Miroslaw Kowalski 54 Posted October 12, 2013 Hey guys, I'm trying to get a 3d Model of a ship into ArmA 3 but I get the error "too many vertices" in BULLDOZER and in ArmA 3 and the mesh isn't showing up. These are the stats of my model: Verts: 17678, Faces: 18179, Tris: 34449, Objects: 19 What is wrong with this? I think that this aren't too much verts and faces. Share this post Link to post Share on other sites
Sealife 22 Posted October 12, 2013 correct :) select a piece and name it piece1 in the named window and the right click the name and send to proxy , select something that wont animate that has enough polys to reduce the count below 32K tris Share this post Link to post Share on other sites
[aps]gnat 28 Posted October 13, 2013 Your using the ArmA2 tools remember, not designed for ArmA3 As SL said, use separate 3d proxies for high detail "attached" stuff. Share this post Link to post Share on other sites
Miroslaw Kowalski 54 Posted October 15, 2013 Thank you guys now i can import the ship but it isn't loading the proxy it gives me the error that it can't load "fence.p3d" Share this post Link to post Share on other sites
[aps]gnat 28 Posted October 15, 2013 Save the fence.p3d in the same directory as your main file go back to the main model and "CREATE PROXY" BROWSE to the fence.p3d file - make sure you are browsing the P drive Select it, select OPEN Save Done Share this post Link to post Share on other sites
Miroslaw Kowalski 54 Posted October 15, 2013 (edited) Thank you :) but...uhhmmm...i have to ask another thing. How can i use the right proxies for cargo, driver and gunner? Edited October 15, 2013 by BusterBlader Share this post Link to post Share on other sites
[aps]gnat 28 Posted October 15, 2013 Create-Proxy, type in "gunner" Create-Proxy, type in "driver" Create-Proxy, type in "cargo" Note that you will ONLY see them in-game. Theres no easy (or even hard) way to view during design phase. Share this post Link to post Share on other sites
Miroslaw Kowalski 54 Posted October 15, 2013 Thanks. But it isn't working. I made five proxys: 1x driver and 4x cargo but my point of view is always the same. Also i can't see my character anywhere. I'm sorry for asking so much, maybe stupid, questions but I'm new to modding and I don't know anything. So...thank you very much :) Share this post Link to post Share on other sites
[aps]gnat 28 Posted October 16, 2013 Sounds like you haven't made any View LODs Have you opened any of the BI provided sample p3d files to see what is normally required? At a min. you need a CARGO VIEW lod, but you can also add specific Pilot/driver an Gunner LODs Share this post Link to post Share on other sites
Miroslaw Kowalski 54 Posted October 16, 2013 I made a pilot view and a cargo view....I just duplicated my 0.000 LOD for them but nothing changed Share this post Link to post Share on other sites
[aps]gnat 28 Posted October 16, 2013 Hmmmm doesnt sound right Do all Resolution and View LODs have the Proxies? If you are in cargo, can you see others sitting in cargo? If you view an AI piloted ship, can you see the pilot/driver ? In O2 do you see "proxy:driver.001" "proxy:cargo.001" "proxy:cargo.002" etc in an editor window? BTW, you need transportSoldier = 4; in your CONFIG.CPP Share this post Link to post Share on other sites
Miroslaw Kowalski 54 Posted October 16, 2013 (edited) I tried both. One time all View LODs had the proxies and one time only the 0.000 LOD. Maybe it's also important to say that my ship is floating above the water. I made a LandContact LOD... EDIT: config.cpp: // Gunboat - BRSSEB 04.01.03 - Lesson 5 - Making your first gunboat #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 #define private 0 #define protected 1 #define public 2 class CfgPatches { class Ares_Patrolboat_F { units[] = {"patrolboat"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Boat_F_Boat_Armed_01"}; }; }; class CfgVehicles { class Boat_F; class Boat_Armed_01_base_F : Boat_F { class NewTurret; class Turrets; class ViewOptics; }; class patrolboat : Boat_Armed_01_base_F { scope = 2; side = TWest; faction = ares; crew = "B_soldier_F"; typicalCargo[] = {"B_Soldier_F", "B_Soldier_F"}; displayName="Ares Patrolboat"; accuracy=0.80; fuelCapacity=500; model="\AresVehicles\data\patrolboat\patrolboat.p3d"; vehicleClass = "Ship"; hasDriver=true; hasGunner=false; hasCommander=false; transportSoldier = 4; driverLeftHandAnimName = "drivewheel"; driverRightHandAnimName = "drivewheel"; driverAction = "driver_boat01"; cargoAction[] = {"passenger_low01", "passenger_low01", "passenger_low01", "passenger_low01"}; getInAction = "GetInMedium"; getOutAction = "GetOutMedium"; cargoGetInAction[] = {"GetInMedium"}; cargoGetOutAction[] = {"GetOutMedium"}; class RenderTargets { }; class HitPoints { }; class AnimationSources { }; class Turrets : Turrets { }; class TransportWeapons { }; class TransportMagazines { }; class TransportItems { class _xx_FirstAidKit { name = "FirstAidKit"; count = 10; }; class _xx_medikit { name = "medikit"; count = 1; }; }; class Reflectors { class Left { color[] = {0.9, 0.8, 0.8, 1.0}; ambient[] = {0.1, 0.1, 0.1, 1.0}; position = "light_left"; direction = "light_left_dir"; hitpoint = "light_left"; selection = "light_left"; size = 0.5; brightness = 0.6; }; }; aggregateReflectors[] = {{"Left"}}; hiddenSelections[] = {}; }; }; model.cfg: class CfgSkeletons { class Ares_Big_Patrol_Boat_Skeleton { isDiscrete=1; skeletonInherit=""; skeletonBones[]= { "propeller1", "", "propeller2", "", "drivewheel", "", "radar", "" }; }; }; class Rotation; class CfgModels { class Ares_Big_Patrol_Boat { sectionsInherit=""; sections[]= { "" }; skeletonName="Ares_Big_Patrol_Boat_Skeleton"; class Animations { class DrivingWheel { type="Rotation"; source="drivingwheel"; selection="drivewheel"; axis="drivewheel_axis"; minvalue=-1; maxValue=1; angle0="rad -70"; angle1="rad 70"; }; class propeller1: Rotation { type="rotation"; source="rotor"; selection="propeller1"; axis="propeller1_axis"; sourceAddress="loop"; angle0=0; angle1="rad -360"; }; class propeller2: Rotation { type="rotation"; source="rotor"; selection="propeller2"; axis="propeller2_axis"; sourceAddress="loop"; angle0=0; angle1="rad -360"; }; class radar { type="rotationY"; source="clockMinute"; selection="radar"; axis="radar_axis"; memory=0; sourceAddress="loop"; angle0="0"; angle1="-1920* rad 360"; }; }; }; }; My model how it looks like ingame (not really beautiful, i know): http://img5.fotos-hochladen.net/uploads/201310160000bwvpsj5t4y.jpg (462 kB) http://img5.fotos-hochladen.net/uploads/201310160000ekof4mz1w5.jpg (233 kB) There are two passengers and one driver...but i can't see them :D Edited October 16, 2013 by BusterBlader Share this post Link to post Share on other sites
[aps]gnat 28 Posted October 16, 2013 Odd Have you looked at this sample ? http://forums.bistudio.com/showthread.php?158772 Failing that, PM me the whole thing and I have a look. Share this post Link to post Share on other sites
Miroslaw Kowalski 54 Posted October 16, 2013 i will look at this thank you :) Share this post Link to post Share on other sites
[aps]gnat 28 Posted October 19, 2013 BB Looked at the model and config - driver/gunner/cargo proxies have to be in most LODs, not just the first - You need to STRUCTURE - TOPOLOGY - FIND COMPONENTS in Fire, Shadow and Geometry LODs - For driver/cargo etc Stances, in CONFIG you are missing; driverAction = "pilot_Heli_Transport_01"; gunnerAction = "ChopperHeavy_L_static_H"; cargoAction[] = {"passenger_low01","passenger_generic01_leanleft","passenger_generic01_leanleft"}; - You need to chop off your GEO lod at the waterline and add faces (i.e. a bottom) so it floats at the waterline - If you want to use simulation = "shipx";, you need to read the various threads that discuss it. Otherwise use simulation = "ship"; Share this post Link to post Share on other sites
Miroslaw Kowalski 54 Posted October 19, 2013 Thank you Gnat! I did everything you mentioned and fixed some things like floating on the water and the PoV but I still can't drive the ship and the awful graphics bug is still there...seems like I have some cool x-ray goggles :D Share this post Link to post Share on other sites
Miroslaw Kowalski 54 Posted October 21, 2013 Any ideas what I have to do to make it work? Share this post Link to post Share on other sites
[aps]gnat 28 Posted October 21, 2013 If you still dont have a "driver view" then your driver proxy in the VIEW-PILOT lod still isn't set up properly. Other alternate is delete Gunner and Pilot view lods, and define every proxy in the VIEW-CARGO. Also try extCameraPosition[] = {0, 8.0, -65.0}; Share this post Link to post Share on other sites
Miroslaw Kowalski 54 Posted October 21, 2013 The view is okay but i have a weird graphics bug (you can see it in the pictures i sent you in the PM) and the ship isn't driving Share this post Link to post Share on other sites
[aps]gnat 28 Posted October 21, 2013 Graphic bugs?! You mean the "lines" streaking across you model ? Thats you SHADOW LOD Read up about shadow lods They need to be CLOSED shapes (like GEO lod) They need to be all SHARP edges They need to be all TRIANGLES (three point faces) Shadows dont work until thats all fixed Share this post Link to post Share on other sites
Miroslaw Kowalski 54 Posted October 21, 2013 Okay I didn't know about that :) Thank you! Maybe the missing ability of driving is caused by a mod? If not....it must be my fault but no idea what I did wrong :/ Share this post Link to post Share on other sites
[aps]gnat 28 Posted October 21, 2013 If you cant find it in a day or so, send me the latest version and I'll look again. Share this post Link to post Share on other sites
Miroslaw Kowalski 54 Posted October 22, 2013 Thanks for the offer but I first want to get my new ShadowLOD in the model...but it isn't working. When i pack the mod into a .pbo with BinPBO it writes into the log file: "Too detailed shadow lod in p:\patrolboat\patrolboat.p3d (0:0.000000 : 13791) - shadows disabled". The amount of faces (13791) is the amount my 0.000 resolution LOD has...so for some reason it isn't using my ShadowLOD for the ShadowLOD. Do you knpw why? I imported the model for it right into the LOD called ShadowVolume 0.000 and it says it has something about 2000 faces...so what am I doing wrong? Share this post Link to post Share on other sites
m1lkm8n 411 Posted October 22, 2013 Hi. Don't know too much about vehicles as houses but I believe the shadow Lod should be max 1000 faces. Also in any lod over 1000 faces add this in the property box "LODNoShadow"and on the second line a "1". To disable using that resolution lod drawing shadows. Share this post Link to post Share on other sites
Miroslaw Kowalski 54 Posted October 23, 2013 1000 faces?! :O How can I do that? Because my model is a bit bigger than some other models it needs to have some more shadows and 1000 is way tooo less... Share this post Link to post Share on other sites