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Alwarren

Arma Toolbox for Blender - Arma 2/3 exporter script

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I think I found the culprit. I'd generated a p3d file at some point in my development (one that wasn't working), but somewhere along the line my oxygen path got messed up in the settings and I wasn't generating new p3d's. :( In any case, I think I know what to look for now LOD wise and am confident there's nothing wrong with the toolbox. Thanks again for the help! :)

/salute

http://arma.quartermoa.com/mods/tacticalcube.png (1790 kB)

Edited by superfluid

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You made a fantastic job with your tool, but I have some trouble to make it works. :o

I can't create a p3d file with blender.

"no valid name of repertory" is written on the console.

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You made a fantastic job with your tool, but I have some trouble to make it works. :o

I can't create a p3d file with blender.

"no valid name of repertory" is written on the console.

Uh, I wouldn't know that error message. Can you describe step by step what you are doing to get that error? Thanks.

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I install the script in blender like you explain in the readme, I open an object that I create with blender then I delete the camera and lamp object, I select the object (object mode), I press N and click on Arma Object Properties, i let all options on default. The path to O2 script is correct.

Then i export the object: File --> Export ---> Arma2/3 P3D

I select my desktop, I don't change any option then i click on Export and nothing ...

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I install the script in blender like you explain in the readme, I open an object that I create with blender then I delete the camera and lamp object, I select the object (object mode), I press N and click on Arma Object Properties, i let all options on default. The path to O2 script is correct.

Just to make sure, have you, as outlined on page 5 of the manual, checked the box next to the "Arma Object Properties"?

Then i export the object: File --> Export ---> Arma2/3 P3D

I select my desktop, I don't change any option then i click on Export and nothing ...

What does "nothing" mean? Does it write anything? Is there a P3D file that is empty? Where does the error message you mentioned ("no valid name of repertory") occur?

Just to recap, here's how to export a cube as a P3D:

1. If you don't have the default cube anymore, press Shift-A and "Mesh->Cube"

2. Find the "Arma Properties Panel" and check the box next to the title of the panel. If you are not seeing the Properties Toolbar, press "N" to open it.

3. Select "File->Export->Arma 2/3 P3D" and export the cube.

If the above doesn't work, then you have not correctly installed the addon, or your path is wrong. Make sure that the path to Oxygen 2 is correct, you should specify the path not the executable. If you have installed the Arma 3 tools via steam, and have Steam installed in C:\Program Files\Steam, then the path should be

C:\Program Files\Steam\SteamApps\Common\Arma 3 Tools\Oxygen 2

If that still doesn't work, please send me a blend file with an object you try to export.

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Just to make sure, have you, as outlined on page 5 of the manual, checked the box next to the "Arma Object Properties"?

Yes.

What does "nothing" mean? Does it write anything? Is there a P3D file that is empty? Where does the error message you mentioned ("no valid name of repertory") occur?

In the debug, I have these lines written:

debug: object cube

debug: lod_list done

outputting faces, 893 to go

the next line is in french I just translate it: "name of Repertory invalid"

And there are no file created.

If the above doesn't work, then you have not correctly installed the addon, or your path is wrong. Make sure that the path to Oxygen 2 is correct, you should specify the path not the executable. If you have installed the Arma 3 tools via steam, and have Steam installed in C:\Program Files\Steam, then the path should be

I'm sure of the path. the first time, I have an error in the debug tool relative to the path, I correct it and now i have nothing relative to it.

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As I said above, try to export the cube as I outlined. If that doesn't work, there are two options:

- Your tools are not correctly installed

- Your path is wrong.

Other than that, I have no idea what is going wrong there.

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No more luck with the cube ... :(

I thinck there are a problem to find the export folder. I have no problem to export other file type but I can't export my object in p3d format.

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No more luck with the cube ... :(

I thinck there are a problem to find the export folder. I have no problem to export other file type but I can't export my object in p3d format.

Try to tick the box in the export dialog that says "Keep bitxt file", and see if that gets generated.

Also, please post the content of the file

C:\Users\<your name>\AppData\Roaming\Blender Foundation\Blender\2.69\scripts\addons\ArmaToolbox\Settings

here. Thanks!

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The bitxt file is generated:

:header
version 1.0
sharp edges

:lod 1.0
:object
:points
-14073.1363 -4589.5143 -22324.7700
-14073.1363 3017.2904 -13508.6050
12196.5399 3017.2904 -13508.6050
12196.5399 -2988.1492 -13487.9742
-14073.1363 -4589.5143 -20324.7700
-14073.1363 3017.2904 -11508.6050
12196.5399 3017.2904 -11508.6050
12196.5399 -2988.1489 -11487.9742
5001.0605 3017.2904 -11508.6050
5001.0605 3017.2904 -13508.6050
5001.0605 -4589.5143 -20324.7700
5001.0605 -4589.5143 -22324.7700
-14073.1363 -2988.1492 -11487.9742
-14073.1363 -2988.1489 -13487.9742
-14073.1363 -2.5873 -1790.8478
-14073.1363 -2.5873 209.1522
5001.0605 -2988.1489 -13487.9742
5001.0605 -2988.1489 -11487.9742
5001.0605 -2.5873 -1790.8478
5001.0605 -2.5873 209.1522
12196.5399 -2.5873 -1790.8478
12196.5399 -2.5873 209.1522
:face
index 16 6 2 15 
uv 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 
:face
index 9 7 3 10 
uv 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 
:face
index 8 22 20 18 
uv 0.7624 0.3752 0.7624 0.7117 0.5618 0.7117 0.5618 0.3752 
:face
index 1 12 11 5 
uv 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 
:face
index 17 19 21 4 
uv 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 
:face
index 20 9 6 16 
uv 0.5615 0.0376 0.5615 0.3749 0.0298 0.3749 0.0298 0.0376 
:face
index 6 9 10 2 
uv 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 
:face
index 8 18 17 4 
uv 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 
:face
index 15 2 10 19 
uv 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 
:face
index 22 8 4 21 
uv 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 
:face
index 14 1 5 13 
uv 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 
:face
index 17 18 11 12 
uv 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 
:face
index 7 22 21 3 
uv 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 
:face
index 11 18 13 5 
uv 0.5615 0.7121 0.5615 0.9624 0.0298 0.9624 0.0298 0.7121 
:face
index 1 14 17 12 
uv 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 
:face
index 19 10 3 21 
uv 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 
:face
index 14 15 19 17 
uv 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 
:face
index 22 7 9 20 
uv 0.5618 0.3749 0.5618 0.0376 0.7624 0.0376 0.7624 0.3749 
:face
index 18 20 16 13 
uv 0.5615 0.3752 0.5615 0.7117 0.0298 0.7117 0.0298 0.3752 
:face
index 13 16 15 14 
uv 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 

:edges
0 4 0 11 0 13 1 5 1 9 1 14 2 6 2 9 2 20 3 7 3 16 3 20 4 10 4 12 5 8 5 15 6 8 6 21 7 17 7 21 8 9 8 19 9 18 10 11 10 17 11 16 12 13 12 15 12 17 13 14 13 16 14 15 14 18 15 19 16 17 16 18 17 19 18 20 19 21 20 21 

:end

blender settings file:

C:\Program Files\Steam\SteamApps\common\Arma 3 Tools\Oxygen2\Oxygen2.exe

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The bitxt file is generated:

blender settings file:

C:\Program Files\Steam\SteamApps\common\Arma 3 Tools\Oxygen2\Oxygen2.exe

As I wrote in post #155, the path should be C:\Program Files\Steam\SteamApps\common\Arma 3 Tools\Oxygen2\. You have specified the Oxygen2.exe, you should just indicate the path itself.

Remove the Oxygen2.exe from the Arma Toolbox Settings field, and you should be good.

I'll see if I cannot read the registry somehow to "guess" the correct path...

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Hi Alwarren,

at first thank you for this realy great Toolbox with this Weapon modeling makes realy fun.

So I created this rifle succesfully for my Weapon Mod.

However I have a problem with an rtm file which I created with Arma Rig and exported with your toolbox .

I have created this Handpositioning for my Rifle

p><p>But when I load it up it looks like this.<img src=[/img]

Have you any Idea what could be wrong

I've read your User Guide (more than once), and I've a question to Page 13 of your guide. What does this RTM Motion Vector mean (or is this not needed for handpostioning?).

Ofcourse I can PM you the blender or .rtm file If you needed this

thank in advance

gizz46

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Have you any Idea what could be wrong

I've seen this error before. You are either not binarizing the RTM, or you are using the wrong model.cfg.

I've read your User Guide (more than once), and I've a question to Page 13 of your guide. What does this RTM Motion Vector mean (or is this not needed for handpostioning?).

Not used for hand positions. You'd use this for a walk cycle when you want to specify how far the character walks within one cycle of the RTM playing.

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Thanks for the quick answer,

For Binarization I use BI's Addon Builder and the Binarize button is checked. I tried it also with taking the *.rtm out of the list for "files to copy directly" but this dint worked either.

I use this one

class CfgSkeletons

{

class Default

{

isDiscrete = 1;

skeletonInherit = "";

skeletonBones[] = {};

};

class OFP2_ManSkeleton

{

isDiscrete = 0;

skeletonInherit = "";

skeletonBones[] =

{

"Pelvis","",

"Spine","Pelvis",

"Spine1","Spine",

"Spine2","Spine1",

"Spine3","Spine2",

"Camera","Pelvis",

"weapon","Spine1",

"launcher","Spine1",

//Head skeleton in hierarchy

"neck","Spine3",

"neck1","neck",

"head","neck1",

//New facial features

"Face_Hub","head",

"Face_Jawbone","Face_Hub",

"Face_Jowl","Face_Jawbone",

"Face_chopRight","Face_Jawbone",

"Face_chopLeft","Face_Jawbone",

"Face_LipLowerMiddle","Face_Jawbone",

"Face_LipLowerLeft","Face_Jawbone",

"Face_LipLowerRight","Face_Jawbone",

"Face_Chin","Face_Jawbone",

"Face_Tongue","Face_Jawbone",

"Face_CornerRight","Face_Hub",

"Face_CheekSideRight","Face_CornerRight",

"Face_CornerLeft","Face_Hub",

"Face_CheekSideLeft","Face_CornerLeft",

"Face_CheekFrontRight","Face_Hub",

"Face_CheekFrontLeft","Face_Hub",

"Face_CheekUpperRight","Face_Hub",

"Face_CheekUpperLeft","Face_Hub",

"Face_LipUpperMiddle","Face_Hub",

"Face_LipUpperRight","Face_Hub",

"Face_LipUpperLeft","Face_Hub",

"Face_NostrilRight","Face_Hub",

"Face_NostrilLeft","Face_Hub",

"Face_Forehead","Face_Hub",

"Face_BrowFrontRight","Face_Forehead",

"Face_BrowFrontLeft","Face_Forehead",

"Face_BrowMiddle","Face_Forehead",

"Face_BrowSideRight","Face_Forehead",

"Face_BrowSideLeft","Face_Forehead",

"Face_Eyelids","Face_Hub",

"Face_EyelidUpperRight","Face_Hub",

"Face_EyelidUpperLeft","Face_Hub",

"Face_EyelidLowerRight","Face_Hub",

"Face_EyelidLowerLeft","Face_Hub",

"EyeLeft","Face_Hub",

"EyeRight","Face_Hub",

//Left upper side

"LeftShoulder","Spine3",

"LeftArm","LeftShoulder",

"LeftArmRoll","LeftArm",

"LeftForeArm","LeftArmRoll",

"LeftForeArmRoll","LeftForeArm",

"LeftHand","LeftForeArmRoll",

"LeftHandRing","LeftHand",

"LeftHandRing1","LeftHandRing",

"LeftHandRing2","LeftHandRing1",

"LeftHandRing3","LeftHandRing2",

"LeftHandPinky1","LeftHandRing",

"LeftHandPinky2","LeftHandPinky1",

"LeftHandPinky3","LeftHandPinky2",

"LeftHandMiddle1","LeftHand",

"LeftHandMiddle2","LeftHandMiddle1",

"LeftHandMiddle3","LeftHandMiddle2",

"LeftHandIndex1","LeftHand",

"LeftHandIndex2","LeftHandIndex1",

"LeftHandIndex3","LeftHandIndex2",

"LeftHandThumb1","LeftHand",

"LeftHandThumb2","LeftHandThumb1",

"LeftHandThumb3","LeftHandThumb2",

//Right upper side

"RightShoulder","Spine3",

"RightArm","RightShoulder",

"RightArmRoll","RightArm",

"RightForeArm","RightArmRoll",

"RightForeArmRoll","RightForeArm",

"RightHand","RightForeArmRoll",

"RightHandRing","RightHand",

"RightHandRing1","RightHandRing",

"RightHandRing2","RightHandRing1",

"RightHandRing3","RightHandRing2",

"RightHandPinky1","RightHandRing",

"RightHandPinky2","RightHandPinky1",

"RightHandPinky3","RightHandPinky2",

"RightHandMiddle1","RightHand",

"RightHandMiddle2","RightHandMiddle1",

"RightHandMiddle3","RightHandMiddle2",

"RightHandIndex1","RightHand",

"RightHandIndex2","RightHandIndex1",

"RightHandIndex3","RightHandIndex2",

"RightHandThumb1","RightHand",

"RightHandThumb2","RightHandThumb1",

"RightHandThumb3","RightHandThumb2",

//Left lower side

"LeftUpLeg","Pelvis",

"LeftUpLegRoll","LeftUpLeg",

"LeftLeg","LeftUpLegRoll",

"LeftLegRoll","LeftLeg",

"LeftFoot","LeftLegRoll",

"LeftToeBase","LeftFoot",

//Right lower side

"RightUpLeg","Pelvis",

"RightUpLegRoll","RightUpLeg",

"RightLeg","RightUpLegRoll",

"RightLegRoll","RightLeg",

"RightFoot","RightLegRoll",

"RightToeBase","RightFoot"

};

// location of pivot points (local axes) for hierarchical animation

pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d";

};

};

class CfgModels

{

class Default

{

sectionsInherit="";

sections[] = {};

skeletonName = "";

};

class ArmaMan : Default

{

htMin = 60; // Minimum half-cooling time (in seconds)

htMax = 1800; // Maximum half-cooling time (in seconds)

afMax = 30; // Maximum temperature in case the model is alive (in celsius)

mfMax = 0; // Maximum temperature when the model is moving (in celsius)

mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)).

tBody = 37; // Metabolism temperature of the model (in celsius)

sections[] =

{

"osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury","injury_body", "injury_legs", "injury_hands",

"clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head"

};

skeletonName = "OFP2_ManSkeleton";

};

};

can you send me the model.cfg you use maybe this is the error ?

Edited by gizz46

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So I've been tooling around with these to learn the goings-on of modeling. So I have the model finished and I'm doing LODs - I checked the OP and it says that you can have multiple layers with LODs on them (layer 1 has the custom LOD, layer 2 has view pilot, etc.) However, I went and put the model on different layers and then when I want to go and change the LOD for, layer 2 for example, it changes the LOD for all of the layers. So I want the custom LOD on layer 1 and the viewpilot on layer 2, when I change layer 2's LOD to viewpilot every layer changes to viewpilot. I'm very new to this and I don't know if the user guide has an answer (I checked and I don't see anything.)

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I am not quite sure what you are doing. Note, however, that just switching the layer does not select an object. If you want to change the LOD of an object, you must select it, either by right-clicking on it in the 3D view, or in the outliner.

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I have it selected and I change it, then I deselect it and move to the next layer. When I select that, the LOD is the one I changed it to on the past layer.

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I have it selected and I change it, then I deselect it and move to the next layer. When I select that, the LOD is the one I changed it to on the past layer.

No, that cannot be. You are doing something wrong. You have the wrong object selected.

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Alwarrens tool make the objects to multiple lods inside a p3d file,

but if you use the same LOD everytime it simply overide it

you have to give for every object another "LOD perset" inside the toolbox pannel

this mean: Click on Costom then you get a list of different (exportable) LODs,

to have multiple distance LODs you have to simply increase the number under costom this set the draw distance

Alwarren maybe add a nice little pickture to your documentation

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Alwarren maybe add a nice little pickture to your documentation

The documentation is, I think, pretty extensive already. The problem is that it assumes a certain familiarity with Blender, and I don't really want to make a Blender tutorial in the process :)

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