of a memory point in object builder? I've tried the "measuring tool" and "current position" but they're not accurate

junior saddle
#

I have found the measuring tool to be accurate.

junior saddle
#

But once you import the rig into OB, it goes into keyframe, right?

#

I don't know if I need properties step/xstep... is there a ystep for vertical movement?

valid gorge
#

also by any chance do you know how helicopter water effects and dust effects are handled because mine creates no dust and when the water effect works i basically have to be inside the water and i can sometime see the water effect above the helicopter

#

i inherit off Heli_Transport_01_base_F

junior saddle
#

It's always just automagically worked for me

#

either that or I didn't notice it being too close

#

I haven't messed with my choppers for quite some time.

polar fiber
#

If your helicopter has a roadway for walking inside it, it stops those effects working properly

valid gorge
polar fiber
#

IIRC the roadway gets hidden at certain altitudes or above a minimum speed or if the ramp is closed. I forget which. Certainly the effects didnโ€™t used to work on the ch53. We may have been lucky with the ch47

valid gorge
white jay
#

Helpp my my wheel is shrinking when rotating in the bulldozer animation ๐Ÿ˜ญ

stuck oyster
#

your selections are not right

white jay
#

Wheel_1_1 is the whole wheel 1 right?

stuck oyster
#

commonly yes, depends how you have named them in your setup

quartz prism
#

Hi, I have a problem with my boat. It is going up when I start driving. Does anyone know how to avoid it?

tidal peak
#

Can I have a pistol proxy on a uniform, or does it have to be in a vest?

stuck oyster
#

when you start it up the physics activate properly

stuck oyster
pine acorn
#

Has anyone had issues with exporting models from blender (3.1) into p3d? The resulting file is 0 bytes

#

I'm using the blender tools for arma 3

gray zealot
#

it's a possibility tho but it would be a vest attachment

white jay
subtle bison
#

i'm pretty sure pistol proxy is vest only, because if it would also work on the uniform, the engine wouldn't know in which to show the pistol (uniform or vest) if the player wears both

stuck oyster
stuck oyster
white jay
#

@stuck oyster Do I need a model.cfg file for particle.p3d?

stuck oyster
#

whats particle.p3d?

#

and pls no need to ping me specifically

white jay
#

Model for the effect (for example, smoke or flare)

white jay
stuck oyster
#

you dont need new p3d for it

#

you use the universal.p3d from arma data

white jay
#

Thanks

white jay
kind nacelle
#

Dumb question, what would you consider a good polycount for an MBT and what would you consider to be the upper limited (lod0)

#

I know it's as low as possible of course but I want to have a ballpark so I know what and how much to simplify.
Please ping me if someone answers

small olive
#

@kind nacelle not sure about the upper limit but I can say 25-30k is okay for the average

kind nacelle
#

Oof, that's very low I guess

#

I think some people are pushing 100k on modern models

#

I guess I'll have to either aggressively simplify then, or just do agressive lods

stuck oyster
#

most modern tanks are have a lot of flat angular shapes, those usually take less polies as small surface details can be baked to normalmap

#

100k is pushing very high range of polies and will start to cost frames if many tanks are on screen

#

most of the time that is a bit excessive

kind nacelle
#

Hmm, say I have a 100k lod0 and then 50k lod1

#

Would that cause major issues?

stuck oyster
#

well likely your 100k lod would be seen quite rarely

#

and it takes a bit more memory

#

ultra model quality and close range with not much other stuff on screen

#

which can be totally fine

kind nacelle
#

๐Ÿ˜ซ guess I'll have to bite the bullet and reduce the geo at least a bit

#

I hate baking down details

polar fiber
#

Depends on the tank. 60k-80k verts probably isn't unusual for a tank with lots of ERA, slat armour, and external mounted weapons and things. 100k is quite a lot though

kind nacelle
#

i see, thanks

#

yeah optimisation it is

#

cant wait to put this into enfusion tho

desert notch
#

is nonlinear model animation possible? For example I noticed that the precession animation of wind turbine propellers (in other words, rotating around the column) is periodic.
how is that possible? thonk

#

you can see that the turbine rotates CW around the column at first, then reverses direction and becomes CCW

#

also according to the animationNames command this is done by only one animation

#

oh wait there's a sourceAddress="mirror"

#

that must be it meowsweats

rough idol
#

mirror just go from 0 to 1 and then 1 to 0

#

it's not making anims non linear

desert notch
#

well that's what I meant by nonlinear ๐Ÿ˜…

#

but thanks anyway

pine acorn
valid gorge
#

does anybody know what tells AFM where the groundcontact is in the xml file? i thought it was " <MountStation x="1.754" y="5.665" z="-3.4"/>" under GroundContacts but even with my correct coordinates of where my wheels are my helicopter still floats like 3 meters off the ground and yes it has a memory point for RTD_Center

#

does it matter where the RTD_Center memory point is on the model?

#

nevermind i figured it out seems that the RTD_Center point is what controls where it touches

lofty shadow
#

nice rotor ^^

rough idol
drowsy falcon
#

i got a problem with a building someone in my team created some time ago and it had no problems since. I repositioned and rotated the building and suddenly the collisions/roadways in some areas dont work anymore. After rotating or moving the building again everything is fine. Does someone know what can lead to such a problem?

stuck oyster
drowsy falcon
#

The building is 72x61m with rotating and moving i mean changing the position and direction of it.

stuck oyster
#

thats going beyond safe dimension limits

#

you may need to split it into smaller parts

drowsy falcon
compact zenith
#

Is there a good tutorial on how to make own vest models (so port an existing model into Arma). We're struggling fitting the vest to different positions (e.g. when leaning to the left, the vest clipps into the body, etc.)

stuck oyster
#

wheres the model from @compact zenith

compact zenith
stuck oyster
#

it is practically same yes. weighting shape and position needs to be correct and fit the ArmaMan