RoF 241 Posted October 18, 2020 Had this error a few times, but never known what causes it or what fixed it. ubyte format requires 0 <= number <= 255 Any help would be appreciated Share this post Link to post Share on other sites
Alwarren 2767 Posted October 19, 2020 16 hours ago, RoF said: ubyte format requires 0 <= number <= 255 I need more context. What did you do, and if possible, where/what line was the error reported? Share this post Link to post Share on other sites
RoF 241 Posted October 19, 2020 1 hour ago, Alwarren said: I need more context. What did you do, and if possible, where/what line was the error reported? Basically was trying to export a house to check it in game as I added a 2nd multi material, I've done it a few times already without any issues. Once you export it bugs out with this. I just tested it with 2.83 and it does the same error, also removed 2 material and got same thing. Had it a couple of times before, but reloading Blender seemed to fix it *edit* It just has the 1 LOD at the moment, nothing else to export but that Share this post Link to post Share on other sites
Alwarren 2767 Posted October 19, 2020 54 minutes ago, RoF said: Basically was trying to export a house to check it in game as I added a 2nd multi material, I've done it a few times already without any issues. Looks like one of your weights in the named selections are off, which is weird since weights can only go 0..1 54 minutes ago, RoF said: *edit* It just has the 1 LOD at the moment, nothing else to export but that If possible, can you send that file with only that one LOD to my email address (Hans-Joerg@friedenhq.org) ? I'll have a look then. Share this post Link to post Share on other sites
RoF 241 Posted October 22, 2020 @Alwarren I think I have sorted it! I had 3 vertex groups setup I was using for easy selection of stuff, I removed all 3 and it exports fine now. Strange how it exported fine with them before lol Share this post Link to post Share on other sites
Blackburn _kicks 3 Posted October 29, 2020 https://imgur.com/OW54PTu When I try to import a character p3d from the Arma 3 Samples it comes up as this. I'm using Steam Blender and version 3.0.4 Share this post Link to post Share on other sites
RoF 241 Posted October 29, 2020 5 hours ago, Blackburn _kicks said: https://imgur.com/OW54PTu When I try to import a character p3d from the Arma 3 Samples it comes up as this. I'm using Steam Blender and version 3.0.4 Open it in object builder and you will see its the same. Just turn off the layers you don't want to see Share this post Link to post Share on other sites
Alwarren 2767 Posted October 29, 2020 6 hours ago, Blackburn _kicks said: https://imgur.com/OW54PTu When I try to import a character p3d from the Arma 3 Samples it comes up as this. I'm using Steam Blender and version 3.0.4 All collections are visible. I haven't found a way to only make one collection visible via script, but if you simply press the "1" key it will hide all but the first collection, which is probably what you want. Share this post Link to post Share on other sites
Macser 776 Posted November 8, 2020 Hey Al. Do you intend to return the ability to add all key frames in the timeline? Unless I'm missing something, it's only possible to add 1 frame at a time at the moment. Same question regarding the vector fields. Share this post Link to post Share on other sites
Robb_ 38 Posted November 9, 2020 Do you have the latest Arma toolbox installed? the latest version works for me with blender 2.90.1You can find the latest version on github.https://github.com/AlwarrenSidh/ArmAToolbox/releases Share this post Link to post Share on other sites
Macser 776 Posted November 9, 2020 Hello. I'm not saying it doesn't function as an addon. It does.The problem is the newer versions seem to have lost a couple of options from the rtm section. Adding a single frame at a time is ok for anything under 10-20 frames. But it's not really useful for multiple actions with 50 or more frames. I may have to revert to using 2.79 for a while. But I'll probably have to rebuild some rigs in the process. The bone constraints don't seem to be backward compatible. My query is more about character animation than modeling. 🙂 Share this post Link to post Share on other sites
Robb_ 38 Posted November 9, 2020 Well those options work on my end. The add armature timeline keys and add frame range buttons. Share this post Link to post Share on other sites
Robb_ 38 Posted November 9, 2020 The blender 2.8 update caused that issue. They removed an icon that one of those buttons used, which made those options disappear. That is fixed in the latest toolbox version, so you might be using an older version. Share this post Link to post Share on other sites
Macser 776 Posted November 9, 2020 I'm using 2.9 and 2.83 with version 3.0.4 of the addon. Neither works unfortunately. I only have the option to add or remove single frames. Share this post Link to post Share on other sites
Macser 776 Posted November 9, 2020 I pulled the toolbox folder out of the master, zipped it up and installed as usual. That version works. It's mentioned here: https://github.com/AlwarrenSidh/ArmAToolbox/issues/25 Thanks for the responses though. 👍 Share this post Link to post Share on other sites
Robb_ 38 Posted November 9, 2020 Yeah I just tried it and it looks like the release version needs to be updated. For anyone else, you can just use this release version until the main one gets updated.https://github.com/RobbbT/ArmAToolbox/releases/tag/v3.0.4AlphaFix 2 Share this post Link to post Share on other sites
Alwarren 2767 Posted November 9, 2020 I will update the release ASAP. I have recently added a few rather consequential updates to the code that I wanted to test a bit before committing, but it seems that most of it work. A few kinks remain that need to be addressed. In the meantime, pulling the source is the best practical solution. Sorry for the inconvenience. Share this post Link to post Share on other sites
Maff BRAH 0 Posted December 20, 2020 Hello, so I'm having an issue where anything I try to import to a P3D is just the generic box I use the starter instead of the object i was trying to export(Just a simple wall 6 sides). I've tried reinstalling blender and Arma tools completely. I have 4 objects setup, with Arma Object Propetieres. Custom, View, Fire, and Geometry. Nothing else in the blender file. System Console below. Thank you in advance for any potential help.(Also should note using latest version of blender and the version of toolbox found here. https://www.armaholic.com/page.php?id=20519) Nvm found the issue-For anyone else having this issue don't scale in object mode only in edit mode. If you did scale in object mode apply the scale Via CTRL A. Spoiler self = <bpy_struct, ARMATOOLBOX_OT_export_p3d("ARMATOOLBOX_OT_export_p3d") at 0x00000258C5E1C528> Write lod 0 Writing Vertices Writing Normals Writing faces taggs: Named selections named selections: Building list of selections named selections: Going through vertices named selections: writing to disk Component01 -> Component01 named selections: done taggs: sharp edges taggs: sharp edges - gather sharp edges taggs: sharp edges - write them taggs: mass (if any) taggs: named props taggs: uvsets Write lod 1 Writing Vertices Writing Normals Writing faces taggs: Named selections named selections: Building list of selections named selections: Going through vertices named selections: writing to disk Component01 -> Component01 named selections: done taggs: sharp edges taggs: sharp edges - gather sharp edges taggs: sharp edges - write them taggs: mass (if any) taggs: named props taggs: uvsets Write lod 2 Writing Vertices Writing Normals Writing faces taggs: Named selections named selections: Building list of selections named selections: Going through vertices named selections: writing to disk Component01 -> Component01 named selections: done taggs: sharp edges taggs: sharp edges - gather sharp edges taggs: sharp edges - write them taggs: mass (if any) taggs: named props taggs: uvsets Write lod 3 Writing Vertices Writing Normals Writing faces taggs: Named selections named selections: Building list of selections named selections: Going through vertices named selections: writing to disk Component01 -> Component01 named selections: done taggs: sharp edges taggs: sharp edges - gather sharp edges taggs: sharp edges - write them taggs: mass (if any) taggs: named props taggs: uvsets command = "" "C:\Users\JOEMAF~1\AppData\Local\Temp\tmp5l77c_pf" '""' is not recognized as an internal or external command, operable program or batch file. Share this post Link to post Share on other sites
ForseenEnding 0 Posted January 20, 2021 So I've got the p3d loaded into the editor, the problem is trying to load the textures onto the model. It appears the the model properly imported the textures however they do not appear on the model, only the default grey. Is there a step I'm missing? Share this post Link to post Share on other sites
Alwarren 2767 Posted January 21, 2021 21 hours ago, ForseenEnding said: So I've got the p3d loaded into the editor, the problem is trying to load the textures onto the model. It appears the the model properly imported the textures however they do not appear on the model, only the default grey. Is there a step I'm missing? First of all, I will assume you have converted them to png because Blender cannot cope with paa and sadly there are no hooks to teach it a new image format either. You need to make a material and put the texture into the appropriate slot (diffuse color to the _co/_ca texture). The import should have created the materials, so you need only slot in the right texture. Then, make sure to enable Blender's texture display Share this post Link to post Share on other sites
POSCKOO 0 Posted March 4, 2021 Hello, yesterday it started giving me that error when pressing that option before exporting. Anyone knows how can I Solve it? Gif showing when the error occurs.https://gyazo.com/e3894da9158f7a7408a2fec1a4ca81f2 Share this post Link to post Share on other sites
Alwarren 2767 Posted March 4, 2021 The function doesn't work anymore for some reason, I forgot to remove it. I need to make a new release, or you can download the code directly from GitHub, but with the latest version (on github, not the released one) you can simply add a triangulate modifier and it will automatically triangulate stuff when you export it. Share this post Link to post Share on other sites
POSCKOO 0 Posted March 5, 2021 Can you provide me with the GitHub link to download the latest version please? Share this post Link to post Share on other sites
chernaruski 338 Posted March 5, 2021 6 hours ago, POSCKOO said: Can you provide me with the GitHub link to download the latest version please? The link to git is right there in the first post.https://github.com/AlwarrenSidh/ArmAToolbox/releases Share this post Link to post Share on other sites
gigglebok 1 Posted March 19, 2021 I'm new to this tool, blender AND python but I already managed to make an automated command line builder for generating 2000 different sized in game roadsign models! Kudos to Alwarren. I've got one question - the only way I could see in code to set vertex weight was by doing it through the window manager context prior to using distmass(), i.e. bpy.ops.object.mode_set(mode = "EDIT") bpy.data.window_managers["WinMan"].armaGUIProps.vertexWeight=100.0 bpy.ops.armatoolbox.distmass() bpy.ops.object.mode_set(mode = "OBJECT") but this feels a little "hacky" - I tried supplying distmass with the mass as a numeric argument, and while it didn't bitch, it didn't do anything at all. Am I doing it right, or is there a "proper" way of doing this? It's the only place in my code where I had to resort to using window_managers. 1 Share this post Link to post Share on other sites