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Found 20 results

  1. I want to continue my work on my PzH2000 but i just cant fix the error "Cannot generate ST - Coordinates". I already triangulated everything and did everything i found online but i just cant fix it. Maybe someone can look at the p3d and help me with it, just ask for it Pic of it
  2. Hey guys, I have created several buildings and objects to use them on my terrain. After placing them with the terrain builder and exporting them ingame, the doors are not working anymore. No scroll option either. In EDEN everything is working perfect! Here´s my object class and model.cfg class CfgVehicles { class Static; class PDE_larmschutz_tur : Static { author = "Prodeath21"; displayName = "$STR_PDE_larmschutz_tur"; scope = 2; scopecurator = 2; model = "\projekt_deutschland_structures\larmschutz\larmschutz_tur.p3d"; icon = "iconObject_4x1"; editorCategory = "PDE_Addon"; editorSubcategory = "PDE_larmschutz"; editorPreview = "\projekt_deutschland_structures\larmschutz\icons\preview_PDE_larmschutz_tur.jpg"; class AnimationSources { class Door_1_sound_source { source = "user"; initPhase = 0; animPeriod = 1; sound = "MetalOldDoorsSound"; //From: A3\sounds_f\config.cpp soundPosition = "Door_1_trigger"; }; class Door_1_noSound_source { source = "user"; initPhase = 0; animPeriod = 1; }; class Door_1_locked_source { source = "user"; initPhase = 0; animPeriod = 0.80000001; }; }; class UserActions { class OpenDoor { displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />"; displayName = "$STR_DN_OUT_O_DOOR"; position = "Door_1_trigger"; priority = 1; actionNamedSel = "door"; radius = 2; aiMaxRange = 5.25; onlyForPlayer = 0; condition = "((this animationSourcePhase 'Door_1_sound_source') < 0.5) && (cameraOn isKindOf 'CAManBase')"; statement = "([this, 1, 1] call BIS_fnc_Door)"; }; class CloseDoor: OpenDoor { displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />"; displayName = "$STR_DN_OUT_C_DOOR"; priority = 1; condition = "((this animationSourcePhase 'Door_1_sound_source') >= 0.5) && ((this getVariable ['bis_disabled_Door_1', 0]) != 1) && (cameraOn isKindOf 'CAManBase')"; statement = "([this, 1, 0] call BIS_fnc_Door)"; }; }; }; }; My P3D name: "larmschutz_tur.p3d" class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class PDE_larmschutz_sceleton: Default { skeletonInherit = "Default"; skeletonBones[]= { "", "" }; }; class PDE_larmschutz_tur_sceleton: Default { skeletonInherit = "Default"; skeletonBones[]= { "door", "" }; }; }; class CfgModels { class Default { skeletonName=""; sections[]={}; sectionsInherit=""; }; class larmschutz: Default { skeletonName="PDE_larmschutz_sceleton"; sections[]={""}; sectionsInherit=""; }; class larmschutz_tur: larmschutz { skeletonName="PDE_larmschutz_tur_sceleton"; sections[]={""}; class Animations { class Door_1 { type = rotation; source = Door_1_sound_source; selection = door; axis = door_axis; memory = 1; minValue = 0.1; maxValue = 1; angle0 = 0; angle1 = (rad 80); }; }; }; }; In the Geometry LOD I added the propertys "class = building", "map = wall" I allready tryed for 2 weeks without a solution... Thx for your help! :)
  3. CfgModels can easily solve the problem that clan, l/p svetlo, zasleh keep showing during the whole game. And defining new sections in CfgModels can activate the "hiddenSelection" to control hiding those sections when unit created and "setObjectTexture" any time necessary (usually activated by EventHandler, UserAction, etc). However after having binarized MLOD-format-P3D, the CfgModels trick lose efficacy meanwhile clan, svetlo and zalash show up, and editor unable to hide sections via hiddenSelection. Is there any solution to this?
  4. Hi guys, Ive taken a few complex parts of a model and simplified them for the geometry LOD using blender. Basically I have a few man sized cubes in one of my P3ds which were created using blender and exported using the arma toolbox. I'm not sure how to trouble shoot the "very small normal" but for the "Convex component" I found the component in the model and its the top face of one of the cubes. Is there something wrong with my export options? Should I delete those faces and "close" them? Can/Should I fix these problems in blender? Thanks! 22:12:03 "dirpos" 22:12:03 "[""Medship_mercy_Hull_02"",""Medship_mercy_Hull_03"",""Medship_mercy_Hull_04"",""Medship_mercy_Hull_05"",""Medship_mercy_Hull_06"",""Medship_mercy_Hull_07"",""Medship_mercy_Hull_08"",""Medship_mercy_Hull_09"",""Medship_mercy_Hull_10"",""Medship_mercy_Hull_11"",""Medship_mercy_Hull_12"",""Medship_mercy_Hull_13"",""Medship_mercy_Hull_14""]" 22:12:03 """Medship_mercy_Hull_02""" 22:12:03 Warning: mercy\mercy_01_hull_02_f.p3d:4.54021e-043 Face 1145, point 701, face points 701,706,702 - very small normal 0,0,0 22:12:03 Warnings in mercy\mercy_01_hull_02_f.p3d:1 22:12:03 "144de6fc820# 166162: mercy_01_hull_02_f.p3d" 22:12:03 """Medship_mercy_Hull_03""" 22:12:03 Warning: mercy\mercy_01_hull_03_f.p3d:4.54021e-043 Face 1, point 13, face points 13,10,9 - very small normal 0,0,0 22:12:03 Warning: mercy\mercy_01_hull_03_f.p3d:4.54021e-043 Face 41, point 4, face points 4,2,0 - very small normal 0,0,0 22:12:03 Warning: mercy\mercy_01_hull_03_f.p3d:4.54021e-043 Face 84, point 62, face points 62,58,54 - very small normal 0,0,0 22:12:03 Warning: mercy\mercy_01_hull_03_f.p3d:4.54021e-043 Face 109, point 55, face points 55,59,63 - very small normal 0,0,0 22:12:03 Warnings in mercy\mercy_01_hull_03_f.p3d:1 22:12:03 Warning: mercy\mercy_01_hull_03_f.p3d:0 Face 5, point 7, face points 7,3,9 - very small normal 0,0,0 22:12:03 Warning: mercy\mercy_01_hull_03_f.p3d:0 Face 7, point 5, face points 5,42,40 - very small normal 0,0,0 22:12:03 Warning: mercy\mercy_01_hull_03_f.p3d:0 Face 8, point 3, face points 3,49,48 - very small normal 0,0,0 22:12:03 Warning: mercy\mercy_01_hull_03_f.p3d:0 Face 9, point 1, face points 1,5,11 - very small normal 0,0,0 22:12:03 Warning: mercy\mercy_01_hull_03_f.p3d:0 Face 34, point 49, face points 49,48,38 - very small normal 0,0,0 22:12:03 Warning: mercy\mercy_01_hull_03_f.p3d:0 Face 5, point 7, face points 7,3,9 - very small normal 0,0,0 22:12:03 Warning: mercy\mercy_01_hull_03_f.p3d:0 Face 7, point 5, face points 5,42,40 - very small normal 0,0,0 22:12:03 Warning: mercy\mercy_01_hull_03_f.p3d:0 Face 8, point 3, face points 3,49,48 - very small normal 0,0,0 22:12:03 Warning: mercy\mercy_01_hull_03_f.p3d:0 Face 9, point 1, face points 1,5,11 - very small normal 0,0,0 22:12:03 Warning: mercy\mercy_01_hull_03_f.p3d:0 Face 34, point 49, face points 49,48,38 - very small normal 0,0,0 22:12:03 "144de6f7280# 166163: mercy_01_hull_03_f.p3d" 22:12:03 """Medship_mercy_Hull_04""" 22:12:03 Warning: mercy\mercy_01_hull_04_f.p3d:4.54021e-043 Face 18, point 35, face points 35,12,6 - very small normal 0,0,0 22:12:03 Warning: mercy\mercy_01_hull_04_f.p3d:4.54021e-043 Face 858, point 514, face points 514,512,511 - very small normal 0,0,0 22:12:03 Warning: mercy\mercy_01_hull_04_f.p3d:4.54021e-043 Face 949, point 26, face points 26,21,20 - very small normal 0,0,0 22:12:03 Warning: mercy\mercy_01_hull_04_f.p3d:4.54021e-043 Face 952, point 6, face points 6,12,35 - very small normal 0,0,0 22:12:03 Warnings in mercy\mercy_01_hull_04_f.p3d:1 22:12:03 Warning: mercy\mercy_01_hull_04_f.p3d:-3.06463e+013 Face 18, point 35, face points 35,12,6 - very small normal 0,0,0 22:12:03 Warning: mercy\mercy_01_hull_04_f.p3d:-3.06463e+013 Face 858, point 514, face points 514,512,511 - very small normal 0,0,0 22:12:03 Warning: mercy\mercy_01_hull_04_f.p3d:-3.06463e+013 Face 949, point 26, face points 26,21,20 - very small normal 0,0,0 22:12:03 Warning: mercy\mercy_01_hull_04_f.p3d:-3.06463e+013 Face 952, point 6, face points 6,12,35 - very small normal 0,0,0 22:12:03 Warning: mercy\mercy_01_hull_04_f.p3d:-3.06492e+013 Face 18, point 35, face points 35,12,6 - very small normal 0,0,0 22:12:03 Warning: mercy\mercy_01_hull_04_f.p3d:-3.06492e+013 Face 858, point 514, face points 514,512,511 - very small normal 0,0,0 22:12:03 Warning: mercy\mercy_01_hull_04_f.p3d:-3.06492e+013 Face 949, point 26, face points 26,21,20 - very small normal 0,0,0 22:12:03 Warning: mercy\mercy_01_hull_04_f.p3d:-3.06492e+013 Face 952, point 6, face points 6,12,35 - very small normal 0,0,0 22:12:03 "144de6f6160# 166164: mercy_01_hull_04_f.p3d" 22:12:03 """Medship_mercy_Hull_05""" 22:12:03 Warning: mercy\mercy_01_hull_05_f.p3d:4.54021e-043 Face 13, point 8, face points 8,10,17 - very small normal 0,0,0 22:12:03 Warning: mercy\mercy_01_hull_05_f.p3d:4.54021e-043 Face 21, point 28, face points 28,29,31 - very small normal 0,0,0 22:12:03 Warning: mercy\mercy_01_hull_05_f.p3d:4.54021e-043 Face 118, point 143, face points 143,142,113 - very small normal 0,0,0 22:12:03 Warning: mercy\mercy_01_hull_05_f.p3d:4.54021e-043 Face 196, point 25, face points 25,26,20 - very small normal 0,0,0 22:12:03 Warning: mercy\mercy_01_hull_05_f.p3d:4.54021e-043 Face 277, point 4, face points 4,0,1 - very small normal 0,0,0 22:12:03 Warnings in mercy\mercy_01_hull_05_f.p3d:1 22:12:03 Warning: mercy\mercy_01_hull_05_f.p3d:0 Face 13, point 8, face points 8,10,17 - very small normal 0,0,0 22:12:03 Warning: mercy\mercy_01_hull_05_f.p3d:0 Face 21, point 28, face points 28,29,31 - very small normal 0,0,0 22:12:03 Warning: mercy\mercy_01_hull_05_f.p3d:0 Face 118, point 143, face points 143,142,113 - very small normal 0,0,0 22:12:03 Warning: mercy\mercy_01_hull_05_f.p3d:0 Face 196, point 25, face points 25,26,20 - very small normal 0,0,0 22:12:03 Warning: mercy\mercy_01_hull_05_f.p3d:0 Face 277, point 4, face points 4,0,1 - very small normal 0,0,0 22:12:03 Warning: mercy\mercy_01_hull_05_f.p3d:0 Face 13, point 8, face points 8,10,17 - very small normal 0,0,0 22:12:03 Warning: mercy\mercy_01_hull_05_f.p3d:0 Face 21, point 28, face points 28,29,31 - very small normal 0,0,0 22:12:03 Warning: mercy\mercy_01_hull_05_f.p3d:0 Face 118, point 143, face points 143,142,113 - very small normal 0,0,0 22:12:03 Warning: mercy\mercy_01_hull_05_f.p3d:0 Face 196, point 25, face points 25,26,20 - very small normal 0,0,0 22:12:03 Warning: mercy\mercy_01_hull_05_f.p3d:0 Face 277, point 4, face points 4,0,1 - very small normal 0,0,0 22:12:03 "144de6fd940# 166165: mercy_01_hull_05_f.p3d" 22:12:03 """Medship_mercy_Hull_06""" 22:12:03 Warning: mercy\mercy_01_hull_06_f.p3d:-1.37755e-040 Face 2, point 10, face points 10,11,6 - very small normal 0,0,0 22:12:03 Warning: mercy\mercy_01_hull_06_f.p3d:-1.37755e-040 Face 26, point 55, face points 55,56,57 - very small normal 0,0,0 22:12:03 Warning: mercy\mercy_01_hull_06_f.p3d:-1.37755e-040 Face 27, point 57, face points 57,58,59 - very small normal 0,0,0 22:12:03 Warning: mercy\mercy_01_hull_06_f.p3d:-1.37755e-040 Face 29, point 55, face points 55,57,59 - very small normal 0,0,0 22:12:03 Warning: mercy\mercy_01_hull_06_f.p3d:-1.37755e-040 Face 31, point 54, face points 54,55,59 - very small normal 0,0,0 22:12:03 Warnings in mercy\mercy_01_hull_06_f.p3d:1 22:12:03 Warning: mercy\mercy_01_hull_06_f.p3d:-1.37755e-040 Face 2, point 10, face points 10,11,6 - very small normal 0,0,0 22:12:03 Warning: mercy\mercy_01_hull_06_f.p3d:-1.37755e-040 Face 26, point 55, face points 55,56,57 - very small normal 0,0,0 22:12:03 Warning: mercy\mercy_01_hull_06_f.p3d:-1.37755e-040 Face 27, point 57, face points 57,58,59 - very small normal 0,0,0 22:12:03 Warning: mercy\mercy_01_hull_06_f.p3d:-1.37755e-040 Face 29, point 55, face points 55,57,59 - very small normal 0,0,0 22:12:03 Warning: mercy\mercy_01_hull_06_f.p3d:-1.37755e-040 Face 31, point 54, face points 54,55,59 - very small normal 0,0,0 22:12:03 Warning: mercy\mercy_01_hull_06_f.p3d:-1.37755e-040 Face 2, point 10, face points 10,11,6 - very small normal 0,0,0 22:12:03 Warning: mercy\mercy_01_hull_06_f.p3d:-1.37755e-040 Face 26, point 55, face points 55,56,57 - very small normal 0,0,0 22:12:03 Warning: mercy\mercy_01_hull_06_f.p3d:-1.37755e-040 Face 27, point 57, face points 57,58,59 - very small normal 0,0,0 22:12:03 Warning: mercy\mercy_01_hull_06_f.p3d:-1.37755e-040 Face 29, point 55, face points 55,57,59 - very small normal 0,0,0 22:12:03 Warning: mercy\mercy_01_hull_06_f.p3d:-1.37755e-040 Face 31, point 54, face points 54,55,59 - very small normal 0,0,0 22:12:04 Too detailed shadow lod in mercy\mercy_01_hull_06_f.p3d (0:1.000000 : 3069) - shadows disabled 22:12:04 "144de6fb700# 166166: mercy_01_hull_06_f.p3d" 22:12:04 """Medship_mercy_Hull_07""" 22:12:12 Warning: mercy\mercy_01_hull_07_f.p3d:6.30584e-044 Face 58894, point 29684, face points 29684,29685,29689 - very small normal 0,0,0 22:12:12 Warnings in mercy\mercy_01_hull_07_f.p3d:1 22:12:12 Too detailed shadow lod in mercy\mercy_01_hull_07_f.p3d (0:1.000000 : 58917) - shadows disabled 22:12:12 Strange convex component03 in mercy\mercy_01_hull_07_f.p3d:geometry 22:12:12 Strange convex component05 in mercy\mercy_01_hull_07_f.p3d:geometry 22:12:12 Strange convex component22 in mercy\mercy_01_hull_07_f.p3d:geometry 22:12:12 Strange convex component24 in mercy\mercy_01_hull_07_f.p3d:geometry 22:12:12 Warning Message: Cannot open object 22:12:12 : No geometry and no visual shape 22:12:12 "144de6f69f0# 166167: mercy_01_hull_07_f.p3d" 22:12:12 """Medship_mercy_Hull_08""" 22:12:13 Warning: mercy\mercy_01_hull_08_f.p3d:0 Face 21977, point 11569, face points 11569,11565,11564 - very small normal 0,0,0 22:12:13 Warnings in mercy\mercy_01_hull_08_f.p3d:1 22:12:13 Too detailed shadow lod in mercy\mercy_01_hull_08_f.p3d (0:1.000000 : 22163) - shadows disabled 22:12:13 "144de6fe1d0# 166168: mercy_01_hull_08_f.p3d" 22:12:13 """Medship_mercy_Hull_09""" 22:12:20 Too detailed shadow lod in mercy\mercy_01_hull_09_f.p3d (0:1.000000 : 51900) - shadows disabled 22:12:20 "144de6fea60# 166169: mercy_01_hull_09_f.p3d" 22:12:20 """Medship_mercy_Hull_10""" 22:12:26 Warning: mercy\mercy_01_hull_10_f.p3d:0.29117 Face 43, point 55, face points 55,51,67 - very small normal 0,0,0 22:12:26 Warning: mercy\mercy_01_hull_10_f.p3d:0.29117 Face 54, point 51, face points 51,50,66 - very small normal 0,0,0 22:12:26 Warning: mercy\mercy_01_hull_10_f.p3d:0.29117 Face 55, point 50, face points 50,54,69 - very small normal 0,0,0 22:12:26 Warning: mercy\mercy_01_hull_10_f.p3d:0.29117 Face 217, point 273, face points 273,286,285 - very small normal 0,0,0 22:12:26 Warning: mercy\mercy_01_hull_10_f.p3d:0.29117 Face 228, point 269, face points 269,285,284 - very small normal 0,0,0 22:12:26 Too detailed shadow lod in mercy\mercy_01_hull_10_f.p3d (0:1.000000 : 50990) - shadows disabled 22:12:26 "144de6f7b10# 166170: mercy_01_hull_10_f.p3d" 22:12:26 """Medship_mercy_Hull_11""" 22:12:28 Too detailed shadow lod in mercy\mercy_01_hull_11_f.p3d (0:1.000000 : 28818) - shadows disabled 22:12:28 "144de6f8c30# 166171: mercy_01_hull_11_f.p3d" 22:12:28 """Medship_mercy_Hull_12""" 22:12:29 Warning: mercy\mercy_01_hull_12_f.p3d:6.38712e-042 Face 7, point 11, face points 11,8,15 - very small normal 0,0,0 22:12:29 Warning: mercy\mercy_01_hull_12_f.p3d:6.38712e-042 Face 11, point 1, face points 1,5,12 - very small normal 0,0,0 22:12:29 Warning: mercy\mercy_01_hull_12_f.p3d:6.38712e-042 Face 12, point 5, face points 5,11,14 - very small normal 0,0,0 22:12:29 Warning: mercy\mercy_01_hull_12_f.p3d:6.38712e-042 Face 13, point 8, face points 8,1,13 - very small normal 0,0,0 22:12:29 Warning: mercy\mercy_01_hull_12_f.p3d:6.38712e-042 Face 144, point 156, face points 156,159,347 - very small normal 0,0,0 22:12:29 Too detailed shadow lod in mercy\mercy_01_hull_12_f.p3d (0:1.000000 : 15532) - shadows disabled 22:12:29 "144de700410# 166172: mercy_01_hull_12_f.p3d" 22:12:29 """Medship_mercy_Hull_13""" 22:12:45 Warning: mercy\mercy_01_hull_13_f.p3d:6.44597e-044 Face 18, point 23, face points 23,22,138 - very small normal 0,0,0 22:12:45 Warning: mercy\mercy_01_hull_13_f.p3d:6.44597e-044 Face 46, point 59, face points 59,58,62 - very small normal 0,0,0 22:12:45 Warning: mercy\mercy_01_hull_13_f.p3d:6.44597e-044 Face 51, point 57, face points 57,56,60 - very small normal 0,0,0 22:12:45 Warning: mercy\mercy_01_hull_13_f.p3d:6.44597e-044 Face 52, point 56, face points 56,59,63 - very small normal 0,0,0 22:12:45 Warning: mercy\mercy_01_hull_13_f.p3d:6.44597e-044 Face 53, point 58, face points 58,57,61 - very small normal 0,0,0 22:12:45 Too detailed shadow lod in mercy\mercy_01_hull_13_f.p3d (0:1.000000 : 75516) - shadows disabled 22:12:45 "144de6f9d50# 166173: mercy_01_hull_13_f.p3d" 22:12:45 """Medship_mercy_Hull_14""" 22:12:54 Too detailed shadow lod in mercy\mercy_01_hull_14_f.p3d (0:1.000000 : 122386) - shadows disabled Edit: I found the solution while using @mikero's tools (PBOProject), It kicked an error for one of the fualty P3ds saying Face Type (2) expected 3 or 4. In object builder under Faces > Degenerated faces there is an option to check and repair. I performed this operation for all of the P3ds and was able to crunch the PBO without error. Hope this helps someone! Would like to know what could cause this error I mean its not like I'm using 3 different programs to make a model for Arma...……….
  5. I'm trying to put down an asset that isn't available in the editor. I can do it by createsimpleobject like this: _obj = createsimpleobject ["a3\vegetation_f_argo\Trees\t_Cupressus_stricta_2S_F.p3d",[0,0,0]]; _obj setposatl (getposatl player) Since I want it to receive damage how can i do it with createvehicle since it doesn't seem to have a classname?
  6. I'm trying to store an array of terrain objects in a file so I can hide them when the mission starts. I used "copytoclipboard str _array" and I get something like this: _array = [20095d4100# 39897: dum_istan4_big.p3d,1ff0daeb00# 56369: dum_olez_istan2.p3d]; When I pass the array to a forEach loop like below I get an "error missing ]". {hideobjectglobal _x} forEach _array; Also tried : {hideobjectglobal (str _x) } forEach _array; But doesn't work either I can't see what's wrong here. Is it the fact that objects are being referenced by a string and that isn't recognised? Is there some other way to do it? I'm not using any other method for hiding objects because the list is huuuge and the method involved in selecting them isn't reproducible at mission start.
  7. Hey Folks, for the project I'm currently working on, I'm looking for someone who is able to create a high quality 3d model (and textures) for ArmA3, and is able to get it into a working condition into the game (just basic config work, nothing super fancy). What I need is a small vehicle design loosely based on existing (real life) concepts, fit for ArmA3's setting. I don't want to get into more details here, but this is not about tanks, air assets or highly complicated cars, etc. Of course this job is *paid*! If interested, please drop me a private message on the forum and I'll get back to you. Thanks.
  8. Edit : I posted it in a better topic sorry...
  9. Hi I just recently started working with porting A2 model into A3. So Noob here. I set everything right and when I launch my vehicle in unbinarized addon all paths works as planned, no errors etc. So now when i binarize, my vehicle has losses paths to penetration materials which are in a3\data_f\penetration. But rvmats that are included with my vehicle files are there and working fine, only paths to A3 default materials are missing, in my case it points to hit effect. Now when my vehicle is hit there is dirt spash effect instead of metal hit effect. (binarized) Unbinarized it shows correct metal hit effect that it takes from a3 default files. When I open my binarize p3d and unbinarized p3d via notepad++ or elitness, the paths are the same "a3\data_f\penetration\metal_plate.rvmat", unchanged. All my paths that point to a3 files are like e.g: "a3\data_f\penetration\metal_plate.rvmat". So how can I prevent my p3d model losing paths to a3 default files after binarize?
  10. This weird thing happened to my textures after I reset the texture-location to work without "P:\" in object builder. In buldozer everything looks fine but after packing the addon the texture doesn't show any transparency anymore. Can anyone please tell me: what have I been doing wrong?! (As long as the texture assignment was reffering to my project drive the textures did look fine ingame as well. - of course that's no solution when you want to publish your work :-P)
  11. Hi, I try to make my own decal, I first started by cloning BIS helipads and everything was fine, but since my decal need specific sizes, I had to make my own p3d and I couldn't figure out how to configure it to get the decal effect : i used t_d's ODOL Web Converter to unbinarize the helipad p3d and copy the configuration but i can't get it working. Resolution LOD uses the same rvmat as BIS helipads Geometry LOD has damage = no, map = hide and class = house named properties, as BIS helipads BIS helipad on left, my helipad with custom p3d on right :( Thanks for your help
  12. Hello, I have a P3D model but I want change path to PAA files in this model, how can I do it? Is there some easy way? Second problem: I have my Units, but when I spawn then. They have all faces from ARMA3. Is there some way, how can I set only Europan faces? And Can I disable goggles, mask, etc? Thank you, Phil
  13. BobTheHunted

    Solved: Model LOD issue

    I initially posted this topic in the wrong area, sorry about that. It is called removed if any admins want to remove it. Anway, I have run into an issue while attempting to make custom particle effects for a mod I am creating. From what I understand, the Universal.p3d model is what I need to edit for the particular effect I am testing right now. The models are what link to the texture files, so I have to use models. The A2 sample assets have a model so I used that to create my own Universal.p3d for my addon. When I test the effects in game, they work properly, but there is an issue with the alpha and there is a white outline and from a distance there are sharp edges and it looks as if there is a semi-transparent white background behind the particle itself. This isn't an issue with the texture because there are no artifacts or background pixels in the image, and the same thing happens with the vannila texture. The issue seems to be with the model itself. Any help would be appreciated. I can also provide a screenshot if that would be helpful. Edit: Here is a link to two images. I think this link should work. http://s1287.photobucket.com/user/BobTheHunted/library/Arma 3 Visual Artifacts On the left are vanilla effects. On the right are my test effects. The zoomed image doesn't show the white boxes, but the distant one does. Not sure why
  14. BobTheHunted

    removed

    Posted in wrong place sorry
  15. Hey guys, I've got 2 separate issues with a model of mine. I made a ball and I basically want it to roll down a hill with Physx. This all works, partly. This is the p3d with textures: https://puu.sh/sPkxb/a71ff2427e.zip config: class ref_ball_big : Land_DuctTape_F { author = ""; simulation="thing"; scope = 2; displayName = "Big ball"; vehicleClass = "r_ent"; hiddenSelections[] = {""}; hiddenSelectionsTextures[] = {"\ref_losttemple\ballbig\ballbig_co.paa"}; model = "ref_losttemple\ballbig\ballbig"; armor = 100; destrType = "DestructMan"; mass = 500; }; I'm new at this, and I've been reading up a lot and making progress. First issue: Only after I enabled the physx (setVelocity) the ball collides with players/objects. As soon as it comes to a stop it doesn't have any form of collision. I have a Geometry with Component01 and mass. It's fully closed. What am I missing? Fixed this issue. Apparently I didn't build the last pbo with the component. Second issue: I'm completely new to texturing. Somethings wrong with the texture of the ball, some parts aren't colored correctly and appear to 'shine through'. This is probably because I messed up either the rvmat or the ballbig_nohq.paa. The mapping and everything is correct (done with blender), it's just that somehow the colors are a bit off.Image of the ball. What I did now is just save the ballbig_co.paa and nohq.paa, and I'm guessing that is wrong. I don't really need the ball to look fancy so I don't mind the ball having no structure at all (from my understand that's what the nohq does. What would be the best approach to this? I've tried looking up what the different stages mean, but I'm having a hard time finding any good documentation on it. The arma wiki is a bit vague on this. Rvmat (also in the zip): Any help would be greatly appreciated!
  16. Hello, I've recently started to try and learn how to create my own things for Arma (so it could be something realliy stupid :P), but I'm now running into a problem where it gives an error saying "Cannot Open Object" followed by the path to the .p3d file In the config.cpp when I try to spawn it in in the editor in arma 3. I'll try to give as much info as I can. When trying to find out what's causing this I've eventually tried just getting a box in game and it still gives the same error. In my rpt it also says: 13:51:57 Warning Message: Cannot open object jsd_test\jsd_test_box.p3d 13:51:57 jsd_test\jsd_test_box.p3d: No geometry and no visual shape 13:51:57 jsd_test\jsd_test_box.p3d: No geometry and no visual shape Which I don't understand as the box does have a visual LOD and a geometry LOD, and the object does show properly in object builder and bulldozer. my config.cpp: class CfgPatches { class JSD_Test_Box { units[] = { "JSD_Test_Box" }; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgVehicles { class Static; class JSD_Test_Box : Static { scope = 2; model = "\JSD_Test\JSD_Test_Box.p3d"; displayName = "JSD Box"; editorCategory = "EdCat_Things"; editorSubcategory = "EdSubcat_Default"; }; }; I've uploaded the .p3d as well: https://mega.nz/#!q9hzXJoA the .pbo: https://mega.nz/#!GgJh2Qzb My addon builder settings, unsure if it'd help: http://imgur.com/IDN5e7v The way I've created the box is in blender (with that blender toolbox thing), set it to the custom LOD and export as a .p3d. Then open it in object builder, copy the box into a geometry LOD, use Structure > Topology > Find Components. I hope I've given enough information to be able to work this out, as said earlier I am very new to this so it might be an extremely stupid thing. Thanks in advance for any help.
  17. npmproductions13

    Problem making custom helmet

    Hi all im having a minor issue with a helmet i'm currently working on. I pack the pbo fine and all that jazz but once im in game i get an error saying the p3d cannot be opened. The p3d is all original, as in i own it and made it from scratch. Iv'e made a few vehicles in the past but was wondering if anyone has an idea why the helmet won't open. Also on a side note i reduced the vert count to about 400 verts and still no joy. This is my config.cpp class CfgPatches { class Irishs_Gear { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class cfgWeapons { class ItemCore; /// External class reference class InventoryItem_Base_F; /// External class reference class HeadgearItem : InventoryItem_Base_F { allowedSlots[] = {901, 605}; /// defines where can be the cap placed, it is small enough to fit in backpack type = 605; /// standard slot for the cap is on head hiddenSelections[] = {}; /// default caps don't have any changeable selections hitpointName = "HitHead"; /// what hitpoint is covered with the cap to have additional protection }; class MK6 : ItemCore { scope = 2; weaponPoolAvailable = 1; displayName = "Mk6 Jungle Warfare"; picture = "\A3\characters_f\Data\UI\icon_H_HelmetB_CA.paa"; model = "\MK6_Helmet\Mk6"; class ItemInfo : HeadgearItem { mass = 10; uniformModel = "\MK6_Helmet\Mk6"; modelSides[] = {3, 1}; armor = 3*0.5; passThrough = 0.8; }; }; }; This is my model.cfg class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class OFP2_ManSkeleton { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "Pelvis","", "Spine","Pelvis", "Spine1","Spine", "Spine2","Spine1", "Spine3","Spine2", "Camera","Pelvis", "weapon","Spine1", "launcher","Spine1", //Head skeleton in hierarchy "neck","Spine3", "neck1","neck", "head","neck1", //New facial features "Face_Hub","head", "Face_Jawbone","Face_Hub", "Face_Jowl","Face_Jawbone", "Face_chopRight","Face_Jawbone", "Face_chopLeft","Face_Jawbone", "Face_LipLowerMiddle","Face_Jawbone", "Face_LipLowerLeft","Face_Jawbone", "Face_LipLowerRight","Face_Jawbone", "Face_Chin","Face_Jawbone", "Face_Tongue","Face_Jawbone", "Face_CornerRight","Face_Hub", "Face_CheekSideRight","Face_CornerRight", "Face_CornerLeft","Face_Hub", "Face_CheekSideLeft","Face_CornerLeft", "Face_CheekFrontRight","Face_Hub", "Face_CheekFrontLeft","Face_Hub", "Face_CheekUpperRight","Face_Hub", "Face_CheekUpperLeft","Face_Hub", "Face_LipUpperMiddle","Face_Hub", "Face_LipUpperRight","Face_Hub", "Face_LipUpperLeft","Face_Hub", "Face_NostrilRight","Face_Hub", "Face_NostrilLeft","Face_Hub", "Face_Forehead","Face_Hub", "Face_BrowFrontRight","Face_Forehead", "Face_BrowFrontLeft","Face_Forehead", "Face_BrowMiddle","Face_Forehead", "Face_BrowSideRight","Face_Forehead", "Face_BrowSideLeft","Face_Forehead", "Face_Eyelids","Face_Hub", "Face_EyelidUpperRight","Face_Hub", "Face_EyelidUpperLeft","Face_Hub", "Face_EyelidLowerRight","Face_Hub", "Face_EyelidLowerLeft","Face_Hub", "EyeLeft","Face_Hub", "EyeRight","Face_Hub", //Left upper side "LeftShoulder","Spine3", "LeftArm","LeftShoulder", "LeftArmRoll","LeftArm", "LeftForeArm","LeftArmRoll", "LeftForeArmRoll","LeftForeArm", "LeftHand","LeftForeArmRoll", "LeftHandRing","LeftHand", "LeftHandRing1","LeftHandRing", "LeftHandRing2","LeftHandRing1", "LeftHandRing3","LeftHandRing2", "LeftHandPinky1","LeftHandRing", "LeftHandPinky2","LeftHandPinky1", "LeftHandPinky3","LeftHandPinky2", "LeftHandMiddle1","LeftHand", "LeftHandMiddle2","LeftHandMiddle1", "LeftHandMiddle3","LeftHandMiddle2", "LeftHandIndex1","LeftHand", "LeftHandIndex2","LeftHandIndex1", "LeftHandIndex3","LeftHandIndex2", "LeftHandThumb1","LeftHand", "LeftHandThumb2","LeftHandThumb1", "LeftHandThumb3","LeftHandThumb2", //Right upper side "RightShoulder","Spine3", "RightArm","RightShoulder", "RightArmRoll","RightArm", "RightForeArm","RightArmRoll", "RightForeArmRoll","RightForeArm", "RightHand","RightForeArmRoll", "RightHandRing","RightHand", "RightHandRing1","RightHandRing", "RightHandRing2","RightHandRing1", "RightHandRing3","RightHandRing2", "RightHandPinky1","RightHandRing", "RightHandPinky2","RightHandPinky1", "RightHandPinky3","RightHandPinky2", "RightHandMiddle1","RightHand", "RightHandMiddle2","RightHandMiddle1", "RightHandMiddle3","RightHandMiddle2", "RightHandIndex1","RightHand", "RightHandIndex2","RightHandIndex1", "RightHandIndex3","RightHandIndex2", "RightHandThumb1","RightHand", "RightHandThumb2","RightHandThumb1", "RightHandThumb3","RightHandThumb2", //Left lower side "LeftUpLeg","Pelvis", "LeftUpLegRoll","LeftUpLeg", "LeftLeg","LeftUpLegRoll", "LeftLegRoll","LeftLeg", "LeftFoot","LeftLegRoll", "LeftToeBase","LeftFoot", //Right lower side "RightUpLeg","Pelvis", "RightUpLegRoll","RightUpLeg", "RightLeg","RightUpLegRoll", "RightLegRoll","RightLeg", "RightFoot","RightLegRoll", "RightToeBase","RightFoot" }; // location of pivot points (local axes) for hierarchical animation pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d"; }; }; class CfgModels { class Default { sectionsInherit=""; sections[] = {}; skeletonName = ""; }; class ArmaMan : Default { htMin = 60; // Minimum half-cooling time (in seconds) htMax = 1800; // Maximum half-cooling time (in seconds) afMax = 30; // Maximum temperature in case the model is alive (in celsius) mfMax = 0; // Maximum temperature when the model is moving (in celsius) mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)). tBody = 37; // Metabolism temperature of the model (in celsius) sections[] = { "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury","injury_body", "injury_legs", "injury_hands", "clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head" }; skeletonName = "OFP2_ManSkeleton"; }; class Irishs_Gear : ArmaMan{}; }; Any help anyone can give will be greatly appreciated.
  18. Hello Im looking for someone to make a few s models for me. These would be things like Rifle barrel Rifle stock Trigger assembly Hand guard Bullet cases Gunpowder barrel I have a p3d file which includes these parts in a pile which could be used alas i don't have a clue when it comes to this. I am Currently trying to make a weapon crafting addon for me exile server and really would like to have separate models for each of these things plus a few more. Please PM me so we can discuss. Kudos & love given - reward negotiable . Full credit given in mod details.
  19. Hello, retexturing the Vermin .45 SMG (Vector/SMG_01) is currently impossible, I`ve been told by [da12thMonkey] that it seems its .p3d is not set up for using hiddenSelections and hiddenSelectionsTextures via config file. I`ve been trying to retexture some of the vanilla weapons and got the Mk18 (M14EBR/srifle_EBR_F) aswell as the TRG21 variants (TAR-21/arifle_TRG21_F/arifle_TRG21_GL_F) working with a custom texture by creating a new class from each of the weapons mainclass. As to the Vector, I had no such luck, the weapon kept its original texture no matter what. Any chance that the vector`s .p3d will be changed in a future update to accept hiddenSelections and hiddenSelectionsTextures?
  20. I have decided to continue with a map project I started a few years ago and had stopped due to the upcoming release of Arma 3 and it's new tools. I have managed to get my map into terrain builder and finally working in game which is great. My problem is that I had started creating some custom bridge models in oxygen and I was able to add them add to my map. These models were very basic just mostly for show with no physical properties and config files etc. I am using pboproject to pack all my terrain files and models into two pbo files one for my map and one for custom models. I can pack the terrain files no problem but when I add my custom models to my map pboproject stops at my models with the following error xxx.p3d needs to be in temp as binarised. pack your models, or copy over a binarised p3d When I use binpbo I can pack the models and they appear in game so I'm not sure if it is my setting in pboproject. I can pack the models using addon builder but I still get the same error when I try to pack my map with pboproject I am not sure if it's the folder structure I have or my pboproject settings. PC Folder structure and Pboproject settings http://imgur.com/a/D1qNG Models from Arma 2 map http://imgur.com/a/SDeEI I'm running out of whiskey trying to sort this out !!!!
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