#arma3_model

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feral knoll
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and thats all i have for the mod so far all still WIP

stuck oyster
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Very cool stuff!

feral knoll
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man it all looks so little for all the work done so far ๐Ÿ˜€

feral knoll
stuck oyster
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modding is more a marathon

feral knoll
woeful viper
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i suggest to transition to blender ASAP, because sketchup (used to at least, not sure about current version) produces terrible terrible meshes for games

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-> all the work you done has to be cleaned up manually, possibly

woeful viper
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or at least check what good mesh should look like (will be a learning curve), and whenever you do something in sketchup, keep that in mind and work in such a way to minimize rework.

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yeah that already shows some pretty wasteful parts -> the grips on the turret dont need to be connected to the armored face below it

feral knoll
woeful viper
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i mean the little hand rails / loops where you can tie equipment to on the side of the turret. They are one mesh with the turret, connected in a "water tight" fashion. But thats unnecessary

feral knoll
feral knoll
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so one model with high detal then one with lesser detal

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dont know the tecnical turms to make it not so confusing

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Let me ask this sins i dont realy know a lot of modding or modeling , your advice where shood i go and do from hear after completing the model ?

woeful viper
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the term is highpoly / lowpoly modelling. For tiny details like those grips/loops it's not really necessary (because they are tiny in comparison with the rest of the model, and not in direct eyesight of the observer. Their roundness will look just fine with low polygon count, and using smooth shading.

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what you need to do after you think your model is finished:

  1. UV unwrap it, so it can be textured
  2. create LOD (level of detail)
  3. create special LOD (like collision etc)
feral knoll
feral knoll
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hope you all have a good one and stay safe ๐Ÿป

meager matrix
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For lack of better words, is there a 'certain way' I'm meant to make a model? I'm making one of my first from scratch models, and wondering if there's like, something I need to have done, before I get too far in and have to restart lol

I'm making a ZSU-23-4 interior, kind of a exercise to learn but also interesting to try

inland pawn
stuck oyster
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There is no set way to make a model, there are infinite numbers of techniques. The end result like Barais says should try to be in certain triangle count limits (varies between different type and size objects) but rule of thumb is least amount of mesh that looks good + good distance lods has best performance.

outer condor
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thanks HG! still i am particular about LODs below 300-500 faces - is there a point to have extra below this margin? (aside from the very simple last LOD as stated)

stuck oyster
desert notch
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I have a question about the reversed=1 property in models
I noticed that vanilla vehicles in Arma have that property, and when you create them as super simple objects (using createSimpleObject + model path) they are reversed compared to when you create them as normal vehicles (i.e. simple objects have their backs towards the Y axis, whereas the front of normal vehicles points towards Y).
On the other hand, houses don't have that property and their simple objects face the same way as normal objects.

so far it seemed to clarify what the reversed=1 property does, but then soldiers have reversed=0 but when I create a simple object of their models, they are also reversed (backs towards Y), and I guess that means I was wrong.

so can anyone plz tell me what the property does and how it affects the model?

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ah wait there's also one in cfgVehicles configs meowsweats

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seems to override the model's

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but it still doesn't explain why the soldier super simple objects are reversed thonk

desert notch
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the only explanation that comes to mind is that the simple objects don't use that property at all. the command creates the model as it was designed. so that means that the game only cares about the value in cfgVehicles, not model. is that correct?

inland pawn
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A3 operates on levels of Black Magic that only BI devs know

rough idol
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only parameter in CfgVehicles have actual influence on model orientation

desert notch
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yeah I figured as much. thank you very much for confirming it! ๐Ÿ‘

outer condor
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is there a way in OB or else to list the references where a section count of a model is coming from?

outer condor
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hm does this mean 3 sections? for the current LOD or what does this list refer to?

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any idea also what the number/id at the end of each entry means?

stuck oyster
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how many faces have that assigned I think

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so not mapped/not mapped ones would be in geometry lods etc that have nothing mappend on them sections per active lod

outer condor
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yeah that would make sense

stuck oyster
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And its overall model sections I recall

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lod section count can be seen here

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oh wait sections list is per lod

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its just that its the sample boat which has poorly assigned materials

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double clicking on the section listed makes a selection on the model

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for example geometry lod is all non mapped

runic plover
# stuck oyster does this help?

To clean sections i found a faster solution in OB

Go to Current LOD
-Textures

  1. Rightclick and Select in Object
  2. Ctrl+C
  3. do a new LOD
  4. Ctrl + V
  5. do this with every texture you select
  6. when you have copied all, go to that LOD you have copied all in, Ctrl + A and go to Points / Merge near (0.0001) so the points are closed and doublepoints are back to one.
marsh canyon
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So I'm making a purely cosmetic Ghillie Suit something, using official texture and my own model, as a part of experiment of hair particles in Blender - and this is the result. Somehow it breaks weapon IK. What it could be?

marsh canyon
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Hm, turns out if I remove hands part of it, it works

stuck oyster
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Wrong selection names maybe?

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Or what slot does it go into? And do you hide body parts with the gillie hide system

marsh canyon
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LeftHand, LeftHandIndex1... I don't really think they are wrong

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No, it's headgear for now. As I said I wanted to make this as a part of cosmetic

stuck oyster
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Hmm

marsh canyon
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Probably because of that though

stuck oyster
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I don't think I've tried a headgear that has full body parts

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Could be it does not like it

marsh canyon
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Yeah, perhaps ๐Ÿฎ

marsh canyon
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An empty one, yes

rough idol
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both 0 and 10?

marsh canyon
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Urm, only 1

rough idol
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you can try renaming it to 0 and add shadow lod 10

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in any case, how is it configured?

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do you have lodnoshadow = 1 in visual lod?

marsh canyon
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Yep

rough idol
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I guess you are reaching maximum amount of bones per section (55 bones)

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not sure how did you sorted the faces, but you can play with it

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alternatively, you can add 2nd materials or something along those lines to force 2nd section on i.e. hands

tulip gyro
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I'm assuming the RVMAT works, and there's nothing showing up if I check if the texture is not being loaded

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Pathing is good too

white jay
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hello

tulip gyro
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Okay, I mightโ€™ve figured it out. I didnโ€™t remove the texture when importing from blender, so that probably caused it

stuck oyster
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did you assign correct texture for it to export?

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assuming you use blender Arma toolbox addon and export to p3d

stuck oyster
marsh canyon
rough idol
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no, I mean actual sections

rough idol
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in any case, if this is the issue, then you should see error in binarization log

runic plover
terse sail
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what does OP mean for weapons, in model.cfg?

stuck oyster
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OP?

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in what context

broken glade
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What does it mean when my selection in object builder is yellow when selected?

stuck oyster
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yellow?

broken glade
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When I select all points with control + a the points of one selection are not selected in red but in yellow. just unsure about that

stuck oyster
broken glade
marsh canyon
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It is hidden part. You should be able to unhide it from Top bar > View (IIRC)

broken glade
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ah thx

stuck oyster
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ah ๐Ÿ˜„

mild ledge
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would this be the place to ask for help porting a character model from blender to arma 3?

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I'm a skilled 3d modeler with prior experience modding for Garry's Mod wanting to port a character and uniform to Arma 3, so i can play as him almost like the "playermodel" system in Garry's Mod

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I assume I'd start by importing an arma 3 character model into blender, deleting the mesh, then re-rigging my character to that skeleton, but how do i even import arma 3 models into blender?

stuck oyster
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you dont import models from the game or mods

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but there are arma 3 samples available on steam

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which contain sample character that can be used as base and weighting reference

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skeleton is not really used in the model creation process except to check weighting

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it does not however get transferred with the model

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its saved in the animation files

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now you coming from garrysmod circles I do have to say we take IP rights and violations far more seriously on this side of the pond.
so making stuff == yes yes yes
taking stuff == no no no

mild ledge
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oh hahaha no no don't worry, it's my original model

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I saw a post that was gonna be helpful to me on the bohemia forums about scaling characters to be larger but the damn op had a temper amd it iust devolved into an argument on piracy before I got my answer

stuck oyster
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no offence meant ๐Ÿ‘ im sure you know Garrys mod is pretty wildland

mild ledge
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oooh no lol don't worry I immediately understood where you were coming from. Gmod workshop's almost like a literal black market for pirated content

stuck oyster
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scaling characters is not really simple task

mild ledge
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yeah, that's what I was aftaid of ๐Ÿ˜ฉ

stuck oyster
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as it requires completely new animation set

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made to fit the character

mild ledge
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that's fine I.. I think

stuck oyster
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simple moveset is few 10s of animations

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more complete set few 100

mild ledge
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but, generally speaking, regardless of how long it takes to recreate every animation in the game, is it possible for me to make a guy who's way larger than average? like 6"8? it's still 'possible' right?

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just making sure

stuck oyster
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possible yes

mild ledge
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ok cool.

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I remember from Gmod wasting days on shit only to find out it was infeasible

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so I definitely wanted to make sure this time

stuck oyster
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there are things like Halo Master Chief and Warhammer 40k Space Marines made

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the config side of things can be the most daunting part

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at least for beginner

mild ledge
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uh-oh

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what's that entail?

stuck oyster
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well learning to understand the config I suppose ๐Ÿ˜„

mild ledge
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oh

stuck oyster
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there isnt really any guides on the movesets

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theres handful of people who have tinkered with that in the past few years so its doable

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just not very in depth documented

mild ledge
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all this's screaming to me "just pay an already experienced modder", how hard will it actually statistically be for me to add in..

nex character model probably so large he needs custom anim-set
custom uniform for said character
coded as a unit in game so I can edit the player in any missions I play so I can play as this character

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and how much do you estimate this would cost to pay someone?

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I may or may not be able to make the animations myself

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but probably

stuck oyster
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as in real work hours, about maybe 6-10 months of work

mild ledge
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holy-.. is cursing allowed here?

stuck oyster
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well we try to keep it in minimun

mild ledge
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god almighty

stuck oyster
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but essentially game asset making is costly

mild ledge
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maybe I can plug the gmod anims in then

mild ledge
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๐Ÿ˜…

stuck oyster
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x50

mild ledge
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๐Ÿ’€

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one character?!

stuck oyster
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correction

mild ledge
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oooh

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that's easy

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my max for one guy's probably 300

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it's just a single time only splurge

stuck oyster
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yeh well

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it depends where you buy from and what quality you get

mild ledge
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yeah

stuck oyster
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and I did include the animations part in there too

mild ledge
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in the 50 or 500?

stuck oyster
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x50

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so your 200x50

mild ledge
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๐Ÿคจ

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200x50?

stuck oyster
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= 10000

mild ledge
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lol no way ๐Ÿ˜†

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1 guy and 100 animations?!

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no way

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you sure?

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what's your source?

stuck oyster
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experience

mild ledge
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wow

stuck oyster
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you may start to understand why IP rights are important too

mild ledge
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yeah for sure

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see I used to model things in Fiverr for people

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going rate's like 40-60$

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but fucking 10 thousand?

stuck oyster
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yeh thats a bit low balling it

mild ledge
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I'll be brutally honest man I'm skeptical

stuck oyster
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its more a hobby environment

mild ledge
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10,000$ for a single dude no way

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with 100 animations 'maybe'.

stuck oyster
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animations textures etc all take work

mild ledge
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well yeah that's my point

stuck oyster
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they dont apper from thin air

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fiver quality I doubt is professional in most cases

mild ledge
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I'm actually a skilled 3D modeler myself, I work freelancing on fiverr occasionally

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I used to whip up realistic humans for like 30$

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literally

stuck oyster
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maybe youve been selling yourself short

mild ledge
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I mean yeah animations are a pain, textured are a pain if you don't have a camera to projection paint with, but..

mild ledge
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wasn't "RDR2 arthur morgan" tier, but it was close

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I can't post pictures yet for some reason, but if you check my youtube channel by the same name and click one of my videos you'll probably see the model I was looking to import

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big blonde guy

stuck oyster
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cost can also depend on where one comes from and what kind of salary levels there are

mild ledge
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true

stuck oyster
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in one part of the world 1000$ is years salary

mild ledge
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so if I go and request a model importer in the requests channel, (and I actually get a reply which I doubt lol), I'm literally looking at 1,000-10,000$?

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also, do you know if anyone ever actually replies in there?

stuck oyster
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well technically you will also run into the problem that arma tools are non commercial

mild ledge
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interesting, go on?

stuck oyster
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so only source material can be paid for

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stuff that gets done in the modding tools can not

mild ledge
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ah shit

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so these people offering money in the requests channel, what's that about?

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like do the mods know?

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is it some sorta workaround?

stuck oyster
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They look for people to make source material I hope

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I dont know if people get replies over there

mild ledge
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oh I thought you meant like, "source material" as-in just, solely things already pre-made by bohemia

mild ledge
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I appreciate it

stuck oyster
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the postings are bit non descriptive most of the time and expect makers to chase the ad instead of coming out what the job is

mild ledge
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good advice, I'll keep that in mind

stuck oyster
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the payment part is usually turn off for experienced modders too

mild ledge
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really?

stuck oyster
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it can mean the ad writer does not understand the tools eula and expects more than can be delivered and stuff like that

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and mixing money and modding hobby is messy

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its becomes a job

mild ledge
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ah

stuck oyster
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the channels original purpose has been for modding teams to perhaps find new members

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nowdays it collects mostly the "not so descriptive ads"

mild ledge
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uhm, one last question I think. Do you know if it would be possible to simply either use the Garry's Mod player skeleton and animations for a character in Arma, or... How did the people who made the 40k space marines animate their space marines? They seem rather large

stuck oyster
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garrysmod stuff to arma, no no no

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IP rights issues

mild ledge
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oh right right

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yeah I looked at the space marines in arma 3 again, if their animations are truly unique, they seem extremely close to the generic human soldier animations

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any idea how they did that?

stuck oyster
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yes

mild ledge
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looks like they simply scaled them

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but hey, I have no idea

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not trying to be arrogant

stuck oyster
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its ran by custom converter rig in blender

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in way simple sure

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but not very accurate

mild ledge
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what?! there's a fucking anim converter?!

stuck oyster
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no

mild ledge
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in blender I mean

stuck oyster
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theres nothing ready for that

mild ledge
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oh ok

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so like, would you know how I would go about following in the steps of whoever made the space marines then?

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whatever that entails

stuck oyster
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I kinda do since it was me who ran the conversion ๐Ÿ˜

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but its not something that can be explained in few words

mild ledge
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๐Ÿ˜‚ ๐Ÿ‘Œ

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I knew to simply listen and not be arrogant

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what luck

mild ledge
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I've spent an entire week making a single model for Gmod before

stuck oyster
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and like I said its not very accurate. I think they did quite a lot of manual tweakin after

mild ledge
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oh that's fine. Certainly seems easier than animating 100 new movements

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I'm too ocd to just have him average size in game

stuck oyster
mild ledge
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way that's ok

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any references I can look up or anything then? what is this program you used to convert the anims?

stuck oyster
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just blender and the import export plugins for it and Arma files

mild ledge
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..huh?

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wait as in you just import the skeleton in blender, scale it, then export? no way surely

stuck oyster
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basics of it is that animations import to a blender armature no matter the size as long as bone names are same

mild ledge
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ooooh

stuck oyster
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I've been working on a better, more accurate and self correcting way

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but its more in testing stage still

mild ledge
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interesting.

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so, hey actually btw, lemme know whenever you wanna stop talking, you're under no obligation to help me

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but anyway,

stuck oyster
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I've finished my water melon so have to get back to work. ๐Ÿ˜„

mild ledge
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so, I.. just rename the bones on.. another skeleton of different proportions?! I'm not sure I follow

mild ledge
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thanks for the help

mild ledge
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ah ok thanks

stuck oyster
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experiment ๐Ÿ˜„

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just keep backups

mild ledge
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lol, thanks ๐Ÿ˜…

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I'll try it

stuck oyster
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some older testing stuff

mild ledge
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wew thanks

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oh this's perfect actually

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I have somewhat low standards in quality so I have that to my advantage

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in Gmod this's nearly impossible since the animations track global bone location as well

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if you spread the bones out onto a bigger model, they'll just snap back into place, creating the typically deformed and ultra-skinny models you see on the Gmod workshop

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there's a workaround but I doubt you care

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..wait how'd you extract the base animations?

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all I can find are the 4 anims from "arma 3 samples"

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like, (if you feel like answering), how do I extract the character skeleton into blender, then import an anim or 2 after I align the skeleton to see if it all works?

stuck oyster
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you would need mikeros toolset actually for that the paid one has tool for the animation files

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it might be easier to start from a bit simpler stuff and progress forward

mild ledge
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ah, thanks

stuck oyster
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This is one of the most complex things you can do in Arma though so be prepared to it to take a while

mild ledge
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it's ok, I have a vague inkling of what I'm getting into from Gmod

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I figure if it's as easy as I hope, maybe I can just...:

find an arma 3 character addon on Steam, like the Terminator mod
copy n paste terminatir mod to desktop
import arma 3 character skeleton
import model
parent skeleton to model
weight-paint model to skeleton
copy and paste newly rigged model to desktop mod folder as a .p3d
rename various lines in the config to my custom names and change the stats
...win?

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would that work or is it different with arma?

stuck oyster
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nope

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๐Ÿ˜…

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not even close

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the skeleton is not really workable in the game files

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trust me, forget what you know from gmod

mild ledge
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lol, thanks ok ๐Ÿ˜†

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ok so, hypothetically

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if you had the time and care which I doubt

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how much would make it worthwhile to you if I just payed you to make my guy like the space marines?

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below 10,000 ๐Ÿ˜†?

grim trail
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Is there a proxy limit for models?

stuck oyster
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yes

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or there is proxy limit on scene I believe

grim trail
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Hmmmm happen to know what that limit is?

stuck oyster
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no in exact numbers

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how many proxies you got?

grim trail
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Lol shit loads about 88

stuck oyster
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or are they cargo proxies and such or mesh/object proxies

grim trail
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4 pilot/gunner and 84 for bombs ๐Ÿ˜ˆ ๐Ÿคฃ

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May rework it then and use MERs instead

stuck oyster
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whats the problem you got?

grim trail
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It throws an error when I load the model in game, I'll post a pic after work but some .h file can't be found. It's an engine thing as the file and path have nothing to do with the model

stuck oyster
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might not be proxy related

mild ledge
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..uh.. daddy goat, did you see my last question ๐Ÿ˜ณ?

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really I think a payed, hands-on tutorial would be better actually cause I'm willing to put in more work so I can "learn ro fish - eat forever"

stuck oyster
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I can think about it but right now I dont have the time

mild ledge
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woah you actually considered it

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yeah that's ok, just lemme know if you're ever free

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depending on the work involved my top price is probably 100-200$

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but it would entirely depend on fair and proportional pay for labor

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I'm pretty generous though

quick terrace