Status Updates posted by lodu
On the thread dedicated to photographs, you posted an image of "dunkirk", with long lines of English soldiers on the beach and you have credited ifa3 for the models.
These models of characters, weapons and equipment come from the mod fow and there is apparently no ifa3 asset on your screen: thank you to correct.
Have a good day.
certains ont les dents longues qui rayent le parquet et d'autres oublient qui les a bien aidés : le point commun entre eux est le pouvoir de l'argent.
First of all a big thank you for your fantastic software that allows to cross the bridge connecting blender to the other shore of arma.
Here is the object of my problem: I try to produce a tree foliage, with the modification "normal edit" and until then everything is OK: the normals are properly oriented to give the desired smoothed look.
The problem happens when exporting blender to object builder: when I retrieve my foliage in OB, it is as smooth as in blender, but when I copy and paste to have a second face reversed, the smoothing disappears immediately.
I looked into your manual and I have not found any relationship on this subject: but can I have misunderstood?
Or, a manipulation, in blender could have escaped me?
I thank you in advance for your investigations: I do not know if you need the model, but if it is the case, I join it to you.
I voluntarily left the "normal edit" modifier visible.
I never tried the "normal edit" modifier, but normal handling in Blender vs. Arma is a chapter on its own. The exporter actually does not export any normals other than a generic (0,0,1), and then runs it through o2script which will/should fix the normals. Unfortunately, that makes any edits within Blender more or less ignored.
I haven't found a better way. The way that Arma handles normals is fundamentally different. I once made code that would export the normals in a fashion that works for Arma (thus eliminating the need to go through O2script), but the code needed a metric ton of memory on more complex models (like, anything with 10k or more polygons would not work) and it took ages because it needed to do tons of lookups.
Bottom line, I'm afraid there is currently no solution for that. I was looking into some possibilities to make the export/import faster in general and that might include proper normal export (I would like to get rid of o2script completely) but so far I lack the time for that, sadly.
Really sorry about that.
No problem and you have already done more than enough for blender users :)
In addition, all the well-thought-out volumes created in the lod shadows, insofar as they are correctly distributed, help many, as well as the normal map with the addition of baking spheres to simulate even more rounded faces.
I would be satisfied with that at the moment and thank you very much for your answer.