#arma3_model

1 messages · Page 183 of 1

stuck oyster
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Sokolonkos tutorials should be alright

compact zenith
#

ok thanks

eternal moon
#

someone can help me how i can put a Rifle Model on arma 3 ? i wanna make animation too but how can i make it on blender ?

tame bluff
#

Does anyone have wreck model for mh-60??

lusty ginkgo
#

Does it matter which side of a door the actionBegin# or actionEnd# named selections in the path LOD need to be on?

stuck oyster
#

Should not I think

kind nacelle
#

Hey, anyone know what would have gone wrong for proxies to show up on the model in game?

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I messed about with it adding garage customisation

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But now some hatches are doubled and proxies show

small olive
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How the engine calculates an aircraft's radar altitude (altRadar)? is it use a point in memory Lod or something?

kind nacelle
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Figured it out

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I joined the objects in blender to copy over vertex groups quickly obliterating the materials

stuck oyster
kind nacelle
#

Interestingly, ob didn't recognize the seperate LODs anymore and created some horrible amalgamation

stuck oyster
#

Adding texture /material to proxy breaks it

kind nacelle
#

Yeah, I didn't mean to

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For some reason it still works, as evidenced by the soldiers poking out

small olive
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my aircraft model stays 0.025m up from the ground level, I'm using altRadar for simulating suspensions and offset values (0 to 1) are 0.05 -> -0.05, maxComp. and maxDroop values are both 0.05, so what makes it don't touch to ground?

blissful spire
#

alrighty folks. Q for the brains here. Whats the procedure to have a toggable lightbar on a vehicle via useractions? i have the model setup with the lights working in game. but they just stay static on

stuck oyster
#

What commands have you tried? What type of light are they?

woeful viper
rough sand
#

Hello fellow modelers ,Is somebody has some head as reference ?

stuck oyster
small olive
#

I suggest you to test them for most of the head models before finalizing your asset

woeful viper
#

yes, esp. if your model sits tight (like a gasmask)

manic sage
#

Would anyone be willing to screen share sometime and import a simple prop item so I can see the right steps ? I can do it in DayZ but haven't quite figured out how to do it in Arma3.

white jay
#

hi . I have a question, does any of you know what script to use to make a gps or laser bomb fall on a designated target chewed by AI
I made aI turn on the laser marker and make the remote control the camera look at the point but the bombs still fly anywhere

white jay
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eyo, not sure if this is a texture a problem, a model problem, or both, but i've been noticing in my models that don't interact with light correctly. by that i mean parts that should have light hitting them instead have a shadow as if the faces of the polygons for that part of the model had been inverted, and then it alternates with the other half of the model depending on the model's rotation against the light source.

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to add to this, the parts that are affected by this are parts that had a mirror modifier involved in the making (i use blender to make my mod's models) but in blender, at least, everything interacts with the light normally.

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so at this point, i feel like i have overlooked something.

small olive
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@white jay I can't sure about your issue maybe a photo helps to understand but turn on "backface culling" in Blender and see if anything wrong with the faces https://prnt.sc/Lo0OpuZahYuX

white jay
small olive
#

I don't use colors for that but okay if you say so

white jay
white jay
# small olive <@456226577798135808> I can't sure about your issue maybe a photo helps to under...

https://prnt.sc/snp2MPzxTqkG
https://prnt.sc/akBPYKS4Y2kV
https://prnt.sc/9BE9RUgBmzGz

tried the backface culling thing. all normal. the shoe on the right is showing the normal map correctly as intended. the thing is, the shoe on the right is what came out from the mirror modifier.

Lightshot

Captured with Lightshot

Lightshot

Captured with Lightshot

Lightshot

Captured with Lightshot

clear marsh
#

Anyone know how to add collision to a model?

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I've been trying to add some reforger assets (like a big rock, fence, etc) and none of them have any collision with the player. The terrain collision is working but none of the objects are

quick terrace
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did you add some collision geometry to the model?

clear marsh
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I figured it out, it needs a rigidbody component

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wow, pretty easy fix.

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for the reforger assets (and maybe others idk) you have to check the box called "model geometry" which will give it a collision shape based on its meshobject component (which is a part of the reforger models when you drag them in by default)

clear marsh
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Yep oops

quick terrace
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@heady wasp - this isn't a request channel, message deleted

rapid tree
#

I have a question regarding the Fire Geometry. The BIS Wiki says the Fire Geo needs to be 3500 Points not more, but my Fire Geo got 31000 Points... was the limit raised ?

stuck oyster
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It's recommended to be as simple as possible

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31000 verticles is quite a lot

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The more complex it is the more impact it has on performance

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And the less frames you get

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@rapid tree

rapid tree
quick terrace
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@rapid treeit might not work with 31000 verts, or have issues...

quick terrace
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what's the polycount for the geo lod?

rapid tree
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1400

quick terrace
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i assume fire geo and geo lod are not both 31k each

rapid tree
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no

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the fire geo itself is 31k

quick terrace
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ok...

rapid tree
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thats bad i guess

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btw speaking of geometry, is there an easy way to make one without much modelling knowledge ?

stuck oyster
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no

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nothing is easy if one does not know how 😅

rapid tree
stuck oyster
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make simple shapes

rapid tree
stuck oyster
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Id prefer blender

signal path
#

I got a question for you boyos . So I’m making a plane and my next step is the canopy / cockpit. Should I keep the faces or remove them and just keep only the solid parts of the canopy

stuck oyster
#

keep what faces exactly?

signal path
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Faces of the cockpit that are suppose to be the glass

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@stuck oyster

stuck oyster
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If you want them to look like glass you got to have them there

steel zodiac
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is it possible to grab the texture and model files from their data folder of objects that arent listed in the eden editor in such a way that I can use them in the eden editor?

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I have the runway lights in a composition i made a while back, which are hidden in the object search

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i want to see if i can get my hands on the runway markings, lines, etc without mods

stuck oyster
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you can not edit any vanilla or mod model files

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scripting commands can get you model information and spawn those objects as simpleObjects

marsh jewel
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Yo bros how do you usually make shadow and 2nd, 3rd resolution LODs?
Do you recreate the model from scratch and simplify it?
Or do you take the finished model and do some modifications to it

small olive
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if you're using Blender, decimate modifier works

hot hornet
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Depends on the model but for the resLODs you can use Blender's Decimate modifier. Not the best but it speeds up the process.

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resLOD0 =100%
resLOD1=50%
resLOD2=25%
...etc

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Last resLOD needs to be really simple/basic

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For the geometry or the shadow lods, you can try to remesh your model using a tool like quad remesher. Again, you can't do that with all your models.

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But sometimes you have to make it from scratch. Easier and better for some models (buildings for exemple)

stuck oyster
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reducing the main res lod is the best way as then you can keep the same texture on it

marsh jewel
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Thanks guys Yeah decimate works fine for reslods since you cant see the details anyways when the object is far away, however it makes lots of holes so cant be used for shadow lods :(

marsh jewel
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For now im just getting free models and trying to implement them to arma. But Im still new to modelling so i certainly dont have the skills to recreate the model for the shadows

stuck oyster
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imo shadow lod should be made from scratchs

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there is no automation to do the required reduction especially if the model is not made with that system in mind

hot hornet
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Working on shadow LODs is usually a pain but you'll get used to it

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and you can also use visualex (it's a resolution based shadow) for some assets

marsh jewel
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Thank you everyone for the advices

hot hornet
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Not suitable for very small props though, it's pretty good for walls or buildings (structures)

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I don't know if it's recommended for weapons/vehicles

marsh jewel
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Thanks mate :)

marsh jewel
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Generally whats a good polygon limit for shadow lod

quick terrace
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the lower the better

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aim for 3k whenever possible

olive hearth
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Does anybody know how Reforger trees/vegetation are made? Were they done using SpeedTree like in Arma 3?

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Sorry wrong channel

white jay
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Hello. My question is how to make a model for the optics (camera) of a helicopter and what should it contain?

#
class pilotCamera
        {
            class OpticsIn
            {
                class Wide
                {
                    opticsDisplayName="WFOV";                    gunnerOpticsModel="\A3\Drones_F\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_wide_F.p3d";
                    opticsPPEffects[]=
                    {
                        "OpticsCHAbera2",
                        "OpticsBlur2"
                    };
                };
                class zoomx4: Wide
                {
                    opticsDisplayName="NFOV";
                    initFov="(0.425/4)";
                    minFov="(0.425/4)";
                    maxFov="(0.425/4)";
                    gunnerOpticsModel="\A3\Drones_F\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_narrow_F.p3d";
                };
                class zoomX8: Wide
                {
                    opticsDisplayName="NFOV";
                    initFov="(0.42/8)";
                    minFov="(0.42/8)";
                    maxFov="(0.42/8)";
                    gunnerOpticsModel="\A3\Drones_F\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_narrow_F.p3d";
                };
                class zoomX20: Wide
                {
                    opticsDisplayName="NFOV";
                    initFov="(0.42/20)";
                    minFov="(0.42/20)";
                    maxFov="(0.42/20)";
                    gunnerOpticsModel="\A3\Drones_F\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_narrow_F.p3d";
                };
                class zoomX50: Wide
                {
                    opticsDisplayName="NFOV";
gunnerOpticsModel="\A3\Drones_F\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_narrow_F.p3d";
                };
                class zoomX70: Wide
                {
                    opticsDisplayName="NFOV";
gunnerOpticsModel="\A3\Drones_F\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_narrow_F.p3d";
                };
            };
        };
#

As you can see, there are p3d in the code.

flat palm
#

The Game needs a Cat--- like it has a Dog !!!!

hot hornet
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no crossposting ^^

lusty ginkgo
#

Buldozer broke again for me and now Arma3p won't install because extractpbo is not installed even though it very clearly is installed.

Am I the only one having these issues suddenly?

lusty ginkgo
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It's looking for extractpbodos.exe instead of extractpbo.exe which is what it is actually named

stuck oyster
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both exes should be installed

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extractpbodos is for commandline use

lusty ginkgo
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Right, but it's missing for some reason. The only other version of the exe I have is from other community tool from like 5 years ago, so either I never had it or Mikero Tool Updater removed it when updating for some reason

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Installing or reinstalling extractpbo doesn't work, installing or reinstalling every tool at once doesn't either

stuck oyster
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all I know is that the tool versions dont mix

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and the old updater might be obsolete already. the latest installer has evolved into the "all in one" installer

lusty ginkgo
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I am using the all in one installer

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I updated it just to be sure, I was using the old version before

stuck oyster
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is it the free one or subscriber one

lusty ginkgo
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Subscriber one

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I don't recall extractpbodos.exe being a separate item in the list

stuck oyster
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indeed it is not

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it should be installed from the same package

lusty ginkgo
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well it's missing the dos version when I install for whatever reason

stuck oyster
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oh now that I checked it is indeed gone

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@sturdy parcel can you shed some light into this one? (did extractpbodos become obsolete?)

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ah right

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now its extractpbogui and extractpbo

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where previously it was extractpbo(gui variant) and extractpbodos

lusty ginkgo
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Yeah I did see the gui version

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So the change just wasn't reflected in Arma3p, then?

stuck oyster
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perhaps. Mikero will know when he has time from feeding the goats

lusty ginkgo
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'derapdos' is not recognized as an internal or external command, operable program or batch file. Got this error at the end of Arma3p. I guess all the naming convention changed

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It broke buldozer. There has to be a way to only run the Buldozer install/fix part of arma3p, right?

sturdy parcel
lusty ginkgo
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There has to be a way to only run the Buldozer install/fix part of arma3p how do I do this

lusty ginkgo
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I seem to have got buldozer working in OB, but not TB, which just shows a blank flat world. Not really doing any terrain editing at the moment but I would still prefer it to work

lusty ginkgo
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where are the buldozer controls stored?

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Buldozer.Arma3Profile

sturdy parcel
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they can't be altered. you need something like the @white jay scripts to do that.

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arma3p updated

lusty ginkgo
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I have changed them before, restoring a backup of Buldozer.Arma3Profile brought them back

blissful spire
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what would cause a model to not register hits to the head even though the actual hitPoint vertex is in the HitPoint LOD?

stuck oyster
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normal man size model?

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firegeometry in place?

blissful spire
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firegeo and normal size yes.

stuck oyster
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just normally standing, not in middel of any animation?

blissful spire
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yup, normal animation of holding a rifle at rest

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confirmed the vertex's are in the LOD and are apart of the proper selections like they should

limpid barn
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Hi !
I have a problem with my Object Builder,
When I open my 3D render with Buldozer, my Object Builder closes...
It closes with 2k faces and if the 3D is not in the main LOD.
Do you have a solution?

stuck oyster
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you might have ngons in there

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or bad texture pathing that it cant read

limpid barn
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no I checked everything

worldly belfry
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Do NVG's support hidden selections? I am kind of operating under the assumption that they do not, but people in the workshop comments keep telling me its possible

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BI's own implementation seems to suggest they they don't

polar fiber
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It might be that it just doesn't work when they're placed on the ground so BI have separate models for them all. But I seem to remember support for retexturing NVGs being in a patch

valid gorge
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what determines how your rotors rip off and get hidden when impacting something ingame i have my "rotorhfullydestroyed" source set in my model.cfg and it works when i play the animation it hides the full rotor and replaces it with the broken damaged one but if i test like flying close to a building and i let the rotors hit it just bounces me back

white jay
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Hello. How do I create my own tracer/rocket and do I need a model.cfg?

subtle bison
#

wrong channel

hollow elk
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yep lol

inland pawn
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You can put hitpoints on vests right?

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Or only uniforms

signal path
#

Hey back again with a similar question . Does a window need six sides or as long as there a plane/face does that work?

stuck oyster
#

Faces you don't see are not required

signal path
valid gorge
#

Does anybody here know what controls rotor collision of them stopping when they make physical contact with an object?

stuck oyster
#

you would likely have to make a separate satic damaged model part and swap that and the rotating one via hide animation on a treshold of damage on the rotor hitpoint

valid gorge
stuck oyster
#

how much armor does your rotor hitpoint have?

valid gorge
stuck oyster
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does the rotor break immediately on contact with ground?

valid gorge
stuck oyster
#

those are some big rotors

valid gorge
#

the arma 3 chinook's rotors is set to 8

stuck oyster
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then there is some big issue there

valid gorge
#

might be my big chungus box rotors in my geo lod

stuck oyster
#

have you defined the mainrotor and tail rotor config parameters

stuck oyster
#

perhaps I remembered those wrong

#

also looks like your rotor armor is way way more than vanilla:

             class HitVRotor
            {
                explosionShielding=1;
                armor=0.30000001;
                material=51;
                name="mala vrtule";
                visual="mala vrtule staticka";
                passThrough=0.30000001;
            };
            class HitHRotor
            {
                explosionShielding=1;
                armor=0.2;
                material=51;
                name="velka vrtule";
                visual="velka vrtule staticka";
                passThrough=0.1;
            }; ```
#
        selectionHRotorMove="main_rotor_1_blur";
        selectionHRotorStill="main_rotor_1_static";
        selectionVRotorMove="main_rotor_2_blur";
        selectionVRotorStill="main_rotor_2_static";
#

these are used to swap between moving rotor blur and static rotors

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however if I remember right these cant be retextured so if you want to be able to swap rotor color it had to be done via model.cfg animations

valid gorge
stuck oyster
#

try lower armor value

valid gorge
#

it works fine in buldozer

#
            {
                type="hide";
                source="rotorhfullydestroyed";
                selection="main rotor";
                minValue = 0.0;
                maxValue = 1.0;
                hideValue = 1.0;
                animPeriod = 0.0;
                initPhase = 0.0;
            };
            class tailRotor_hide
            {
                type="hide";
                source="tailrotorhfullydestroyed";
                selection="tail rotor";
                minValue = 0.0;
                maxValue = 1.0;
                hideValue = 1.0;
                animPeriod = 0.0;
                initPhase = 0.0;
            };
            class mainRotor_unhide
            {
                type="hide";
                source="rotorhfullydestroyed";
                selection="main rotor broken";
                minValue = 0.0;
                maxValue = 1.0;
                hideValue = 0.0;
                unHideValue = 1.0;
                animPeriod = 0.0;
                initPhase = 0.0;
            };
            class tailRotor_unhide
            {
                type="hide";
                source="tailrotorhfullydestroyed";
                selection="tail rotor broken";
                minValue = 0.0;
                maxValue = 1.0;
                hideValue = 0.0;
                unHideValue = 1.0;
                animPeriod = 0.0;
                initPhase = 0.0;
            };```
stuck oyster
#

from this dont know. perhaps some hitpoint issue

#

or multiple animated selections affecting them

valid gorge
#

or could it because i have the broken rotors being brought in as a proxy instead of on the model

stuck oyster
#

you should be able to hide and unhide proxy just fine

valid gorge
#

also those armor values made it break faster but not instantly as it touches

#

problem is though if i lower them anymore than somebody can just shoot them like 1 time and bust them

stuck oyster
#

can vanilla rotors be shot like that?

valid gorge
#

its like it wants to break when the collision gets like halfway up the blade

stuck oyster
#

you should try to get it as close to vanilla behavior as you can

valid gorge
#

so if i put like almost half the blade in the building then it will break

#

ya vanilla blades break as soon as the tip touches which is what i want

stuck oyster
#

have you checked out the sample heli in the Arma 3 samples?

valid gorge
#

yes

stuck oyster
#

whats different there is probably the key

valid gorge
#

do you know if you need "tailrotorhfullydestroyed" in class animationsources?

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i thought the game engine just handles all that

stuck oyster
#

it does not appear in any vanilla config

#

so unlikely

#

do you have proper collision geometry for your rotors?

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and is it tied to the hitpoints by selection name?

inland pawn
#

Can hitpoints be applied to a vest?

stuck oyster
rapid talon
short seal
#

Hi people ı recently made a Kanonenjagdpanzer model and ı want to port it to arma 3 ı dont have any experiance modding where should ı start

small olive
short seal
#

like what you mean something like a static object

small olive
#

yeah

inland pawn
rapid talon
inland pawn
#

Binarize means you can’t open them once they’re packed

#

The sample weapon isn’t meant to work

rapid talon
rapid talon
inland pawn
rapid talon
#

I understand, but imagine that i want to add this weapon in game
What is missing in current sample?

inland pawn
rapid talon
flat palm
#

**Cat **Model.

stuck oyster
#

we get you like cats, but spam is forbidden here

flat palm
# stuck oyster no spam.

i really dont want to spam.... but i try to remind modders on that case ....
There is a dog Model in the Game ... but no cat Model.... questioning... are there only dog owners on Altis,Stratis. Tanoa or in Livonia . probably not.
My Post was just a reminder. Sorry .

stuck oyster
#

Custom creatures are quite difficult to implement. the number of people who can do it can be counted with one hand.

flat palm
stuck oyster
#

Im sure that is true. Howverer this channel is not meant to push ideas on to people. No matter how good the intention is

flat palm
pulsar basalt
#

Good time of day.Tell a beginner where to find information on how to add ( .rtm)animation to the model in Object builder.I've searched quite a few forums, I've learned how to add a static model, but the trouble is with animation.I am grateful in advance for the answer.Thanks.

stuck oyster
#

rtms require cfgMoves confgiuring

#

typically rtm is used only on characters

pulsar basalt
# stuck oyster rtms require cfgMoves confgiuring

Let's do this.I created an animated model, and I want this animation to work in the game.Tell me where you can find out specific sane information or a video lesson on this issue.There are videos and articles on creating a static model on the Internet, but I can't find any on creating an animated one.

I read about lods in Arma wikipedia.I assume this is related to the Memory lod.and with the vertices of the model.But I didn 't find any exact information .

small olive
#

what's your animation for?

#

like for a custom character?

pulsar basalt
bleak heart
#

If anyone has ArmaRig_V6_2, can they throw it?

hot hornet
#

It takes a lot of time and effort

stuck oyster
pulsar basalt
#

And thanks to everyone who responded , too.

lusty plover
stuck oyster
#

Do you have axis memorypoints defined?

lusty plover
#

yes

stuck oyster
#

Is your skeleton isDiscrete value 1 or 0

lusty plover
#

0

bleak heart
stuck oyster
#

is the weapon bone in correct place in the animation? and is the weapon bone named correctly as "weapon"?

bleak heart
#

The animation looks like this. NOTE: For animation gun.

marsh canyon
#

Which software you use to pack it into a pbo?

marsh canyon
#

*.p3d;*.paa;*Remove last asterisk? It doesn't seem fine

#

Also remove *.p3d too?

bleak heart
#

I removed the stars

#

I removed p3d

#

latest version

bleak heart
marsh canyon
#

That too

bleak heart
#

It didn't happen.:(

bleak heart
#

I solved the problem thanks.

bleak heart
#

In RTM, I move the right arm a little to the left, but it doesn't work in the game.

#

Is it impossible to move the right arm as rtm?

civic stratus
#

What determines whether or not a pistol is shown in a vest's holster? I've got the pistol_holstered proxy and most pistols show holstered, but some do not

#

Would holsterscale property in config do that?

lusty plover
#

But i still wonder why

stuck oyster
final kayak
#

Would anyone be able to help me understand what is causing this test mod to fail to package up as a PBO?
I am getting stuck on these errors from the Addon Builder.

...
!> 12:21:57: Updating base class RscButtonSearch->RscButton, by P:\bin\config.bin/RscDisplayCampaignLoad/controls/SearchButton/ (original )
!> 12:21:57: Updating base class RscButtonMenuCancel->RscShortcutButton, by P:\bin\config.bin/RscDisplayCampaignLoad/controls/ButtonCancel/ (original )
!> 12:21:57: Updating base class RscButtonMenu->RscShortcutButton, by P:\bin\config.bin/RscDisplayCampaignLoad/controls/ButtonGameOptions/ (original )
!> 12:21:57: Updating base class RscButtonMenuSteam->RscShortcutButton, by P:\bin\config.bin/RscDisplayCampaignLoad/controls/ButtonBuyDLC/ (original )
!> 12:21:57: Updating base class RscButtonMenu->RscShortcut
!> 
Done.
Build failed



Ready```
stuck oyster
#

nothing here has any useful info im afraid

#

addon builder does not really give much useful debug information

final kayak
#

I'm just finding a place to host the folder with the config and p3d files. Hopefully that is able to help.

stuck oyster
#

if you want debug, youll need to use mikeros toolset (pboProject to pack)

final kayak
#

I'm still learning the tool chain and am currently stuck trying to get a custom outfit as a custom pbo. I've been able to get vests and headgear in.
I have mikero's tools set up as well. I'll just get the info from it...

stuck oyster
#

there should not be any difference between uniform and other gear and folder structure

#

configs are bit different

#

but files can all be in same folder

final kayak
#

If you're able to take a look I'd really appreciate it 🙂

river kite
#

Hey Guys, currently a bit of idealess, any idea how to animate that belt while aiming up and down properly ? https://i.imgur.com/2RclQYZ.png cant think of a good solution right now

bright echo
#

weight set up that will probably question your sanity

stuck oyster
#

perhaps make the curve a bit simpler and weight one end to the weapon and and end to the the base of the turret

#

best deform I found with the turret belts in SOGPF was with uniformly spaced segments and somewhat simplified curves

#

otherwise you may need to add few extra bones the help the belt deform/turn in different gun turn phases

unreal jolt
#

trying to change the scale of a p3d file in blender but when i export it as a p3d it resets the scale back to it original size

#

any idea as to why it is doig this

final kayak
#

Potentially there are animation keys on the object's transform?

small olive
unreal jolt
#

alright ill try it thank you fellas

#

huzzah it worked

tulip gyro
#

If I'm making a weapon, and want it to have removable iron sights, do I make them separate, or a part of the model?

stuck oyster
#

if you want it to be separate optics attachment then it is a separate object

tulip gyro
#

I want them to come stock with the gun, but be removed when you select any optic

#

or better yet, fold wenever you select an optic

stuck oyster
#

that cant be done

tulip gyro
#

ah well, what about the top thing

stuck oyster
#

only control for something like that is when optics attachment is put on

#

you can animate parts of the weapon then

#

but not when you swap between views

tulip gyro
stuck oyster
#

yes

#

well it can also be multiple vertex groups if you have multiple parts to animate in different ways

final kayak
#

Does this look familiar to folks? https://postimg.cc/sQ7cQKb4
This is a unoptimized mesh which I'm just using for testing. It's around 85k triangles including the body geometry. I'm assuming that there's a limit of 65k triangles per mesh... or something? The geometry for the kilt only has one material. I'm guessing something's going wrong and it's applying the material for the body to the rest of the triangles.

#

Oddly it looks fine when using the Model Viewer through the Object Builder

halcyon bluff
#

Do i have to setup more then just the landcontact LODs to make an Object use the vertical mode when used in the eden editor? I have 3 vertices as Landcontact, but it still doesnt stay normal when dragging around in the editor.

stuck oyster
#

Nothing to do with them model complexity (though it is indeed many times more than it should be)

bleak heart
#

Hi, I'm making a shield mod. so i play the right arm in blender program but it doesn't play in the game.

bleak heart
stuck oyster
#

Your weapon bone is not in right place most likely. Hand animations calculate from weapon bone

final kayak
stuck oyster
#

its sets the skin color

final kayak
#

I guess when I did the skin weight transfer, it also transfered that information from the legs...

#

Thanks. That's helped clear things up a lot 🙂

stuck oyster
#

I mean you could make it out of skin instead of fabric

#

it would make it pretty scary

rancid belfry
#

Hey so im trying to become a model maker for A3 any idea on were to start?

stuck oyster
#

choose a program you want to use and start practicing how modeling and texturing works

#

Arma specifics can be learned later after you know how general modeling works

obtuse wagon
stuck oyster
#

Nope

small olive
#

"vertex bounds is not a float" anyone had this issue before?

#

while packing an addon with mikero's tools

tender radish
#

Hi everyone 🙂

I don't know if i'm in the right channel to post it but i'm trying to sign my pbos (built with PboProject)
There are some of my pbo that pass the check signatures but some not

In the RPT File, my pbo that don't pass the check signature end with Error 0x22. Test FAILED!
I tried to sign my pbo with PboProject and DSUtils but the result is the same
I have correctly put my bikey in the keys folder

desert notch
desert notch
#

then visit the folder containing the pbos and delete the old signatures

tender radish
#

already did that

#

i tried to clear the signatures, recreate a private key, sign the pbo with the new one, i checked the signatures with DSCheckSignatures, everything was ok but when i launch the game with Check signature ON (parameter in the launcher) or test it with a dedicated server, it doesn't work

river kite
#

So im running into a problem atm with my ammobelt, i set up the weigthing in blender and exported it but i cant seem to get it working, i tried different inheritions in the model.cfg but no success. im running out of ideas atm what im doing wrong

stuck oyster
#

the isDiscrete model.cfg parameter controls if soft or hard weighting is used by an entity @river kite

river kite
#

okay, i guess 0 is for weighting stuff ?

stuck oyster
#

I never remember which way it wemt but by default vehicles dont use it and character does

river kite
#

yeah i just checked in the model.cfg of the character its 0

#

still doesnt work tho, so seems like i still do something wrong

stuck oyster
#

does it move at all?

river kite
#

well the belt moves with the gun yeah but there is nothing happening like it should or how it looks in blender

stuck oyster
#

comparison pictures?

stuck oyster
#

ah

#

Object builder buldozer cant preview soft weighting 😅

river kite
#

ohhhh

#

will build a version then and try ingame

river kite
#

so this is how it looks ingame not really working too

stuck oyster
#

is the bottome end of the belt weighted to the turret or the hull of the helo?

rough idol
#

in any case, it's worth to keep in mind that weighted things with non 100% weight have to be skinned to 2 bones

#

if you have i.e. 68% weight to "belt1" but there is no 2nd bones weighted to those vertexes, then it will be converted to 100% weight upon binarization (buldozer viewport does p3d binarization on the fly - same as game with correctly set filePatching)

river kite
pale ridge
#

I've got a mod composed of a single rectangular poster that I'd like to use as a prop, but it doesn't seem to be showing in Eden

#

it's been packed properly and stuff, and the addons folder itself just has a pbo file

#

is there something else that i'm missing?

stuck oyster
#

how do you know its packed properly if it does not work?

pale ridge
#

or more specifically, what's the code needed for an object to appear in eden as a prop

pale ridge
stuck oyster
#

it does not mean its packed properly

pale ridge
#

hmmm

#

ok thanks

stuck oyster
#

what do you pack it with

pale ridge
#

does the config file have to be packed in as well?

stuck oyster
#

yes most definitely

pale ridge
#

ah that might be the problem

#

thanks a lot

#

will try that again

stuck oyster
#

what do you pack it with?

#

pbomanager

addon builder

pboProject

something else?

pale ridge
#

3 png files, 2 paa files, a pd3 file

#

i should probably only have one of each

stuck oyster
#

png files should not get packed in at all

#

but I dont know why you would have different number of png and paaf iles

#

pngs should get converted to paa on binarizing

#

so please respond: What do you use to pack the pbo?

#

because there are many ways to do that wrong

pale ridge
#

hold on let me check

#

addon builder

stuck oyster
#

alirght so addon builder packs a pbo but it does very little checking if you are feeding it right data

#

do you have P drive set up?

pale ridge
#

yes

stuck oyster
#

you can check Arma 3 samples for example on what data should be where

pale ridge
#

ok ty

stuck oyster
#

or you can try Mikeros toolset and PboProject. It does have very extensive debugging.

river kite
#

So im still trying to get my ammobelt to work with weighting, but still hadnt any success yet. Each Selection has multiple weights to bones. i have the feeling that i do something wrong in the model.cfg but cant figure out what.

stuck oyster
#

belt parts should have weighting only to the gun and and turret

#

for animated selections

#

you sure you put the isdiscrete value in right skeleton?

river kite
#

ye

river kite
stuck oyster
#

well then you would need to have same setup in the model.cfg

#

and in the p3d

river kite
#

which i have, atleast i think i have it right setup, but apparently it isnt

dusty basalt
#

Hey, so I have a question about animating a model

#

Ive got this arm that has two segments and a gun at the end. Each segment rotates around an axis that's at the end of the previous segment, so kind of like a two-segment robotic arm. How do I link these together? Right now, trying to animate them, but the rotation axis doesn't follow the previous bone, so it basically rotates around its initial position

#

so I've got:

SWING_1 section, that's the first arm
AXIS_1 memory LOD axis that the SWING_1 rotates around
SWING_2 section, that's the second arm ofc
AXIS_2 memory LOD axis that the SWING_2 rotates around, and it's located at the end of SWING_1
M240SWING_AXIS that the M240FULL selection is supposed to rotate around, located at the end of SWING_2

stuck oyster
#

you would want the bones parented in pairs

#

"arm1","" <- first part parented to root/nothing
"arm2","arm1",
"arm3","arm2"

dusty basalt
#

Yeah but it doesnt follow :/

#

Yeah so I tried that:

"SWING_1", "",
"SWING_2", "SWING_2",
"M240_FULL", "SWING_2"
stuck oyster
#

this is in model.cfg yes?

dusty basalt
#

yep

#

skeletonBones

stuck oyster
#

yep this is then correct

dusty basalt
#

I didnt know if the memory LOD axis vertices have to be assigned to the SWING_2 selections but I did that too initially

#

so AXIS_2 was assigned SWING_1, and M240SWING_AXIS was assigned to SWING_2

#

but it didnt work, the selections would rotate in their original positions

#

so I unassigned the Memory LOD selections from the SWING_x selections, didnt help either

#

at last I tried parenting AXIS_2 to SWING_1 via skeletonBones but I dont think arma liked that either

#

because effect was the same regardless: it just rotates around its original axis and never changes

stuck oyster
dusty basalt
#

Im gonna do the guy Im helping a favor and paste the pieces that are relevant becasue the inheritance from the sample files got messy 😅

stuck oyster
#

It might be that the messyness breaks something

dusty basalt
dusty basalt
#

just realized the indentation differences 🥴

#

Yeah so speaking of messyness, I just realized a little something

#

someone before me put these bones:

"SWING_1", "",
"SWING_2", "",
"M240_FULL", "",

in the global Car skeleton that was way up in hierarchy, instead of the skeleton of the vehicle vehicle we're editing, presumably by accident

#

so the final skeleton had both entries in... which sounds like a recipe for an error like that. Im rebuilding to test if it works

stuck oyster
#

yeh that breaks it

#

cant redefine bones

dusty basalt
#

Yeah that fixed it

#

thanks for the interest 😄

stuck oyster
final kayak
#

Would anyone happen to know why when testing a custom uniform in the Arsenal it wouldn't appear on the AI characters but does work on me?

late hawk
#

anybody could give me a hint on how to attach a scope to MG42 machine gun? can we achieve that using script or we need to make a new mod?

stuck oyster
#

Would need a new mod with new model for the gun where you can add a attachment point

#

@late hawk

late hawk
#

no knowledge on how to make that happen

#

thanks for your reply

white jay
#

Hello

#

I have a question, I lost my model.cfg for the head and tried to get it using MT.

#

In the extraction process, the inheritance of classes in model.cfg was lost. Will it work?

#
class CfgSkeletons
{
    class Skeleton
    {
        isDiscrete=0;
        skeletonInherit="";
        skeletonBones[]={DiscordLimit};
    };
};
class CfgModels
{
    class test2Head
    {
        htMin=60;
        htMax=1800;
        afMax=30;
        mfMax=0;
        mFact=1;
        tBody=37;
        skeletonName="Skeleton";
        sectionsInherit="";
        sections[]={"personality", "injury_head", "osobnost"};
        class Animations
        {
        };
    };
};
austere plank
#

Hey, I've had a look at all this now, but I just don't know anything about modding, I would like to add my first vehicle (own), but I have no previous experience with Blender, because I'm not familiar with it in Arma 3 Regarding modding, now I'm starting at 0 and without in-depth knowledge it's all a bit complicated, is there someone who has already brought a vehicle ingame and could somehow write down step-by-step what needs to be done or the basics from the beginning could explain purely?

small olive
stuck oyster
white jay
#

How to get the same effect in a thermal imager as a balaclava?

class CfgModels
{
    class Default
    {
        sectionsInherit="";
        sections[] = {};
        skeletonName = "";
    };
    
    class commando_helmet_v1: Default
    {
        htMin=60;
        htMax=1800;
        afMax=30;
        mfMax=0;
        mFact=1;
        tBody=37;
        skeletonName="OFP2_ManSkeleton";
        sections[]={"camo1", "camo2"};
    };
};
stuck oyster
#

It will need TI stage and texture in its rvmat

white jay
stuck oyster
#

0,0,0,0 would mean it shows no heat

white jay
muted tapir
#

is it possible to generate a model (just some variation of a quadrangle) that arma accepts and can use textures (via hiddenselections) and collision on without manually running it through object builder?

#

probably by writing a program that assembles the file how want it?

stuck oyster
#

in theory yes

#

why though?

muted tapir
#

i'm thinking of trying to make a mod that adds craters from explosions using the new terrain deformation from the dev branch. to make it look better than just a very large, edgy hole in the ground, my idea is to cover up the hole in the terrain using 7 objects:
one crater-shaped object as well as 6 triangles with a corner cut off to mask the hole in the terrain. my idea would be to add a lot of possible triangles (with a corner cut off) with the corners distributed at basically 10 centimeter intervals over like a meter or something, which i assume would require around 500 different models to cover all possible shapes.

stuck oyster
#

or just 1 triangle you animate to fit?

muted tapir
#

is... is that a possibility

stuck oyster
#

buut preferably your crater would just cover the hole

#

well that ist no even possible always

#

since the terrain deformation uses terrain cells

#

which are differerent on most terrains

#

some might have 5 meter cell

#

some 2 meter

muted tapir
#

that doesn't really work anymore once the ground stops being flat

#

idk maybe my idea is just crazy

stuck oyster
muted tapir
#

now add a third dimension

stuck oyster
#

its not crazy but it will likely not work in all terrains

muted tapir
#

I'm aware of that

stuck oyster
#

or well

#

if the crater has enough coverage it could fill larger hole too

#

but could be tricky

#

and of course hitting between terrain verticles could not be easily fixed

muted tapir
stuck oyster
#

8 meters

muted tapir
#

you forgot the diagonals

stuck oyster
#

ah true

muted tapir
#

but you're right, maybe it's simpler to achieve my goals with like 10 different variations of crater object and no cover objects

muted tapir
stuck oyster
#

bone for each verticle

muted tapir
#

ah

#

can i generate animations on the fly in arma or would i have to predefine them?

stuck oyster
#

animations can be defined with wide range that you can animate from and to

muted tapir
#

can i run multiple animations using different bones on the same triangle at once?

stuck oyster
#

yes

muted tapir
#

that sounds great

stuck oyster
#

if you want 3 axis translation on each verticle, each bone would have separate X Y Z animation

#

geometry might be problematic though 🤔 not sure how that would behave

muted tapir
#

geometry meaning collision and stuff?

#

i think i could make it work with just z animation and different models for different terrain cell sizes

muted tapir
#

I just realized i can probably animate a hole-filling crater object to match the borders of the hole

desert notch
#

Then scale them using setObjectScale to match any crater size

desert notch
muted tapir
muted tapir
# desert notch There is no problem with "3rd dimension"

There is, the crater is a lot smaller than the hole in the terrain, and if say my crater object was made for flat ground, it would look weird in valleys and on hilltops.
For valleys that problem would be easily fixed by adding a separate model for valleys, on hilltops (by hilltops i mean outwards bends in the terrain, i dont know how to properly call it in English) the crater object that fills the entire hole needs to match up with the borders of the terrain hole without there being steps.

#

Making one crater object that does that for all hilltops is as far as i can tell right now not possible, unless i manage to animate the borders of it so i can adapt it to any position.

desert notch
muted tapir
#

That would result in alterations in the terrain in a very large area around the crater

#

With a cell size of 4 meters which you can find on stratis for example ot would result in an area that is up to 22 meters wode being altered, with a cell size of 10 meters or whatever maps like malden use, the altered terrain would be up to 56 meters wide

desert notch
#

no, why would it be?

#

you just modify the tiles you need based on crater size

#

even if cell size was 50 meters you just modify 1 pixel for a 20 m radius crater for example

muted tapir
#

I know that the alterations would be quite small, however i fear that it would lead to either (if i move the objects in that area) an observable jump in objects like houses or (if i dont) small ground objects ending up underground or floating everywhere

muted tapir
desert notch
#

let me write a quick script to show what I mean

muted tapir
#

Do so, i would be very happy to see a way to modify the terrain less

dusty basalt
#

I have returned with questions

#

Is there a way to combine two controllers/sources for one animation?

Context: I'm modding an airplane which has its airbrakes, but they are supposed to extend by a couple more degrees when the plane is on the ground. Is there a way to put these together into some sort of expression?
Also it seems there is no particular controller to check if the vehicle is touching ground, but I guess the gear damper can be a source of this information

stuck oyster
dusty basalt
stuck oyster
#

Yes that is correct

dusty basalt
#

okay, lovely, I'll give it a shot

#

tbf it mostly is about changing the range of the same animation once it touches ground but Im not sure how I could achieve this

desert notch
#

@muted tapir I messed with this a bit more than I wanted to but anyway here it is:
https://sqfbin.com/kirocuqewigixevoqowa
it's not perfect and I'm not sure if it is what you wanted
but anyway it looks ok on "hilltops" and slopes

#

also the script is a bit of a mess and needs some optimization

#

to test the script, just look at a position on the terrain then open the console and execute

muted tapir
#

@desert notch it's not what i had in mind originally, but it works well and solves the whole crater thing i had in mind producing a crater that probably looks better than what i would've produced.
if it's allright with you, i'm gonna tweak that script a bit, add destruction of vegetation and scorch marks and stuff, find a way to tie it to large explosions and release it as a mod after 2.10 gets released

#

i'm also gonna take my original idea and see if i can make clean trenches with it

desert notch
#

sure go ahead

muted tapir
#

thanks

desert notch
muted tapir
#

thanks

desert notch
silver zenith
#

is there a way to handle alpha sorting through blender?
its always kinda messed up when I open it in bulldozer.

stuck oyster
#

there is a transparency level tool in there I recall

#

Im not 100% sure how it was used though

hard oasis
#

Hey i was modelling a uniform and one of the shits Arms has it's textures on it's inside now like i can see the back texture from the front and vice-versa

#

any idea in a fix?

stuck oyster
#

your faces are wrong way

#

arma has 1 sided faces only and yours are pointing back instead of front

hard oasis
#

do you know a way for Blender to show the front of the faces?

#

and flip the of course

#

Fixed:
Show Overlays - press Face Orientation under geometry, (red is inside/blue is outside)
take the textures that are inside out and press Alt+N and flip it
// keeping it her for the record

fluid copper
#

Is there any documentation or knowledge on how exactly arma 3 creates a bounding box for an object?

stuck oyster
#

@fluid copper out of all combined bounds of an object

#

in most situations at least

#

whats the context

fluid copper
#

I had an idea for a mod and thought using bounding boxes to measure distances for things would be an effective way of doing it, assuming of course the box was accurate. I would be making the object that does the measuring so I could modify its model in order to produce an accurate bounding box.

#

They have always seemed incredibly inaccurate to me, especially for objects like buildings and vehicles. I think as long as I keep my object relatively rectangular in shape that it should be alright.

I kinda wish it was possible to manually create the bounding box for an object

stuck oyster
#

things like proxies often mess up the full bounds as they are often way big and point out of the model

#

the bounds cant be set manually

#

but you can add memorypoints into your model and read them via scripting

#

they can create bounds or act as snap points depending on what you want to do

fluid copper
#

Thats a really good idea with the memorypoints, I think I will take that approach. Thanks!

unreal jolt
#

Doing some work in blender was wondering if there's a way to mirror what is being done like say I have a bust from arma 3 and I wanna mess with the ears is there a way to select one side and have it mirror the changes that I'm doing on the other that way it doesn't come out different

stuck oyster
#

There are mirror tools in blender yes. The model however might not be mirrored so the tools don't always work.

twilit spear
#

is there any way to get a enhanced combat helmet in blender?

twilit spear
#

ok

lunar trench
#

Hi everyone

I could really use some advice on Geometry as i feel like i have had enough with banging my head against the wall 😆 My experience has been very hit and miss and im not entirely sure what im doing wrong.

I have had smaller models where i added geometry that was just a simply cube to block it out and that worked fine. But as soon as the model gets a bit more complex and i need to block that out things start to get wonky and not work (allowing me to walk through the model)

What is the proper way to create geometry and to set weight on it? (I use blender with the addon) I assume the weight part is what i mess up as i currently use some arbitrary numbers im guessing myself to.
Any tips and tricks, do's and don'ts would be greatly appreciated. Even if you just have a link to a tutorial where its explained. (I feel like i have watched pretty much all youtube videos on it and i still fail, especially walkable surfaces)

Thanks for any advice in advance!

lunar trench
# small olive https://community.bistudio.com/wiki/LOD#Geometry

Thank you and yes i am aware of the wiki entry. I just feel like it isn't very specific. Like what is the "mass" of something? Is this a "made up" value or is this in kg or something totally different? How do i know what mass i should set on the object?
Then you have the whole part of there being a max width to it but no one knowing what it is. What if i have something thats larger than the 50-60 m in width? Can i somehow create multiple geometry objects in the same model to fill that entire surface or is that simply not possible? Example, i have a ship thats 100m long.

small olive
#

afaik yes, ships are made by setting multiple models as one section in-game

#

mass is in kg

#

100.00 = 100kg

#

and also verify the other rules

#

check that your model is convex and closed

lunar trench
#

I see, so they "cheat" a little like with the carrier that is "put together" by multiple parts?

lunar trench
small olive
lunar trench
#

I know it says simple geometry. Do you know if they only want squares for this or if its okay to use something that is a little more complex?

small olive
#

don't forget making them convex

#

for example:

#

this part of the aircraft is not convex

#

but it's two seperated part, so it's valid

#

but since it's for calculating collisions

#

you should make it as simple as possible

#

for saving performance

lunar trench
#

is what you use here in the screenshot your geometry?

small olive
#

it's fire geometry

lunar trench
#

or is that the actual mesh of the object you see?

#

ah

small olive
#

that's the geometry

#

not even need to make the curve because there is nothing can collide with there in-game

lunar trench
#

I have tried to keep it super simple so far like in the wiki, so something like this basically:

small olive
#

so there is something with being closed and convex

#

to check that in Blender

#

select the edit mode and do it like this

#

that will find the unclosed parts of your mesh

#

then fill them

#

to check convexity

#

well it's not checking but genuinely fixing it

lunar trench
#

I will try this as soon as i get home. This has been very helpful, thank you very much!

small olive
#

no problem

lunar trench
#

Last question before i forget. Do you happen to know what the "roadway size limit" is? I know they can be 72 m in length, but does that go on both axis? Like could i make a 72 m by 72 m plain as a roadway?

small olive
#

I haven't done that before but the answer is yes according to wiki

lunar trench
#

👍

stuck oyster
#

@lunar trench sticking to max 50 x 50 meter piece max would be my advice

#

Geometry component needs to be convex, closed blob, have componentXXX name and have mass.

#

And preferably be max 50x50 meters

stuck oyster
#

The size limit has roots in how the terrain simulation/calculation works. Terrain is split into smaller grid and things like collision detection is calculated in the grid cell the object is in and in all the adjacent cells. But if object goes beyond the adjacent cell the collision stops working. 50meters is commonly safe size but it can vary between terrains.

valid charm
#

@stuck oyster Does the mesh have to be triangulated?

stuck oyster
#

Quads can work but for accurate edges triangulation is better.

#

Also it needs to be all sharp edges

rapid tree
#

hello can someone explain to me how i can give my weapons accurate vanilla reload animations without a mag insert delay ? like time it correctly and what are the things i have to look out for it ?

inland pawn
#

Though I’m not sure how possible that is

rapid tree
#

my magazine model.cfg only have hideBullets

#

does someone have an example ?

inland pawn
#

Do you not have a magazine move entry?

rapid tree
inland pawn
#

What kind of weapon are you doing

rapid tree
#

AK like

#

and M16 like so spar anims

inland pawn
#

Ok, then you should have a set of memory points for your magazine to move, then add a model.cfg entry using the magazine and the new set of memory points you just made

rapid tree
#

i have magazine axis from the sample weapon

inland pawn
#

Then use that

rapid tree
#

so the mag movement speed is dependable on the weapon ?

inland pawn
#

I think how fast it’s moved is through the model.cfg

#

Though I haven’t done that before so idk if it’s possible

rapid tree
#

of the weapon or mag ?

inland pawn
#

Mag

rapid tree
#

i see

inland pawn
#

Do you know how to even add movement to the mag in your model.cfg?

rapid tree
#

no...

#

i would need a full model cfg to study it and play around with it

#

so doing some research resulted that it is dependable on the weapon

rapid tree
#

any bohemia, cup or rhs dev here ?

stuck oyster
#

Sample weapon in the Arma samples should have moving parts@rapid tree

#

And wiki pages for model.cfg and "how to animate a model" explain how model.cfg works

rapid tree
stuck oyster
#

It is in both if I remember right of you want to animate parts of the magazine to. Move. Like bullets

#

But the weapons animations are in the weapon model

muted tapir
#

what have i messed up in my model?

viscid berry
#

Your ShadowVolume has to be closed

muted tapir
viscid berry
muted tapir
#

i didn't triangulate it, maybe that's it

#

i triangulated everything, now it works, thanks

rapid tree
#

Is an A3 dev here ? I need to know if there is an limit for how many rotors a helicopter have, the model i try to armafy have 4 rotors

marsh canyon
#

Best bet is rayhard here, and I ain't, but I don't believe there is a limit

inland pawn
rapid tree
stuck oyster
#

The vehicle simulation only has 2 but there is no limit on animated parts

#

Except bone limit of 255 bones

rapid tree
#

Does that mean that im only able to do rotor blur for 2 Rotors ?

stuck oyster
#

You have 2 sources but you can swap as many parts as you like

#

The swapping is just selections that get hidden/unhidden

rapid tree
#

The sources are defined in the config so basically i have to make a new base heli ?

stuck oyster
#

Eh wut?

#

Why?

rapid tree
#

Oh wait sorry brainfart 😂

#

But i dont get why the Animations dont work for the other 2 rotors, they can be selected in the anim view

stuck oyster
#

Typo somewhere, wrong bone inheritance, too many bone selections on mesh, some other mistake

rapid tree
stuck oyster
#

Magic

#

😝

jade flare
#

anyone got any guides on how to make custom scopes?

jade flare
#

I have the sample and moved it to P drive, then used PboProject to compile it but its not showing up?

jade flare
#

it seems to be in the config but the attachment isn't available

stuck oyster
#

weapon would need to be configured to use it

#

compatibility with a weapon is not automatic

dusty basalt
#

How can I fix the offset of the player from the ladder? Ive managed to make the player face the ladder but the character is basically inside of the ladder, with the back stuck inside of the rungs pretty much

stuck oyster
#

move the ladder points

#

also direction of ladder is dictated by slight angle/offset between the points

dusty basalt
jade flare
stuck oyster
#

any weapons attachment slot if I remember right.

jade flare
#

so basically grab

    class arifle_MX_khk_ACO_Pointer_Snds_F: arifle_MX_khk_F
    {
        author="$STR_A3_Bohemia_Interactive";
        _generalMacro="arifle_MX_khk_ACO_Pointer_Snds_F";
        class LinkedItems
        {
            class LinkedItemsOptic
            {
                slot="CowsSlot";
                item="optic_ACO";
            };
            class LinkedItemsAcc
            {
                slot="PointerSlot";
                item="acc_pointer_IR";
            };
            class LinkedItemsMuzzle
            {
                slot="MuzzleSlot";
                item="muzzle_snds_H_khk_F";
            };
        };
    };

and just make a new class using this and replace the cowslot with my optic?

stuck oyster
#

linked items are what get to be placed on the weapon class as default

jade flare
stuck oyster
#

its this stuff

jade flare
#

ah

#

so just make a custom list?

stuck oyster
#

if you want your new optic to be compatible with other weapons you add it to this list

jade flare
#
class CowsSlot_Rail: CowsSlot
{
    class compatibleItems
    {
          Test_scope3D_01 =1;
        };
};
#

I guess I don't need to add the whole list of scopes?

stuck oyster
#

🤔 Im thinking no, try it out

jade flare
#

also cheers every time I tried my hand at different bits of A3 you've helped me out

limpid matrix
#

hey, so im making a uniform and im trying to figure out how to make it so it has Ballistic Protection/Explosive Resistance/Load/Weight, basically I want it to be the same as the default military uniform, how do I do it?

limpid matrix
inland pawn
limpid matrix
desert notch
#

is there any limit on the number of selections, bones, animations, and rvmats a model (or certain LOD) can have?

charred bolt
stuck oyster
#

2048 named selections

silver zenith
#

made a model similar to the small sandbag bunker, polycount is like 90k, which of course is unacceptable
but would it be an ok res1 if the res 2 is 20k and res 3 is 9k?

#

theoretically there is a way I could get rid of a lot of polygons but I'm not sure how
since a lot of the sandbags have clipping faces between each other, just not sure how to do that in a smart way

#

tried with a collection boolean but it somehow added more faces rather than removing them

hot hornet
#

90k seems a lot for a structure

silver zenith
#

its mainly the sandbags

#

there are a lot of faces I could remove but I have no idea how

hot hornet
#

Can't you try to lower the polycount of the sandbags a little ?

silver zenith
#

yeah if 90k is too much for a res 1 I'll just use what I had planned as res 2
which is 20k
or if it gets extreme the 9k res 3

hot hornet
#

Hmm I'd manually retopo the sandbags using blender

#

Or remesh them

silver zenith
#

thats what the res2 and 3 are

#

but even those have the shitload of internal faces

#

I'll just do it manually I guess

stuck oyster
#

manual might be the way to go there

#

you will want to keep the uvmapping intact as long as you can

hot hornet
#

Manual retopology is always better. Boring but better.

stuck oyster
#

and any automation can easily break it

silver zenith
#

yeah the sandbags are unwrapped and textured so I dig my own grave

hot hornet
#

Oof

stuck oyster
#

multimaterial?

silver zenith
#

nah I'm just using the same sandbag texture I'm using for all props using sandbags

stuck oyster
#

mutlimaterial could use that texture and 3 others

#

would be more optimized

hot hornet
#

Ohhh yeah, do multimat for structures. Much much better for performances

silver zenith
#

I though I had learned multimats but they just ended up confusing me
for example I was stuck with one specular value for all textures in the multimat, also sometimes the "mask" method ended up giving me blurred borders
so I gave up the performance improvement for my sanity
I do miss being able to give ambient occlusion to tiled textures

stuck oyster
#

Multimaterial does not do shiny metal things very well. that kind of parts should be done with supershader

silver zenith
#

yeah
I guess the way to do it is to group all textures with similar spec value in their own multimats
which ends up creating more drawcalls negating the performance improvement

stuck oyster
#

multimaterail does use SMDI for each texture that can modulate the specularity of a texture. I admit though it can be difficult to use and the adjustment range is still limited

silver zenith
#

I'm in no way coping for not using multimats
I'm just fully aware I'm too stupid to do them right so I'll sacrifice a little bit of performance for my mental sanity

stuck oyster
#

😅

#

Multimaterial be like 👆

silver zenith
#

is there a way to do supershader tiled textures and still somehow having an ambient occlusion on the model like in multimats?

stuck oyster
#

you can use 2 uvsets in supershader yes

#

tex and tex1

silver zenith
#

oh interesting
and what would the tex1 have as rvmat?
an empty multimat with just the AO?

stuck oyster
#

No the those change what uvset a stage in rvmat uses

runic plover
#

Example i did with one of the snow rocks

First lod vs last lod (there are 6 reso lods i did)

silver zenith
#

yeah did that
still I'll want to do the manual process anyway because decimate won't remove the geometry that I won't need

#

a mix of both I guess

runic plover
#

If its not unwrapped or still needs to be unwrapped

In OB

Select some of the points
Left Shift + D

silver zenith
#

they are unwrapped but you got me curious
what does that do?

runic plover
#

It deletes / merges points together

But mostly, if you want to delete faces you need to do a new unwrap

Best way to keep the uvw mostly is the decimate way i think

runic plover
silver zenith
#

oh I get it
yeah I'll just do a decimate and yoink what I can manually

runic plover
#

I use it a lot when i do some geometry stuff and convex them and some open faces are still around, so i select these points, shift D and convex again, solved

#

I dont work in blender, just learned how to make reso lods in blender because in OB they get fucked up

But modeling stuff i still do in OB

Im sure in blender is a better way to work manually what you search for

hot hornet
#

decimate to keep UVs yeah

#

unsubdivide will break your UVs

#

use retopoflow 3 to retopo your meshes

#

you can also try Quad Remesher

kind nacelle
#

or instant meshes

civic stratus
#

How is the location of a stored launcher (on character back) determined?

bold flare
#

I think the character has a bone called "launcher", thats where its put onto

civic stratus
#

Does "squarizing" topology for body mesh improve visual quality for weight painting/animations?

rustic escarp
#

Whenever i shine a light on my emmissive, it gets much brighter, im not sure why

stuck oyster
void panther
#

Having issues with a model of mine. It's a main gate for a map I'm making, I have 6 lights on it however I can only get the flares to work and 1 reflector (like light shining on the ground). Does anyone have any idea how to get the lights to work? I've pretty much exactly copied the config and stuff from the samples, and I've triple checked my model to ensure all the selections are correct and the memory LOD is correct. I've also gone into the cfgviewer and ensured the code is correct there too.

stuck oyster
#

does the scene have a lot of other lights present?

#

are you testing it as terrain placed object or as editor placed one?

void panther
#

I thought that may be the case, and tested it with only 2 lights, however I still run into the same issue. This is a terrain placed object. I have class=housesimulated in the properties as well

stuck oyster
#

whats its damage type?

void panther
#

It won't work with eden placed either, however I will confirm this now.

stuck oyster
#

damage named property that is

void panther
#

And I'm unsure, I don't think i have it set, I remember reading about that though and how the lights would not work if it was set to "NoDestruct" or something

#

I will set that now

stuck oyster
#

yeh I recently came into issue with the noDestruct or damage = no named property and lights

void panther
#

What should it be set to for a structure?

stuck oyster
#

building is commonly used

void panther
#

thanks!, I'll test now 🙂

stuck oyster
#

and damage = buidling is what worked for my lights

void panther
#

nope, still only 1 light works. The flares work on the other lights but its only projecting an actual light source from i believe the first light. There's also a weird bright flare in the middle of the model however I have no memory points there

#

actually there are no points in any LOD where the mysterious flare is coming from

#

If you have a moment to trouble shoot with me I can PM you. It would be much appreciated!

stuck oyster
#

soz I dont have time to go that deep into things. I feel like I have had similar issue but cant pinpoint what the solution was. I'll let you know if I remember something

void panther
#

thanks!

void panther
#

after doing some additional reading, I was able to get it to work by commenting out the "AggregateReflectors" section in my config.cpp

#

I found out this combinds the light sources together to reduce calculations

stuck oyster
#

👍 👍

#

Excellent

marsh canyon
#

What is the plane/helicopter side p3d requirements for Vehicle Loadout?

#

Can't seem to make it visible properly

#

Never mind, got it working - I've used \a3\weapons_f_jets\ammo\pylonpod_missile_aa_06_x1_f

lunar trench
#

Could someone explain to me how helmets work? 😂

I have created a 3D model for a ballistic face mask, put it in game etc and it all works great. Now I'm trying to get my armor values right etc. which of course is config stuff, again no problem here.
What i would like to learn is how Arma knows "where" to apply the values from the config? There isn't really any geometry in the model which is what confuses me. (I looked at a vanilla helmet for reference) So does it just automatically take whatever mesh there is in 1 or is there some predefined invisible bubble around a characters head that is predefined as "Helmet" which just protects you equally on all sides based on the values in the config? (Ideally my Face Mask should only protect from the front and not the backside)

small olive
#

afaik, it's just increasing the head's armor value, there is no model to calculate bullet collison for body part protection, body parts are the protection itself basically

#

it should be in the config like where the protection applies for when you wear it

lunar trench
small olive
#

you can do that by increasing the armor value so high

lunar trench
#

Yea i get that, but i don't want it to be all the way around the head since the face mask only protects from the front. So i was thinking of doing the opposite by reducing the Armor value to basically 0 and then having actual geometry in the model completely block the shot (if it hits the mask) but then when hit in the back of the head you would go down because there is no geometry

inland pawn
lunar trench
jade flare
muted tapir
#

how do i define which point in my model is the coordinate center of the arma object?

#

nevermind i have actually succeeded in doing so

#

how do i change the position of the yellow icon in the editor?

stuck oyster
#

if I remember right it should be at the center of the model bounds

#

it should not really matter though

muted tapir
#

i suppose i can't change it then

#

i always thought it was an indicator of the coordinate center

stuck oyster
#

Also notice new embed rights for all users on this channel. This is new priviledge, dont mess it up (general notice for everyone)

muted tapir
#

what are the conditions that cause my object to no longer be rendered?

#

i have animated the object to completely change shape and position

stuck oyster
#

does it animate away of its original position

#

basically bad stuff happen if mesh moves beyond its original bounds

muted tapir
#

so can i expand the original bounds without expanding the model?

stuck oyster
#

so it would need fake bound points to make it by default "maximum size"

muted tapir
#

how do i make the fake bounds?

stuck oyster
#

put verticles in resolution or memory lod for example

#

at the far corners

muted tapir
#

allright

#

i'll try that

stuck oyster
#

geometry also stops working beyond the bounds

muted tapir
#

that explains some weirdness i've encountered

#

are there any drawbacks to expanding the bounds too far?

stuck oyster
#

no

muted tapir
#

great

#

also thank you so much for your help

stuck oyster
#

well it will cause the object be more visible

#

buut dunno if thats a drawback

#

since you will want it to be visible at distance

muted tapir
#

i'd say thats the intended effect

muted tapir
#

the expanded bounding box works for getting it rendered, but not for the geometry LOD

#

are single vertices in the geometry lod a problem?

#

apparently they are not and everything is working now

stuck oyster
#

wee

drowsy flicker
#

hey guys, im looking for a somewhat efficient way to make my model look damaged. so far i generated a damaged normal map in blender, but
a: it looks kind of strange
b: i have my difficulties to color the damaged regions different to simulate scraped of coating / color.
Has anybody some tips to generate some "battledamage" on normal maps and color maps?

inland pawn
drowsy flicker
#

oh! That sounds useful!
Where can i find these?

#

@inland pawn

inland pawn
drowsy flicker
#

ah. Will take a look at that. Thanks!

civic stratus
#

should seperate models be made to be used as ground models for vests/backpacks?

stuck oyster
#

if you want them to look different on ground you can

#

items/gear gets placed into a groundholder object when dropped on ground

civic stratus
#

they seem to float above the ground level by a few feet

stuck oyster
#

when you drop them?

civic stratus
#

yes

timber night
#

Can someone explain to me

#

whats going on with my model

#

in object builder

#

Maybe my hat is to high poly?

#

or normals?

stuck oyster
#

you have faces pointing wrong way

#

Arma draws only front side of face

#

and you have modeld yours with mixed directions

#

youll need to turn them to face out

#

@timber night

bright flax
#

Is it possible to change just a .rvmat of a texture to a camo selection?

stuck oyster
#

you will have to explain a bit more what you mean

bright flax
#

https://imgur.com/a/y5FEA6z
This is my building, what I want to make is "turn off the red light" (mc texture) for this I need to change the rvmat

stuck oyster
#

That might not be possible

fierce vessel
#

Does anyone know how I can contact the RHS developers? I'd like to edit the HGU-56 model to remove the black velcro patches at the back of the helmet, and was hoping to get their permission (and hopefully help) in doing so.

marsh canyon
#

Ask PuFu. But whatsoever it can't be because BI disallows to modify an existed p3d

runic plover
stuck oyster
#

did those work on terrain objects?

runic plover
#

Maybe

stuck oyster
#

dont remember 😄

#

I have a feeling they might not though

#

buut someone could test 😄

runic plover
#

I just know on regular objects it works because i got to change for all 3 variants the rvmat file to make them glow in the correct color

stuck oyster
#

sure yes it does work there

#

buut im gonna stay sceptical about terrain objects 😄

runic plover
#

Iiiiiit could work because you can also open and close doors or disable / enable lights with a user action added.. so it cooouuuld work.. could

#

Also a option could be via ID

karmic blade
#

Question, I have a model and I would like to add many variants of it with different textures set in config file, I know I need to do smth to the model, add hiddenselections or smth for that right? How do I do that?

stuck oyster
#

hidden selections are vertex groups/named selections on model usually named "camo, camo1, camo2" etc but name can be anything you like

a selection needs to have only single texture mesh parts in it, cant have 2 different textures on it or crazy stuff happens.

the selection names must then be listed in the model.cfg sections array list

and then set up in the config.cpp class hiddenselection... parameters

timber night
#

is this UV Unwrap ok?

#

@stuck oyster I'm pretty sure my faces were correct for the hat

merry pike
#

This must be a really simple thing, but I can't figure out what determines whether an object snaps to terrain normal or not in the editor. atm my object stays horizontal all the time.

stuck oyster
#

could be better but that works

stuck oyster
stuck oyster
timber night
#

Ohhh

stuck oyster
#

or switch view mode to see face orientation

timber night
#

thats what im doing

merry pike
stuck oyster
stuck oyster
#

I think that played a part

timber night
#

Is blue not good?

stuck oyster
#

its a named property in geometry lod

stuck oyster
#

but in your image they were flipped

timber night
#

How would I fix that

stuck oyster
#

make sure your object scale is 1,1,1

timber night
#

in blender?

stuck oyster
#

yes

merry pike
#

geom lod has placement and not matter which value I put there, it hasn't helped

stuck oyster
#

what type of object is it?

timber night
#

scale is 1,1,1

#

nothing changed

#

I mean

stuck oyster
#

👍

timber night
#

it was always 1,1,1

merry pike
#

a very simple prop. Practically first I've ever done, so excuse my noobness here

stuck oyster
#

then it could be problem with your texture too. make sure you save it with _co suffix and that it does not have alpha transparency channel

stuck oyster
merry pike
#

Not house but a VR helper object which does behave the same way...?

#

so it's something like the simulation property in the config then?

stuck oyster
#

yes I think so

#

keepHorizontalPlacement=1;

#

it has this

#

you want that as 0

#

then 👌

merry pike
#

yeah that must be it. Thank you so much mr Goat!

stuck oyster
fierce vessel
stuck oyster
fierce vessel
#

Yeah understood, that's why I wanna ask em

silver zenith
#

do "ponds" objects have a size limit?

foggy osprey
#

Can you make facewear that has ballistic protection?

marsh canyon
#

Facewear/Goggles can't have a protection

stuck oyster
silver zenith
stuck oyster
#

counts as roadway yes

#

50x50 water pieces are safe

#

over that, can get wonky

#

72 stops working

#

if I remember right

stuck oyster
silver zenith
# stuck oyster safe-ish

mhm this has me curious
what happens if I go beyond that?
with roadways it usually just stops being walkable
will it just become collisionless water?
in that case I guess I could make a giant pond if I only cared about
aesthetics and not functionality right?

stuck oyster
#

dont remember

#

it probably just has no effects

silver zenith
#

as in it won't look like water or it won't be swimmable?

stuck oyster
#

latter

silver zenith
#

nice

stuck oyster
#

but at some point big objects also stop drawing when you look too far away from them

silver zenith
#

sometimes featuretype 2 helps with that
but I'm not planning to go super big anyway
thanks for the help

tulip gyro
#

is there a way to set LOD distance?

stuck oyster
outer condor
#

is it useful to drop LODs below a certain number of faces/points?

stuck oyster
#

it depends a bit on the models purpose

#

"hero" models that are used once or twice and never in same scene could have bit more in their lesser lods if necessary

#

if they are big and need the polies

broken glade
#

Does anybody here have some good and simple advices for proper and good uv unwrapping in Blender?

stuck oyster
#

even texel density makes even visual look. some more important parts could have more space on uv map

#

You should look for uv mapping tutorials and theory online

broken glade
#

hm ok but there is so much and sometimes conflicting information better to ask some professionals 👀

stuck oyster
#

well there are no simple answers for that Im afraid

outer condor
stuck oyster
outer condor
stuck oyster
#

If one considers modern hardware the lower end lods are shown less but also they are still important for lower spec hardware and lower video settings use.

a lot also depends on the visual look in my opinion of the lod too at lower levels, say sub 5000 tris on a vehicle, the vehicle mesh starts to be so reduced that is there much use to have 2500 1000 500 lods anymore and it could be say 1500 and 400 for last lod (or if one want a super simple few boxes say 60 tris at the last lod)

#

some objects might have use for more lods at distance if their shape needs it, like if something has many segments or like towers or pillars that define the look of the thing

feral knoll
#

Hello everyone glad to be hear, can i show some of my 3d models ?

stuck oyster
#

sure go ahead

feral knoll
#

i Don`t know whats wrong i cant save the photos hear ?

#

i did agree to the rules

stuck oyster
#

It should be enabled.

feral knoll
#

il restart discord

stuck oyster
#

I've put forward an inquiry

feral knoll
stuck oyster
# feral knoll Thank you

youll need to upload the file somewhere else, like imgur or steam or your own discord server of DM with friend and then link that here

feral knoll
stuck oyster
#

right click on the image in chat, copy link

feral knoll
stuck oyster
#

excellent

feral knoll
stuck oyster
#

what program you using?

#

some CAD one?

feral knoll
#

Sketch up then i import to blender i still need to learn blender a lot

stuck oyster
#

ah

#

Yeah Blender takes a bit of learning (well all new programs do)

#

but it will be useful if you like 3D modeling

stuck oyster
#

Looking good!

stuck oyster
#

looks like youve been busy 😄

#

👍

feral knoll