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arma3:modeling [2017-01-11 11:00]
snakeman added geometry fire header.
arma3:modeling [2022-05-14 23:37] (current)
snakeman added link.
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 [[arma3:​alwarren-weapon-collimator-sights|ArmA 3 Weapon Collimator Sights Tutorial]] by Alwarren [[arma3:​alwarren-weapon-collimator-sights|ArmA 3 Weapon Collimator Sights Tutorial]] by Alwarren
 +
 +[[arma3:​infantry-metrics|Info Infantry Metrics]] by X3KJ
 +
 +[[arma3:​modeling:​buldozer-lighting|ArmA 3 Buldozer Lighting]] by HorribleGoat
  
 **ArmA 3 Custom Characters Head visible in freelook mode.** **ArmA 3 Custom Characters Head visible in freelook mode.**
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 If you're having problems with planeX not having breaks engaged on stop- since v1.66 planes use physx wheel setup & you have to setup model & config accordingly. If you're having problems with planeX not having breaks engaged on stop- since v1.66 planes use physx wheel setup & you have to setup model & config accordingly.
 +
 +
 +===== Model.cfg Extern =====
 +
 +If you have old model.cfg files that were not so properly made and you just recently started to use pboProject then its most likely you will run into severe model.cfg extern not allowed errors.
 +
 +You cannot have "class default;"​ in model.cfg (unless its not the "​master"​ config, but that is beyond the scope of this text). You need to properly fill that class.
 +
 +Proper class Default:
 +<code cpp>
 +class CfgModels
 +{
 + class Default
 + {
 + isDiscrete = 1;
 + skeletonInherit = "";​
 + skeletonBones[] = {};
 + };
 +</​code>​
 +Usually you get default, vehicle, ship, plane, etc type of extern / inherit errors, assuming you have old style lazy / wrong model.cfg writing style.
 +
 +
 +===== Check Section Count =====
 +
 +If you have already binarized p3d model you can check section count with [[arma3:​tools:​mikero-tools|Mikero Tools Eliteness]].
 +
 +
 +===== Texture Without a Path =====
 +
 +If your P3D includes TGA / PAA texture without a path, moveobject will not list this texture, neither does pboproject binarization complain about it (Mikero said something about procedural textures).
 +
 +Use powergrep to search it. Include files: *.p3d, action type: simple search and search type: binary data. You must turn the texture name into HEX codes, you cant just search the real texture name.
 +
 +
 +===== Decals =====
 +
 +Object builder P3D property, On surface and Decal are not needed anymore.
 +
 +{{ https://​pmc.editing.wiki/​images/​Object-Builder-Face-Properties.png }}
 +
 +Just use named properties from below.
 +
 +Decal Named Properties:​\\
 +class = land_decal\\
 +map = hide
 +
 +But make sure your rvmat dont have procedural texture that turns it into red :-)
 +
 +
 +===== Building Object Draw Distance =====
 +
 +HOWTO increase your building object draw distance for terrains by Opteryx
 +
 +First inherit Land_spp_Tower_F,​ then have this in the config:
 +<code cpp>
 +accuracy = 1000;
 +featureSize = 100;
 +featureType = 2;
 +</​code>​
 +Then these named properties in Geometry:
 +{{ https://​pmc.editing.wiki/​images/​ArmA-3-Building-Object-Draw-Distance-Geometry.png }}
 +
 +This only applies for max 500 static objects per terrain.
arma3/modeling.1484132424.txt.gz ยท Last modified: 2017-01-11 11:00 by snakeman