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Everything posted by UK_Apollo
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@easyeb Please try running again without ASDG Joint Rails as this is now no longer required and probably conflicts. You may also want to remove RH Accessories temporarily just in case.
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Can you double check that you are running @cba_a3 as well? If that's not the problem, please post a complete list of mods that you have loaded. Then check with this example using the Arsenal:
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It looks like you are doing most things right Johno. Delta's giving you good advice on the smdi/as. However, as you still have the problem with the shadows, it's perhaps worth questioning how you know that the shadow lod is completely contained within LOD1? da12thMonkey's suggestions on the shadow lod are of course spot on. I usually reduce it by a few percent overall from the LOD1 size, and then tweak individual verts that might stick out due to it's low poly nature. 2k polys is probably ok for shadows, but the lower the better. Add a Shadow LOD 10.000 with very low poly count for optimum performance. Something else you can try; reduce your shadow lod object size by 50% and check in game again - obviously the shadows will be too small, but is the self-shadowing on the helmet gone now?
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No, the case doesn't matter. If the problem disappears when you switch off shadows, it indicates a problem possibly remains with the shadow LOD. Copy and paste the shadow LOD into your LOD1 with solid faces showing and look for any highlighted selections showing through.
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A super easy way to check for shadow problems while in game, is to Enable/Disable Shadows from the game Options > Video menu and see if the issue disappears. Add the LOD property "lodNoShadow = 1" to your visual LOD's in Object Builder. It might be worth posting your rvmat text so we can see what settings you have on the specular/smdi.
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Check that your shadow LOD objects are smaller than, and don't poke through, the LOD1. (temporarily copy and paste the shadow LOD into LOD1; you shouldn't see it showing through anywhere).
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The learning curve for Substance Painter is relatively steep at the start, like most complex software. I guess it helps if you're already familiar with using layers to build up textures, physically based rendering concepts and understand Arma's super shader (rvmats etc). I came at SP from a non-artistic, never used PhotoShop, perspective and with some initial guidance from others, plus watching youtube tutorials was able to pick it up fairly quickly. It's a very powerful tool, and I believe has been used by BIS dev's (Apex Off-Road?) and other modders here with success. I highly recommend it.
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I use Substance Painter, importing fbx files converted from Object Builders p3d. Output is _co, _nohq, _smdi and _as texture files. The slightly tricky bit is setting up the texture map export, and doing some post process smdi tweaking, but it actually gives quite accurate results in game (deep blacks are the most difficult to get right) and Substance Painter is a dream to use for an essentially non-artistic modder.
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Some new arrivals: An RN Merlin HM2 patrols the coast on a gloomy day A Merlin HC4 of 845 Naval Air Squadron prepares to unfold for a sortie Merlin HC4: - navalised conversions of the ex-RAF green HC3's - folding rotors and tail, fully animated - RN camo and markings - unarmed or armed (with a new GPMG-ARD model) Merlin HM2: - HM2 tail design and aerials, rotors and tail fold - under fuselage radome gives active radar coverage to the crew - removed FLIR turret Photo's show work in progress, final version may differ.
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pls 2 help HELP PLS! trouble importing p3d files into O2
UK_Apollo replied to Rallekid16's topic in ARMA 3 - MODELLING - (O2)
The p3d's in p:\a3\ cannot be opened by Object Builder. Even if they could be, we would not have permission to alter/repack them. Search the Steam Store for "Arma 3 Samples" if you want to see examples of p3d's from BIS along with their configs. -
I don't know enough about ground objects to give you real help, but I imagine you might need to add a new LOD. Maybe LandContact or Roadway? https://community.bistudio.com/wiki/LOD
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Um, maybe. But until some of the basic stuff is corrected, it's hard to comment on whether the more complex parts are going to be correct or not.
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There are quite a lot of problems with your model.cfg. It won't be easy to tell you specifically what the problem is unfortunately. The first thing you should look at is the SkeletonBones[]. These entries need to be pairs of data, where one bone is defined as being 'attached' to another. In this example, the door is a bone but is not dependent on anything else, and the door_handle is attached (and moves with) the door: "door", "", "door_handle", "door", I've attempted to fix the top half of your SkeletonBones[] to give you an idea, but you'll need to fix the rest: SkeletonBones[] = { "drivewheel", "", "wheel_1_1_damper_land", "", "wheel_1_2_damper_land", "", "wheel_1_3_damper_land", "", "wheel_1_4_damper_land", "", "wheel_2_1_damper_land", "", "wheel_2_2_damper_land", "", "wheel_2_3_damper_land", "", "wheel_2_4_damper_land", "", "wheel_1_1_damper", "wheel_1_1_damper_land", "wheel_1_2_damper", "wheel_1_2_damper_land", "wheel_1_3_damper", "wheel_1_3_damper_land", "wheel_1_4_damper", "wheel_1_4_damper_land", "wheel_2_1_damper", "wheel_2_1_damper_land", "wheel_2_2_damper", "wheel_2_2_damper_land", "wheel_2_3_damper", "wheel_2_3_damper_land", "wheel_2_4_damper", "wheel_2_4_damper_land", "wheel_1_1_steering", "wheel_1_1_damper", "wheel_1_2_steering", "wheel_1_2_damper", "wheel_1_3_steering", "wheel_1_3_damper", "wheel_1_4_steering", "wheel_1_4_damper", "wheel_2_1_steering", "wheel_2_1_damper", "wheel_2_2_steering", "wheel_2_2_damper", "wheel_2_3_steering", "wheel_2_3_damper", "wheel_2_4_steering", "wheel_2_4_damper", "wheel_1_1", "wheel_1_1_steering", "wheel_1_2", "wheel_1_2_steering", "wheel_1_3", "wheel_1_3_steering", "wheel_1_4", "wheel_1_4_steering", "wheel_2_1", "wheel_2_1_steering", "wheel_2_2", "wheel_2_2_steering", "wheel_2_3", "wheel_2_3_steering", "wheel_2_4", "wheel_2_4_steering", "wheel_1_1_unhide", "wheel_1_1", "wheel_1_2_unhide", "wheel_1_2", "wheel_1_3_unhide", "wheel_1_3", "wheel_1_4_unhide", "wheel_1_4", "wheel_2_1_unhide", "wheel_2_1", "wheel_2_2_unhide", "wheel_2_2", "wheel_2_3_unhide", "wheel_2_3", "wheel_2_4_unhide", "wheel_2_4", "wheel_1_1_hide", "wheel_1_1", "wheel_1_2_hide", "wheel_1_2", "wheel_1_3_hide", "wheel_1_3", "wheel_1_4_hide", "wheel_1_4", "wheel_2_1_hide", "wheel_2_1", "wheel_2_2_hide", "wheel_2_2", "wheel_2_3_hide", "wheel_2_3", "wheel_2_4_hide", "wheel_2_4", "otocvez", "", "auxiliarylights_on", "", "auxiliarylights", "", //"auxiliarylights", "auxiliarylights_on", // use this line instead if auxiliarylights are supposed to be dependent on auxiliarylights_on "otochlaven", "otocvez", "damagehlaven", "otochlaven", "damagevez", "otocvez", "damagehide", "", "glass1", "damagehide", "glass2", "damagehide", "glass3", "damagehide", "glass4", "damagehide", "daylights", "damagehide", "turn_left", "daylights", "turn_right", "daylights", // not sure what happens after here - make them into pairs of bones "daylights", "ukaz_rychlo", "takedown", "ukaz_rychlo2", "BlueLight2", "ukaz_rpm", "BlueLight1", "mph", "BlueLight1_dir", "rpm", "BlueLight2_dir", "fuel", "takedown_axis", "fuel_1", "WhiteLightbar", "fuel_01", "WhiteLightbar_dir", "fuel_2", "fuel_3", "prop_01", //"auxiliarylights_on", "auxiliarylights1_on", "prop_02", "lightbar_glass", "prop_2", "lightbar_lights", "prop_1", "lightbar_top", "reverse_light", "daylights", "turn_left_hide" ,"", "turn_right_hide" ,"", "fullLights_on", "dummy", "fullLights_off", "lightbar_top", "extraLights1", "lightbar_front", "extraLights2", "lightbar_back", "extraLights2_off", "cage", "extraLights1_off", "directional", "fullLights1_on", "rambar", "fulllights1_off", "fulllights2_off", "fulllights2_on", "radar", "auxiliarylights1_pos", // probably shouldn't be here unless the light is steerable somehow? "auxiliarylights1_dir", // probably shouldn't be here unless the light is steerable somehow? "auxiliarylights1_hitpoint", // probably shouldn't be here unless the light is steerable somehow? // blank bone entries below should be removed "", "", "", "", "", "", "", "" };
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Object Not Appearing When Placed
UK_Apollo replied to tezz's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Two things to check: Config.cpp scope = 2; Model.cfg Class name matches your p3d file name exactly. -
You might need to post your full config.cpp and model.cfg to get more detailed assistance.
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I might be forgetting something, but I'm fairly sure class Reflectors only activate when the driver switches the lights on at night. "L" You can still use a UserAction to turn on/off specific lights, but nothing happens before the driver turns on the main lights first. The only thing you can do for daytime lights is look at using the Marker and Beacon classes, along with emissive object textures, but they don't provide a reflective light that shines off other surfaces. Don't forget to add your lights to the Sections area of model.cfg. You can take a look at how I did it for the Land Rover Ambulance blue lights, or the Snatch searchlight in the 3CB BAF Vehicles mod pack.
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Config file help!
UK_Apollo replied to Christenson HHD's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Try adding an extra }; to the end of your file. The CfgWeapons class is not closed. The best way to find these problems is to use a text editor such as Notepad++, with the language set to C++ for .cpp files. Then be rigorous in your formatting indentations and missing closed brackets will show fairly easily. -
What Have I Broken?
UK_Apollo replied to Bloodshot_Pico's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Try this: class CfgPatches { class BSP_Vests { author = "BloodshotPico"; name = "BloodshotPico - Vests"; url = ""; requiredAddons[] = {"A3_Data_F"}; requiredVersion = 0.1; units[] = {}; weapons[] = { "Custom_Vest1", "Custom_Vest2", "Custom_Vest3" }; magazines[] = {}; }; }; class CfgWeapons { class ItemCore; class VestItem; class Vest_Camo_Base : ItemCore { class ItemInfo; }; class Custom_Vest1 : Vest_Camo_Base { scope = 2; author = "BloodshotPico"; displayName = "Custom Platecarrier"; picture = "-"; model = "A3\Characters_F\BLUFOR\equip_b_Vest01"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"DTI_Vests\Data\testvest_co.paa"}; class ItemInfo : VestItem { uniformModel = "A3\Characters_F\BLUFOR\equip_b_Vest01.p3d"; containerClass = "Supply120"; mass = 80; armor = "5"; passThrough = 0.3; hiddenSelections[] = {"camo"}; }; }; class Custom_Vest2 : Vest_Camo_Base { scope = 2; author = "BloodshotPico"; displayName = "Custom Platecarrier Lite"; picture = "-"; model = "A3\Characters_F\BLUFOR\equip_b_Vest02"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"DTI_Vests\Data\testvest_co.paa"}; class ItemInfo : VestItem { uniformModel = "A3\Characters_F\BLUFOR\equip_b_Vest02.p3d"; containerClass = "Supply120"; mass = 80; armor = "5"; passThrough = 0.3; hiddenSelections[] = {"camo"}; }; }; class Custom_Vest3 : Vest_Camo_Base { scope = 2; author = "BloodshotPico"; displayName = "Custom Platecarrier Kerry"; picture = "-"; model = "A3\Charactrs_F_EPA\BLUFOR\equip_b_vest_kerry"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"DTI_Vests\Data\testvest_co.paa"}; class ItemInfo : VestItem { uniformModel = "A3\Characters_F_EPA\BLUFOR\equip_b_vest_kerry.p3d"; containerClass = "Supply120"; mass = 80; armor = "5"; passThrough = 0.3; hiddenSelections[] = {"camo"}; }; }; }; -
What Have I Broken?
UK_Apollo replied to Bloodshot_Pico's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
mod.cpp? Do you mean config.cpp? You need a CfgPatches {} entry and to enclose your vests classes in CfgWeapons {}. Just out of interest, where are the author="BloodshotPico"; lines we talked about earlier? -
Remove from car action Engine On/Engine Off
UK_Apollo replied to KifKick's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I'm not sure that you can remove that user action. It may be hard-coded in the game engine? What you can do however is use an EventHandler to capture the engine-on event, then write code to alter behaviour as you wish. -
Modding Question
UK_Apollo replied to Bloodshot_Pico's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
You need to put the author definition in each of your classes, as it does not get inherited from base classes. class DTI_barup : Uniform_Base { scope = 2; author = "BloodshotPico"; displayName = "Black And Red Camo (Digital)"; picture = "-"; model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d"; class ItemInfo : UniformItem { uniformClass = "DTI_barup_d"; containerClass = "Supply60"; mass = 50; }; }; -
Im having trouble with adding in a custom backpack
UK_Apollo replied to Big Stan's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Try adding a CfgPatches section at the top of your config.cpp: class CfgPatches { class Stan_Backpacks { author = "Stan"; name = "Stans Backpacks"; requiredAddons[] = {"A3_Data_F"}; requiredVersion = 0.1; units[] = {"New_Bag"}; weapons[] = {}; magazines[] = {}; }; }; -
Custom vehicle creates desync on spawn
UK_Apollo replied to miguel93041's topic in ARMA 3 - MODELLING - (O2)
Try temporarily eliminating some items from your config.cpp to see if you can narrow down whether it's related to the config or not: For example, 1) comment out class Reflectors (line 137-177) 2) comment out class EventHandlers (line 179-182) 3) comment out class UserActions (line 194-262) -
Help With Vehicle Texture Variants (Decals)
UK_Apollo replied to Crimson Mage's topic in ARMA 3 - MODELLING - (O2)
You can use hiddenSelections to apply different textures to the same model: https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#hiddenSelections Randomisation is also possible using Vehicle Customisation: https://community.bistudio.com/wiki/Vehicle_Customization_(VhC) -
Shadow LOD's must also use CLOSED objects. Object Builder: Structure > Topology > Find Non-Closed