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Everything posted by redstone
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Just tesselate object at least to have eg. 4 faces, select all and then navigate to Points -> Properties and switch surface from normal to On surface..
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Geomtry Phys LOD bugs when i hit it
redstone replied to miguel93041's topic in ARMA 3 - MODELLING - (O2)
It just takes a damage, so solution is to add named property into geometry lod "Damage = no" -
LOD's for static object
redstone replied to hektor_the_dead_medic's topic in ARMA 3 - MODELLING - (O2)
I can recommend (depends on using of this object) to do them same like eg. our pavements... To do: * No collision geometry (will not be obstacle for AI if it's placed in map - not in mission) * Physx geometry * View geometry * Roadway -
Ambient Occlusion and light rays of other objects seen through some of my model
redstone replied to Mickyleitor's topic in ARMA 3 - MODELLING - (O2)
I am not sure about light rays (images not found), but for AO visible through model you can use same thing - https://forums.bistudio.com/topic/193081-transparent-texture-with-glass-capaa/?p=3072819 BTW using proxy can solve problem with AO too, but in general proxies are not a good way for a massive use. For light rays and the sun, there can be some problems with view-geometry. -
Transparent Texture with Glass_ca.paa
redstone replied to Kydoimos's topic in ARMA 3 - MODELLING - (O2)
That's problem with alpha/non-alpha space in UV. Engine thinks, that your model is fully alpha based, it's calculated in different way. To solve this, you can add named property in geometry lod: Forcenotalpha=1 -
Maximum size of object should be 50x50m. You can also use snapping function in terrain builder (also needs some tweaks in p3d model)
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Has Object builder Changed? Cant get collision on my custom buildings
redstone replied to renacyde's topic in ARMA 3 - MODELLING - (O2)
According to the second picture, you haven't roadway lod to walk on it. Everything is walking on roadway lod. -
Sat texture on Altis is 30720px. Best is to keep resolution close to 1px/m, but it depends...
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"not mapped" section is not so big problem. Sections in model also contains sections from proxy objects: Base model with 3 sections and 2 proxies Proxy #1 has 2 sections Proxy #2 has 1 section = Model has 6 sections It's little bit more complicated, but it's not important now. Proxies are counted in different (special) way. That's also the reason why we cannot use proxies to avoid limit 20000 tris. on all models. It's not good for performance.
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I can confirm this... I think in marksmen dlc are really nice weapons and polycount is low, but effectively used. That's what is the most important in game assets. You don't have to spend many polygons to get very nice result. Eg. my favourite DMR_06 has 10 000 in view and 6700 in 1st resolution lod. Or DMR_03 9000 in view-lod and 6000 in 1st resol. lod. Both weapons has also only 3 sections (2 textures with rvmats and "not mapped" one)
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In this optic model were used bad material. That material doesn't contain nozwrite flag. To avoid problems with alpha sorting we have to use in material this: renderFlags[]={"NoZWrite"}; It's not solution for all alpha sorting problems, but sometimes this can help.
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alpha channel not showing when using hiddenselections
redstone replied to shinkicker's topic in ARMA 3 - MODELLING - (O2)
Sorry I am late. Yes, just use that procedural colour instead of any texture on model. Or use any _ca texture. -
ARMA3 standard ladder dimensions..?
redstone replied to meshcarver's topic in ARMA 3 - MODELLING - (O2)
Hi there, tomorrow I'll investigate, if we can add this to arma tools samples. -
Help me understand convexities please
redstone replied to captncaps's topic in ARMA 3 - MODELLING - (O2)
I think you can remove them, or move a little as on the picture - -
alpha channel not showing when using hiddenselections
redstone replied to shinkicker's topic in ARMA 3 - MODELLING - (O2)
Hi, there's no problem. When you plan to use _CA texture as hiddenSelectionsTexture, the model have to prepared for that. On model has to be alpha channel texture eg. #(argb,8,8,3)color(0,0,0,0,CA) (invisible), then engine knows, that this object contains alpha. So try to add that procedural colour into Ghost.p3d and then try to apply any _CA hiddenSelectionsTexture. -
Getting rid of alpha texture borderline?
redstone replied to x3kj's topic in ARMA 3 - MODELLING - (O2)
You can try to add this in material: maybe it can help. renderFlags[]= { "NoZWrite", }; Also check UV and texture, if there is some alpha space around edges. You have to copy-paste and reverse faces. -
For buildings best to include assets or keep them separate?
redstone replied to meshcarver's topic in ARMA 3 - MODELLING - (O2)
Fire and view geometry should work, but with physX geometry it's also better to use components in "main" model. About a machine you have there. For metal materials it's better to use only the supershader material, because in multimaterial is only one setting for specular and no environment map definiton. You have to differ AI and players. Players colliding with geometries in "main" model, so the in geometry you can just extract proxy in this lod and find components to re-numbered the new one. AI don't collide with geometries. AI in building use the path lod, which defines some "track", what they use for going on it. -
For buildings best to include assets or keep them separate?
redstone replied to meshcarver's topic in ARMA 3 - MODELLING - (O2)
I can recommend proxy also, but keep in mind, that in geometry lod, there should be component, because proxy is non-functional in geometry lod. -
Help getting SIX floors of ladders and stairs to work for AI
redstone replied to meshcarver's topic in ARMA 3 - MODELLING - (O2)
Hi, now I have only czech unofficial version of some description about buildings ("Building step by step tutorial") I hope, that there will be someone, who will have some time for translation to english... But you can try take parts of the path lod in our sample models for now... Arma 3 Tools\Samples_F\Test_House_01\Test_House_01_F.p3d -
How to make this fire geometry proper? convexity issues.
redstone replied to Juhansson's topic in ARMA 3 - MODELLING - (O2)
You have to seperate parts to be convex in geometries. You can check it there: https://dl.dropboxusercontent.com/u/129498485/Arma/small_woodbridge.p3d -
Hi, model has proxy and camo selections are not functional on proxies... But the is structures_f_data.pbo and texture metal\containers\containers_02_set_co.paa
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multiple MULTIMATS more efficient than multiple various RVMATS..?
redstone replied to meshcarver's topic in ARMA 3 - MODELLING - (O2)
Hi, penetrability, sounds and other things are based on rvmats used in Fire/View geometry... My opinion is that, multimaterials are better for the buildings becose you can use more tiled textures (better texel) and you can be blend them. -
Then it's hard to say without data...
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You have to sort it in oxygen. * Just select all alpha faces and press CTRL + SHIFT + HOME or hit faces->Move top. * Then select all solid faces and press CTRL + SHIFT + END or hit faces->Move bottom. * When they are alpha faces in magazine, just sort them by using CTRL + SHIFT + PAGEUP or PAGEDOWN.
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IK anim is based on selection in all lods. Eg. you have selection drivewheel for IK defined. You have the drivewheel in resol lods 1,2 and in shadow 0. When you have drivewheel mesh twice bigger or on bad place, the IK hand anim break in the way you posted.