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Showing results for tags 'Object builder'.
Found 19 results
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Im doing a custom bullpup AK, but looking at the samples I see some parts of the model has vertex groups with a name... But I dont if I have to make only one OBJ file to export at OB with vertex groups or shall I make the body OBJ and seperated the bolt as other OBJ but put both OBJs in a single file in Object Builder? (this applies to my muzzle, mag and other parts that are animated? I want to use the MSBS animations) EDIT EXTRA QUESTION: Is there any kind of proxy that allows the character to take the grip? Or I need to make my bullpup fit in the sample given in arma 3 samples?
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- vertexgroups
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(Object Builder) I’m making a uniform pack for my unit and I’m using a patch model from a vest for the shoulders and I need to know the arm weights so that they are actually tied to the model, as well as I need to add a leg strap to a few vest models for the holster and I need the weights for the legs, so if someone could tell me all the weights for unis I would really appreciate it.
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if i open any p3d the app crashes and it gives this error : https://i.imgur.com/7gygutx.jpg
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Object Builder | Walls vanishing from Object
GRE_Himbeerketon posted a topic in ARMA 3 - MODELLING - (O2)
I have created the model of a building as an .obj file. When importing it into object builder and viewing it in Buldozer I have noticed that walls randomly appear and disappear depending on how you look at the model. I thought this was a glitch in the Viewing software but when importing the object into the Game I noticed this persists. My theory is that it might be related to the fact that each wall basically consists out of 2 meshes (1 per side), because the wall is 3 Dimensional. [I attached some images: https://imgur.com/a/j6j27rX] An Additional Problem is that I can walk through the walls. Can anyone help me please with one or more of these issues? Thanks Addition: I allready tried posting this on steam, but it seems noone was able to help me -
I do not know why but my object in game appear a little bit transparency, i mean i can't see everything but i can see something like the object in the map , the sea or the terrain. the texture color texture are _co.paa and i add at the model forcenotalpha. here some screen of my problem. https://imgur.com/a/b9E3Wsi https://imgur.com/a/CDXw9t7 https://imgur.com/a/MEFLyTX https://imgur.com/a/3YZLOAk
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Custom faces have no shadow, can see eyeballs after latest update
Iceman_TF_Timberwolf posted a topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
Hello all! As part of my group's addon, we use a couple of custom faces (complete with custom models too). After this latest update where Mr. Crowe, Mr. Buchta, Mr. Pettka, and a couple other developer heads were added, I noticed that I could see my character's eyeballs now, and so could another group member. Both of us are using custom faces I built. I think it has to do with a config problem. I temporarily fixed the eyeball problem by creating a view-pilot lod and removing all objects from it. The shadow issue persists, though. (I tried creating a shadowvolume lod but it resulted in some pretty bad graphical glitches (I sharped the edges, merged near vertices, and triangulated the object in object builder) Here is the config for Vori's head (at the end of my config.cpp): class Default_A3{}; class DefaultHead_A3: Default_A3{}; class bun_female_bun_01: DefaultHead_A3 { model="\A3_female_heads\Models\female_head_bun.p3d"; selectionHeadWound="injury_head"; selectionPersonality="personality"; }; I looked in the new config.bin for the heads in the latest update, and saw where the new heads were added, so I attempted to use one of those classnames in hopes that her face would inherit the new heads' properties. I was wrong, the issue was the same. class Default_A3{}; class DefaultHead_A3: Default_A3{}; class Hladas: DefaultHead_A3{}; class bun_female_bun_01: Hladas { model="\A3_female_heads\Models\female_head_bun.p3d"; selectionHeadWound="injury_head"; selectionPersonality="personality"; }; Here is my actual config for the face itself: class Default; class Man_A3: Default { class Default; class X_female_bun_01: Default { author="Iceman"; displayname="Vorian"; head="bun_female_bun_01"; texture="\A3_female_heads\female_head_ICEMAN\female_01\xxx_co.paa"; material="\A3_female_heads\female_head_ICEMAN\female_01\f_white.rvmat"; materialWounded1="\A3_female_heads\female_head_ICEMAN\female_01\f_white.rvmat"; materialWounded2="\A3_female_heads\female_head_ICEMAN\female_01\f_white.rvmat"; //////////////////////////////////////////////////////////////////////////////////////// textureHL="\A3_female_heads\female_head_ICEMAN\female_01\F_HL_co.paa"; materialHL="\A3_female_heads\female_head_ICEMAN\female_01\F_HL_white.rvmat"; textureHL2="\A3_female_heads\female_head_ICEMAN\female_01\F_HL_co.paa"; materialHL2="\A3_female_heads\female_head_ICEMAN\female_01\F_HL_white.rvmat"; }; Does anybody know what I can do to fix this issue? Thank you in advance for your help, and most respectfully, Sam- 9 replies
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- addons
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Hi all, I have a bit of a problem with the Helicopter Sample models in a way that the rotors are not sniping correctly like in the first image but they move from left to right like in the second image. If anybody knows why is that happening I would be so grateful if they would share solution.
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Hi all, i started learning ARMA modding. My goal is to make flyable plane. The model was created in 3DSMax and textured in Substance Painter. So far got it inside Object Builder have a hard time i got glitches all over my model. But when i exported it as 3ds format not obj or fbx all gone. Now i have texture on my model and basic rvmat need make more and somehow learn the settings. I have problem with external glass i was unable to see inside but i created one more layer of glass and inverted normals and it looks to work. Dunno if is a good way t do. Now i need to learn rvmat, lods and i think i need to create very low models for shadow and collision. Here is th plane model on sketchfab Ver 1 and Ver 2 Here is printscreen from OB rvmat need to be tveaked
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Hello everyone, I recently made a model of a small house using Rhino 5 (easier to use, IMO) and Blender, successfully exporting the file as a .p3d and then crunching it with pboProject without issues. At first, this model was just the geometry and didn't have any way to interact with the world, so I added a roadway, land contact, and a shadow Volume, basing all of them on my rhino model. Model: Shadow volume: I chose a simple polysurface because I thought that was the problem. The volume is closed, according to Rhino. landcontact and roadway work fine, but Shadowvolume creates weird a weird shadow that appears to be another 3d object. Final result: I can't figure out what's wrong. The shadow seems to behave like a 3D object that's beneath the ground, and only produces shadows from one side. Anyone knows what could be happening here?
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- structures
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Attachments Not Working & No Full Auto, Any Advice?
Evilcallum1991 posted a topic in ARMA 3 - MODELLING - (O2)
Hi, Currently I am trying to finalize a weapon pack of about 16 new weapons for a Mod I am developing. All the weapons are working almost as intended, except two issues which I cannot find any understandable info on. 1. I cannot figure out how to add the full auto firing mode to my weapon. 2. I cannot seem to get the attachments to work as intended. Here is my Config: class CfgWeapons { class myGUN_base { access = 3; afmax = 0; aidispersioncoefx = 4; aidispersioncoefy = 5; airateoffire = 0.5; airateoffiredistance = 500; ammo = ""; autofire = 1; autoreload = 0; backgroundreload = 0; ballisticscomputer = 0; bullet1[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_01.wav", 0.1, 1, 15}; bullet10[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_02.wav", 0.01, 1, 15}; bullet11[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_03.wav", 0.01, 1, 15}; bullet12[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_04.wav", 0.01, 1, 15}; bullet2[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_02.wav", 0.1, 1, 15}; bullet3[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_03.wav", 0.177828, 1, 15}; bullet4[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_04.wav", 0.177828, 1, 15}; bullet5[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_01.wav", 0.1, 1, 15}; bullet6[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_02.wav", 0.1, 1, 15}; bullet7[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_03.wav", 0.1, 1, 15}; bullet8[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_04.wav", 0.1, 1, 15}; bullet9[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_01.wav", 0.01, 1, 15}; candrop = 1; canlock = 0; canshootinwater = 0; cartridgepos = "nabojnicestart"; cartridgevel = "nabojniceend"; count = 0; cursor = "arifle"; cursoraim = "CursorAim"; cursoraimon = ""; cursorsize = 1; cmimmunity = 1; descriptionshort = "Assault Rifle <br />Caliber: 5.56mm"; detectrange = 0; dexterity = 1.64; discretedistance[] = {100, 300, 400, 600, 800}; discretedistanceinitindex = 1; dispersion = 0.0001; displayname = "myGUN"; disposableweapon = 0; distancezoommax = 300; distancezoommin = 300; drysound[] = {"A3\sounds_f\weapons\other\dry7.wav", 0.01, 1}; emptysound[] = {"", 1, 1}; enableattack = 1; ffcount = 3; fffrequency = 11; ffmagnitude = 0.5; fireanims[] = {}; firelightduration = 0.05; firelightintensity = 0.012; firespreadangle = "3.0f"; flash = "gunfire"; flashsize = 0.5; forceoptics = 0; handanim[] = {"OFP2_ManSkeleton","\A3\Weapons_F\Rifles\MX\data\Anim\mx_cqc.rtm"}; //hand animation lcation hiddenselections[] = {}; hiddenselectionstextures[] = {}; hiddenunderwaterselections[] = {}; hiddenunderwaterselectionstextures[] = {}; htmax = 600; htmin = 1; initspeed = 0; irdistance = 0; irdotintensity = 0.001; irlaserend = "laser dir"; irlaserpos = "laser pos"; laser = 0; lockacquire = 1; lockedtargetsound[] = {"\A3\sounds_f\dummysound", 0.000316228, 6}; lockingtargetsound[] = {"\A3\sounds_f\dummysound", 0.000316228, 2}; magazinereloadtime = 0; magazines[] = {"myGUN_30Rnd_556x45_B_Stanag", "myGUN_30Rnd_556x45_T_Stanag"}; //magazines used maxleadspeed = 23; maxrange = 500; maxrangeprobab = 0.04; maxrecoilsway = 0.008; memorypointcamera = "eye"; mfact = 1; mfmax = 0; midrange = 150; midrangeprobab = 0.58; minrange = 1; minrangeprobab = 0.3; model = "EC_Weapons\myGUN"; modelmagazine = ""; modeloptics = "-"; modelspecial = ""; modes[] = {"Single", "Burst"}; multiplier = 1; muzzleend = "konec hlavne"; muzzlepos = "usti hlavne"; muzzles[] = {"this"}; namesound = "rifle"; optics = 0; opticsdisableperipherialvision = 0.67; opticsflare = 0; opticsid = 0; opticsppeffects[] = {}; opticszoominit = 0.75; opticszoommax = 1.1; opticszoommin = 0.375; picture = "\EC_Weapons\UI\gear_myGUN_x_ca"; primary = 10; recoil = "assaultRifleBase"; recoilprone = "assaultRifleBase"; reloadaction = "GestureReloadMX"; //reload gesture reloadmagazinesound[] = {"A3\sounds_f\weapons\reloads\new_trg.wav", 0.1, 1, 30}; reloadsound[] = {"", 1, 1}; reloadtime = 0.15; scope = 0; selectionfireanim = "zasleh"; showaimcursorinternal = 1; showempty = 1; shownunderwaterselections[] = {}; showswitchaction = 0; showtoplayer = 1; simulation = "Weapon"; sound[] = {"\EC_Weapons\sound\myGUN", 4,4}; soundbegin[] = {"sound", 1}; soundbeginwater[] = {"sound", 1}; soundbullet[] = {"bullet1", 0.083, "bullet2", 0.083, "bullet3", 0.083, "bullet4", 0.083, "bullet5", 0.083, "bullet6", 0.083, "bullet7", 0.083, "bullet8", 0.083, "bullet9", 0.083, "bullet10", 0.083, "bullet11", 0.083, "bullet12", 0.083}; soundburst = 1; soundclosure[] = {"sound", 1}; soundcontinuous = 0; soundend[] = {"sound", 1}; soundloop[] = {"sound", 1}; swaydecayspeed = 2; tbody = 100; texturetype = "default"; type = 1; uipicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa"; useaction = 0; useactiontitle = ""; useasbinocular = 0; usemodeloptics = 1; value = 4; weaponinfotype = "RscWeaponZeroing"; weaponlockdelay = 0; weaponlocksystem = 0; weaponpoolavailable = 1; weaponsoundeffect = ""; weight = 0; class Library { libtextdesc = "myGUN"; }; class GunClouds { access = 0; cloudletaccy = 0; cloudletalpha = 0.3; cloudletanimperiod = 1; cloudletcolor[] = {1, 1, 1, 0}; cloudletduration = 0.05; cloudletfadein = 0; cloudletfadeout = 0.1; cloudletgrowup = 0.05; cloudletmaxyspeed = 100; cloudletminyspeed = -100; cloudletshape = "cloudletClouds"; cloudletsize = 1; deltat = 0; initt = 0; interval = -0.02; size = 0.3; sourcesize = 0.02; timetolive = 0; class Table { class T0 { color[] = {1, 1, 1, 0}; maxt = 0; }; }; }; class WeaponSlotsInfo { allowedslots[] = {901}; mass = 4; class MuzzleSlot { access = 1; compatibleitems[] = {"muzzle_snds_M"}; displayname = "Muzzle Slot"; linkproxy = "\A3\data_f\proxies\weapon_slots\MUZZLE"; scope = 0; }; class CowsSlot { access = 1; compatibleitems[] = {"optic_Arco", "optic_aco", "optic_ACO_grn", "optic_hamr", "optic_Holosight"}; displayname = "Optics Slot"; linkproxy = "\A3\data_f\proxies\weapon_slots\TOP"; scope = 2; }; class PointerSlot { access = 1; compatibleitems[] = {"acc_pointer_IR", "acc_flashlight"}; displayname = "Side Slot"; linkproxy = "\A3\data_f\proxies\weapon_slots\SIDE"; scope = 0; }; }; class ItemInfo { priority = 1; RMBhint = "XMX"; onHoverText = "TODO XMX DSS"; }; class GunParticles { class FirstEffect { directionname = "Konec hlavne"; effectname = "RifleAssaultCloud"; positionname = "Usti hlavne"; }; }; class Single: Mode_SemiAuto { sounds[] = {StandardSound, SilencedSound}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[]={"A3\sounds_f\weapons\closure\closure_rifle_2", db-12, 1,10}; closure2[]={"A3\sounds_f\weapons\closure\closure_rifle_3", db-12, 1,10}; soundClosure[]={closure1,0.5, closure2,0.5}; }; class StandardSound: BaseSoundModeType /// Sounds inside this class are used when soundTypeIndex = 0, according to sounds[] { begin1[]={"EC_Weapons\sound\myGUN.wav", db0, 1,500}; begin2[]={"EC_Weapons\sound\myGUN.wav", db0, 1,500}; begin3[]={"EC_Weapons\sound\myGUN.wav", db0, 1,500}; soundBegin[]={begin1,0.33, begin2,0.33, begin3,0.34}; }; class SilencedSound: BaseSoundModeType /// Sounds inside this class are used when soundTypeIndex = 1, according to sounds[] { begin1[]={"EC_Weapons\sound\myGUN.wav", db-1, 1,200}; begin2[]={"EC_Weapons\sound\myGUN.wav", db-1, 1,200}; soundBegin[]={begin1,0.5, begin2,0.5}; }; aidispersioncoefx = 1.4; aidispersioncoefy = 1.7; airateoffire = 2; airateoffiredistance = 500; artillerycharge = 1; artillerydispersion = 1; autofire = 0; burst = 1; canshootinwater = 0; dispersion = 0.00093; displayname = "Semi"; ffcount = 1; fffrequency = 11; ffmagnitude = 0.5; flash = "gunfire"; flashsize = 0.1; maxrange = 500; maxrangeprobab = 0.2; midrange = 250; midrangeprobab = 0.7; minrange = 2; minrangeprobab = 0.3; multiplier = 1; recoil = "recoil_single_mk20"; recoilProne = "recoil_single_prone_mk20"; reloadtime = 0.065; requiredoptictype = -1; showtoplayer = 1; soundbeginwater[] = {"sound", 1}; soundburst = 0; soundcontinuous = 0; soundend[] = {}; soundloop[] = {}; texturetype = "semi"; useaction = 0; useactiontitle = ""; }; class Burst: Mode_Burst { sounds[] = {StandardSound, SilencedSound}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[]={"A3\sounds_f\weapons\closure\closure_rifle_2", db-12, 1,10}; closure2[]={"A3\sounds_f\weapons\closure\closure_rifle_3", db-12, 1,10}; soundClosure[]={closure1,0.5, closure2,0.5}; }; class StandardSound: BaseSoundModeType /// Sounds inside this class are used when soundTypeIndex = 0, according to sounds[] { begin1[]={"EC_Weapons\sound\myGUN.wav", db0, 1,500}; begin2[]={"EC_Weapons\sound\myGUN.wav", db0, 1,500}; begin3[]={"EC_Weapons\sound\myGUN.wav", db0, 1,500}; soundBegin[]={begin1,0.33, begin2,0.33, begin3,0.34}; }; class SilencedSound: BaseSoundModeType /// Sounds inside this class are used when soundTypeIndex = 1, according to sounds[] { begin1[]={"EC_Weapons\sound\myGUN.wav", db-1, 1,200}; begin2[]={"EC_Weapons\sound\myGUN.wav", db-1, 1,200}; soundBegin[]={begin1,0.5, begin2,0.5}; }; aidispersioncoefx = 2; aidispersioncoefy = 3; airateoffire = "1e-006"; airateoffiredistance = 500; artillerycharge = 1; artillerydispersion = 1; autofire = 0; burst = 3; canshootinwater = 0; dispersion = 0.00093; displayname = "Burst"; ffcount = 1; fffrequency = 11; ffmagnitude = 0.5; flash = "gunfire"; flashsize = 0.1; maxrange = 30; maxrangeprobab = 0.05; midrange = 15; midrangeprobab = 0.7; minrange = 0; minrangeprobab = 0.9; multiplier = 1; recoil = "recoil_auto_trg"; recoilprone = "recoil_auto_prone_trg"; reloadtime = 0.07; requiredoptictype = -1; showtoplayer = 1; soundbeginwater[] = {"sound", 1}; soundburst = 0; soundcontinuous = 0; soundend[] = {"sound", 1}; soundloop[] = {}; texturetype = "burst"; useaction = 0; useactiontitle = ""; }; }; class myGUN : myGUN_base { scope = 2; }; }; Here a some screenshots for the attachment proxies on my model: Proxie Placements http://imgur.com/a/yFFKT Proxie Selections http://imgur.com/a/hriwx Any Help would be greatly appreciated! -
Custom Character Model Issues, Advice? [SOLVED]
Evilcallum1991 posted a topic in ARMA 3 - MODELLING - (O2)
This is my first post, so I'll begin by apologising for any rules I may break or any syntax issues. Secondly, Im Trying to remodel an entire Arma 3 unit for a mod I am creating. The model was imported to Object builder no worries, I then took my time to follow every tutorial I could get my hands on regarding rigging and setting the unit up to be a playable unit in game. Here is a list of everything that has been done up till now (Without knowing any extra steps): -LODs and Texture set up and working, tested in engine and in game. -Geometry working. -Memory components set up (Now these memory points were used for the Arma 2 example). -Weighting selection to allow for animations (So tedious). - model.cfg and config set up correctly (hopefully). Now when I load it into game, everything works fine, the class path, the textures, I can even control as player, and he moves around as normal. EXCEPT, the model remains in the default "T" stance and about half way through the floor. Does anyone know anywhere I could look, or give me any information on how I can make this work. (Please let me know if you need any more details, like images or my config and model.cfg) -
Hey, does anyone know how to deselect vertices in Object Builder? I couldn't find anything on the internet. Thanks in advance :)
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- object builder
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Hey All: I am having an issue with opening up Object Builder. I get the side by side error. I took a look at my Event Logs and saw that it was missing a dependency. So I installed the Visual C++ Redist. Packages, and still no luck. I even went so far as to install VS 2008, and copied the DLLs from VS2008. I am still having trouble opening it up. I am running Windows 10 64bit. Any advice would be great.
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Hey, i made a simple 3D Object and ported it into Arma 3, the problem is, that the Rescue Basket isn't floating on the Water, it just drops down. So my question is, how do i make the Rescue Basket swimming on the Water?
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[FIXED] Object builder - aircraft animations
riten posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hi, I've some strange issue with my jet gear animation. It works fine when I preview it in buldozer, but in game when I switch raise/lower gear, I can only hear gear sound and animation doesn't work at all. Screenshots: Config: Model.cfg no rpt errors or in-game, any ideas how to fix it?- 2 replies
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Hello there! I'm looking for a clear list of which different "texture layers" (or maps) to make for my model and I would like some advise for where to look for tutorials etc. As of now, I know of these types of maps: Diffuse (General color) Opacity (Opacity, greyscale) Bump map (White is "pop-out") Normal map (Something like bumpmap, but different?) Specular map (Shinyness) Glow map (Glow in the dark, used on chemlights?) Reflection map (The how well if reflects other objects) source for this list. When texturing, is it correct that maps I assign to the model in blender, will be carried over to Arma through Object builder? - In that case, I should be able to use general blender-texturing tutorials as reference, right? As of now, this video is the best explanation of realistic texturing in blender, I have found. Any kind of pointing-towards-where-I-can-learn-more is much appreciated! // JustMathew
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Hi, I'm doing a plane for learning, and my model seems to have the spoiler attached to the rest of the wing. Is there any way to disconnect these points of the rest of the wing? "Isolate points" or something like that? Spoiler selection screenshot: https://gyazo.com/187114a27b9eb6bcb0ab76d034473634 Bottom selection of the spoiler: https://gyazo.com/ff5e6c03e6f157ba339115441dad2672 Top selection of the spoiler: https://gyazo.com/e08652b2e7309b31ae34e9bf38963751 GIF where you can se what happens: https://gyazo.com/0e7bd5845df6a085950e903a9165ba8b Regards, Agentep97
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- Arma 3
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Object builder path error after update
Dragonkeeper posted a topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
After last update, when P drive default location was changed to system drive, I changed P drive project folder to new separate drive. And now, when I try to open any model or save it i see this error: Buldozer and OB settings looks legit. After tools reinstallation nothing changed... -
Hi, I've come across an unusual problem, not sure if any of you understand what's going on. I modelled the model in 3Ds Max and imported it into Object Builder but somehow it's changed the topology. It has removed lines where they should be and added them where they shouldn't. I've imported it in as both .3ds and .obj I have also imported a tri only version but to receive the same problem.