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Showing results for tags 'lod'.
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Problems with ladder class config
Prodeath21 posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hey, I am currently working on an Arma object and now want to implement the ladder function on to the model. But it´s not working and I don´t know why. Tryed out several things, but still not working... I also surched for a thread about it but could not fined one. Here´s my object class class Static; class Pro21_Autobahnschild : Static { author = "Prodeath21"; displayName = "$STR_Pro21_autobahnschild"; scope=2; model = "\Pro21_Autobahnschild\autobahnschild\autobahnschild.p3d"; //icon = "\Pro21_Autobahnschild\autobahnschild\icons\autobahnschild.paa"; editorCategory="Pro21_Addon"; editorSubcategory="Pro21_Objects"; //editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\I_Boat_Transport_01_F.jpg"; //picture = "\Pro21_Autobahnschild\autobahnschild\icons\autobahnschild.paa"; //vehicleClass = ""; ladders[]= { { "Ladder_1_start", "Ladder_1_end", 2.5, "Ladder_1_action" } }; }; I configured: Ladder_1_start -> Memory LOD -> at the start of the ladder Ladder_1_end -> Memory LOD -> at the end of the ladder Ladder_1_action -> Geometry LOD -> geometry selection of the ladder I looked it up here: https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#ladders But the player option to climbe is still not showing up ingame.. Am I missing something? Pls Help Thanks in advance. -
Is there a way by scripting or by making a cfgvehicles patch to make an object's boundaries be ignored by AI? I want the AI to go through the object as it didn't exist. Disabling simulation or creating it as a simple object doesn't work. The object is there just for visual purposes like a curtain.
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LODs and lineIntersectsSurfaces Question
ZaellixA posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey all, I have been messing around with lineIntersectsSurfaces command in order to check for visibility between two units. I can't really say I had problems making it work, but even after having a look at both LOD's and command's Wikis I can't really say I have understood what LODs are exactly and how they can be utilized in various different scenarios. For example, what will the difference be if I call lineIntersectsSurfaces with "VIEW" and "FIRE" (which are the default) as LOD1 and LOD2 respectively or with "GEOM" and "VIEW" for LODs? I understand that this may (or may not) be quite a long subject to cover in just a forum post, so any additional information is most welcome (whether a link to a text, a short or long explanation, etc.). Best to all and thanks in advance, Achilles.- 7 replies
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I have a question related to how the Arma engine handles texture draw calls for .p3d models with multiple texture selections. In an effort to try an explain what I'm getting at, I'll give an example: Take a Helicopter with two texture selections, it has two selections in order to maintain relatively decent quality in LOD resolution 1 (I think the Arma 3 Helicopters DLC Chinook has two UV selections). Would it be beneficial to have (in LOD resolution 2+) a single UV selection (i.e. less textures to draw), like a solid colour or similar? The reason I ask is because I'm not sure whether or not Arma 3 still draws those textures for the model in the other LODs even when a different LOD is loaded, or if the textures are only drawn when the LOD transition takes place. To put it another way: If I have a model with "Camo1" and "Camo2" selections in the View-Pilot and 1.000 LODs but only a "Camo_lod" selection in 2.000+ LODs, would that be better performance wise than just leaving the "Camo1" and "Camo2" selections through all of the LODs?
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Hi guys, I'm wondering how to change the particles (and the sound) that fly around when you shoot at a certain object. Per default it always looks and sounds like you're shooting the ground. Thank you for your help! :-)
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Hello, I do not have ARMA 3 - I use VBS3 with Dev Tools which comes with O2 for setting up models and I believe it's the same process used to create ARMA 3 content. I have been using O2 for a few years now but this is the first time I have had to do anything which requires the setup of an Underground LOD. I am setting up a building with a basement and as per the documentation I have setup the Underground LOD and I can successfully travel down to the basement without the Terrain interferring, however the objects which I have placed in the basement via proxies are all clipped i.e. can only see the top-half of the model. The model used in the Underground LOD is basically a massive box which exceeds the building dimensions so I do not believe this is causing the clipping. Any advice would be greatly appreciated. Screenshot from VBS showing the bottom of proxies are masked/clipped from view Underground LOD showing that proxies have clearance.
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Hello, I'm currently working on a object for our Arma 3 Unit. I'm really new in modeling objects, but everything worked so far. One thing I can't fix is the geometry LOD. I have a simple table (this is just for testing): https://gyazo.com/a97757e83ea5b4f36342c4ba2b773db4. How can I make a geometry LOD, when you still can crawl under the table but not walk through it? Is it just the same 3D model but then with a geometry LOD configuration? I hope can help me, thank you in advance.
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I've run into a strange problem with a pair of custom night vision goggles: the Shadow LODs are there, properly closed and triangulated with zero degenerations. Shadows show up fine in 3rd person but if I change to first person view, the shadow of the NVG disappears. I do have a shadowvolume-view pilot set, as well as a view - pilot LOD. Its occurring with two separate pair of unrelated nvgs. Everything else I've modelled so far: backpacks, vest etc work fine in first person. Thoughts?
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Why can I run trough an object that I have made? I made the object in Blender. I made 4 visual lods, each marked "ARMA object properties" and set as "custom". I made one geometry lod. Marked as "ARMA object properties" and set as "geometry". I name the object "Component01" I also added a geo physX lod, marked as such in the "ARMA object properties". I exported as p3d using the ARMA tools for Blender. Load up the p3d in Object Builder. All the lods appear in the lod window. I set mass in the geometry lod. I run Structures -> Topology -> find components. I run Structures -> Topology -> find non-closed. (No red vertices). I run Structures -> convexity -> find non-convexities. (No red vertices). Save the file again. I use addon builder to convert the p3d to a pbo Load the model into the terrain using terrain builder. Exported the wrp. Use pboproject to build the project pbo. Run it in ARMA. The object appears ok but I can run through it. Suggesting I did something wrong with the geometry lod? Any ideas what I have missed? Thanks.
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Looking for Information and Advice Regarding Res LODs
Rabid Squirrel posted a topic in ARMA 3 - MODELLING - (O2)
Hi there, I just recently started modelling and got my first Model into Arma 3 a little while ago. However, I am still a little bit hazy on how to put together Resolution LODs and I have a few questions/concerns: I have found out a few things about resolution LODs, one being that each LOD should be half the size of the one bigger than it in terms of 'verts' (I believe). The biggest thing is: Do I have to model each individual Res LOD, or is there a shortcut that people use that I haven't happened upon yet? I imagine I'm going to have to match the UV sets of the lower res LODs to match that of the higher poly LODs, does that mean I have to create individual texture sets for each LOD, or just have them use the normal texture sets. Is there a benchmark for how many LODs I should have, and/or what is the performance impact of using less/more Res LODs? For the guys that make tons of models, do you guys have a surefire way to quickly output the additional Res LODs, and what are they if you do? The Model is an Assault Rifle, and it is likely that you are going to have a bunch of them on your screen at the same time, which I imagine will affect performance. Thanks in Advance, Squirrel. -
Can we expect improvements in the GEO LOD limits for big objects in the APEX expansion? i' m working on a big ship and the GEO LOD limits, being much better than in Arma 2, are not good enough yet to put a big mutiturret ship ingame. Any dev could clarify this issue? Obviously an improved class man interaction with PHYSX would be awesomee but I would be satisfed with Just some enlarged GEO LOD limits. Thanx in advance
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Hello. I've been getting these odd shadows on my models recently, any reason why? The shemagh uses vanilla textures, "armor1_co.paa" and "armor1.rvmat". http://i.imgur.com/hVuDs8k.jpg Thanks, Night515