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Found 7 results

  1. 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...……….
  2. Hi map/terrain/environment/world… makers, this is, after working at BI/BISim for almost 10 years, my first topic created here at BI forums. In my defense, I’m mostly active in Arma 3 Maps Terrains Skype’s group, but the topic I want to share with you deserves to be discuss here(skype has short memory and is not as comfortable as forums, for such kind of discussion). The Topic? It’s of course the bLandscapeTools(bLT), an addon for Blender I’ve been already working on for the last 8 years. The main reason I started this addon was: already knew Blender wanted to improve my python scripting skills, as I like to automate or at least speed up processes many handy world creation features were not available back then, are not available now and will never be implemented in BI/BISim world creation tools Necessary to note that I never intended to write a tool which would take over the world BI/BISim tools, but rather try to fill gaps(small/large) in terrain development. Blender is a 3D modeling tool(and much more), but you can’t expect fancy features which can handle big chunks of terrains with millions of objects on it, it has its own bottlenecks and limits, but even back then I could see, that the advantage of having possibility to import terrain mesh and its textures to Blender and start placing environment content much more easier way(comparing to Buldozer) or even modeling content over a terrain is a feature that will never come into Terrain Builder/Buldozer. By sticking together Blender’s default features like sculpting, painting + powerfull API I was basically able to add many time consuming and “Visitor4/TerrainBuilder hard to get implemented” features into Blender. Let’s stop talking for now… check out my talk at BlenderConference2016 about the Blender Terrain Tools(Edit: just currently I changed the name to bLandscapeTools) so you guys can make an image of what I’ve been working on. There are some features which will be really hard(almost impossible) to release because they are closely bound to BI dev content like raw(non-binarized) P3Ds, but on the positive note bLT has some handy features not even mentioned in the video(like quality assurance tools) Why now? After the conference I got contacted by individuals and even teams, asking me where they can download the addon as they would like to have their hands on it and give it a try. So I decided to start releasing the tool bits by bits to people so they, hopefully, can have a fun time play around with bLT. Also, the fact that this year(2017) it's going to be 10 years at BI/BISim or in other words working with the RVengine, as well as, Paul Pelosi(bushlurker) suddenly passing away, made me to do this decision and release the tool. It’s also going to be a challenge and something new to me, releasing my tool to other people, it needs a change of thinking about the tool, fix some parts of the pipeline..etc. and that may take some time. How? There’s plenty of how in the front of me. I need to figure out a way how to share the tool with you guys. Github, Blender market I have in my mind right now. As mentioned already, there are features hard to release(raw P3Ds). In this case I’ll have to ask someone here in BI, if company would be willing to release let’s say at least last LODs of assets so they could be imported into Blender and used within bLT. I use Blender for over 10 years, so I’m pretty comfortable with its workflow, but this doesn’t have to apply to a newcomer. Therefore, I’ll have to take some steps to make bLT even more user friendly than it is right now. I plan to make quite some tutorials how to use Blender and bLT to user’s satisfaction. Currently, Blender development is at the stage where quite a big major changes are being implemented and to be released with Blender 2.8. There’s going to be plenty of great new features such Viewport update(supporting PBR shaders), new Layers, Workflow system and much more. This means that I’ll have to re-think some of the bLT features to support all these new improvements once they’re released. Therefore I don’t want to do any major touches into what exists in bLT now. I hope that the improvements done for 2.8 will take bLT a few steps further again, as it already happened with the transition from Blender 2.4 to 2.5+. So once again, I’d like to ask you to have a look at my talk, if you have any questions please don’t hesitate to ask. It will help me to move on with releasing the tool as well as to know how the features should be done to help you create a map for any RV engine related project. When? Release of the '0-th' or 'Introduction' version is planned on the end of summer holidays. Progress will be tracked here. Subscribe to bLT youtube's channel here. Tools Github's here. Cheers, Miro
  3. So I've been trying to search all over to see if there is any step by step tutorial for adding a complete new uniform to Arma 3 including processes that prep blender models to object builder, then from adding final touches in object builder to creating configs and lastly transferring the complete work to be packed into a .pbo. Im open to all suggestions. It also doesn't have to be in one video(or a video for that matter), but its hard to even find anything on the subject of making complete new uniforms from scratch. (For those who help, you will be listed under credits for the addon im making)
  4. Good day to all. I'll get to the point. At the moment I am working on one project where I need an enlarged skeleton. I've already increased the standard skeleton with a blender, and it works in the game. (See screenshots 1-2). However, only in the static version. When i try to set the speed in the config, the model hovers above the ground in its standard height. (See screenshots 3). Anyone who knows a blender or a animations config can help me? With best regards, WebKnight.
  5. I've tried to recently get into modding for Arma 3, Modeling using blender, I also wanted to have the ability to work on other things from within Blender as well. I am working in a team of sorts, and my role is mainly to model, texture and send over my stuff to the others to continue working on. I've stumbled across the Arma Toolbox for Blender, and the description and website seem to say that it is entirely possible to use the toolbox coupled with Blender to do everything that O2 would normally do. Meaning that O2 is made redundant with the toolbox around. I just wanted to know if anyone around has used/knows how to use this addon entirely, and can create a guide or tutorial on the complete workflow - well structured guides on this program is terribly lacking, and it seems to have good potential. Thanks, PS: I couldn't find an editing "general" so I put it here. I couldn't figure out which one this would go in so if someone would move this to a better one that would be appreciated.
  6. Hi guys, I need your help. I made a model with Blender, I use the 7 stage super shader RVMATs but when I preview everything in the game I get weird shadows on the model. All textures, maps, RVMATs etc should be ok, so I suppose it has something to do with the model itself. Things I tried: -recalculate normals (both in Blender and OB) -smooth/flat faces in Blender Any suggestion?
  7. 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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