RSandiford
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Posts posted by RSandiford
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Heh...
I don't care. It'll do for now, until someone tells me why ArmA hates me 😄- 1
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10 hours ago, Alwarren said:A Named selection in MLOD files merely contains a single entry per vertex, and it is the weight of the vertex in that selection. A zero weight means it isn't part of the selection, therefore it is impossible to write a named selection into an MLOD file that has a zero weight BUT still is part of the named selection.
The bottom line is, it is technically impossible.
Ah, makes sense.10 hours ago, Alwarren said:Hmm, land contact maybe?
Doesn't seem to help. I have these two points specified:I'm going to see if I can find a spine bone or set of spine points that it's lined up with right way, then I can set the model straight and angle it that way.
9 hours ago, HorribleGoat said:was it possible to have different model for when its equipped and different for when its on ground?
Haven't heard of this. Might be nice if it is possible.
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Much more important question...
Do you know how to get this bitch to sit down flat? 😄
It's a backpack - so it has an angle for when it is on a player's back.The thing so far...
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Sure. But I figure that no one would add a vert to a group unless they intended it to be there. Maybe there are situations where you would? I dunno.
If nothing else perhaps it'll help someone in the future. -
Have just discovered that if vertex weight on vertices in vertex groups is set to 0, the groups don't export!
Not sure if this is intentional, but it certainly caught me out. I couldn't figure out why my geometry wasn't working, until I noticed that were no selections in OB.
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Tracked it down to weight being set to 0 when making the components.
Had to weight paint (mode -> weight paint) them to > 0 to get it to work, as it wasn't exporting the groups. -
Seems my geometry doesn't work at all, and I have no idea why.
class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class sandi_konkurs_missile_used: Default { isDiscrete=1; skeletonInherit="Default"; skeletonBones[]= { "tube_konkurs","" }; }; }; class CfgModels { class Default { sections[] = {}; sectionsInherit=""; skeletonName = ""; }; class sandi_konkurs_missile_used: Default { sections[]={}; skeletonName="sandi_konkurs_missile_used"; sectionsInherit = "Default"; class Animations { /* // new tube lid class KonkursOpenFrontCover { type="rotation"; source="user"; selection="tube_konkurs_lid"; axis="tube_konkurs_lid_axis"; memory="1"; minValue="0"; maxValue="1"; angle0="rad -200"; angle1="rad -200"; }; */ }; }; };
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Hi Guys.
So I am stuck trying to make a PhysX object.
It is a spent tube, I'm trying to make it roll away as in RHS etc.
I have an object with 1 LOD, a shadow, a geom and a PhysX geom. No errors as far as I can see.
It's inheriting from a working RHS class.
Everything works except it had no physics - it just sits there.
Does anyone know what it needed?
I have only a very basic model.cfg as I don't know if anything is needed here, could it be something to do with this?
Thanks for your assistance. -
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8 minutes ago, Alwarren said:"Set Mass on selected" sets the entered mass on all selected vertices. Usually, you will want to use "Distribute mass on selected".
Yes.. I see. There is an update delay on the "ARMA group weight" display, so I was having to press it twice before I saw the result.
How about overall weight for the geom lod? I set a named property called mass which seemed to do something, but not sure 🙂
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I've set component weights by selecting component, specifying weight to set, then press set mass on selected. The pressing distribute mass to selected twice. I don't know why, it seemed to give it 8x more weight unless pressed twice. I'm sure these are doing something I don't understand.
Still no mass setting for the whole geom. It's it auto calculated? -
6 hours ago, HorribleGoat said:you need to be in edit mode and the mass tools become available in the left side toolbars Arma tab
I see, thanks. Is there an up to date guide on this, or no?
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I'm all kinds of confused about adding mass to geometry LOD...
I don't have the mass option that is shown here when selecting geo LOD http://friedenhq.org/arma-ii/using-the-fhq-arma-toolbox-for-blender/
And then, I have no idea to assign weight to components (When I import a sample it shows weight, but even then it's not editable)
Halp? -
2 minutes ago, RSandiford said:D:\SteamLibrary\steamapps\common\Arma 3 Tools\ObjectBuilder\
Like so? Or should it be the actual file?
OK I set it to path/to/O2Script.exe and it works now 😄Thanks very much!
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1 minute ago, HorribleGoat said:have you set up the O2Script path in the Toolbox settings in the Blender settings - addons tab?
D:\SteamLibrary\steamapps\common\Arma 3 Tools\ObjectBuilder\
Like so? Or should it be the actual file?
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OK new problem..
When I export, all the normals are facing straight down
I have to recalculate normals in Object Builder to get the lighting to work properly.
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That looks like the one.
Thanks very much, and good work 🙂- 1
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Well I exported, loading into Object Builder and did some scaling and rotating which worked.
Then I imported back into blender and fixed up the textures and now it seems to work from blender directly. Very odd. (yes the original file still does the weird stuff) -
Seems great, but why does my model come out huge and sideways?
Seems that no matter what I do - resizing in blender or rotating in blender, it still imports this way.
Is there a hidden setting somewhere?(Blender 2.79)
Arma Toolbox for Blender - Arma 2/3 exporter script
in ARMA 3 - COMMUNITY MADE UTILITIES
Posted