Great to see how others do this work, thanks for making this! I hoped the glass chapter would be an explanation of material swapping based on damage. It's the only thing I haven't managed yet... I subbed, hope you'll keep these dev-vids coming! :) Edited: included another comment of mine. [EDITED] About the layers, I'm doing the same (using 3DS max). Yeah there's renaming skeleton components in the lods. Using different layers in the original file allows for building up the other lods while the res lod (in my case) is still transparently visible. I think it's fascinating how everyone approaches this in his own way :) I'm actually watching this again for those small details exactly! [EDIT: just hit me, I also start with the res LOD, in strong contrast to your method] I'll also leave this here: - Why do you redefine selections (bones) in the Cfgskeleton? In the geometry lod, just find all those bone childs and rename them appropriately, just make sure you find all components again afterwards, as they HAVE to be defined using Component##, nobody said anything about giving a second name. (BIS be like; *wink wink*) The only parent-child links I have are the RoadWay LODS for moving parts (e.g. elevator). Also, in Cfgmodel, I literally have no sections in a 3-floors building (all sorts of moving parts) and it all works. - BIS advises to use AnimateSource instead of Animate, but imo this doesn't change a bit. (I do use AnimateSource though) - When drawing an animation axis in OB: If while testing ingame, you notice the movement is reversed to the axis you drew, pick those 2 vertices and just rotate 180°. It blew my mind, but OB actually sees that axis as 'start' and 'end' vertices despite you not specifically naming them. - To me personally; Geometry LOD == Geometry PhysX == Geometry Phys Old (don't forget this one, YES I have encountered this even in 2016) == Fire Geometry. So basically I work on; Res - 3DS Geometry - 3DS RoadWay - 3DS Geometry Phys (== Geometry copy) - OB Geometry Phys Old (== Geometry copy) - OB Fire Geometry (== Geometry copy) - OB Memory - OB
Yeah as I got into the meat of this one, I knew there would be a second video detailing some of the things we just brush by in this one. Things like material properties in the fire geometry lod. Or a deeper run down of animation techniques. Looks like I just have more content for the next one. Thank you kindly for the comment!
I redefined the bones to really illustrate where you change them and what it connects. It is definitely quicker to just leave em and refer to the bone children, but for the sake of clarity, and redundancy, I did it the long way. Yeah spot on. The subleties in differences between Phys, Phys Old, and Fire tend to make them end up pretty much the same thing. You should do some Tutes! :)
@@TheGattington hey man I’m a very amateur moder and was wonder if you can teach me a bit more in arma modding. Your videos have been the most helpful so please 🙏🏻
i am mainly here for the config. maybe this helps and explains everything you need for those things in the config...gonna tell u tomorrow if it helped me :)
Gattington can't you just instead of making the lod, exporting it, open it seperatly and copy it into the main file, just make several blender layers where all lods are in one file but each lod in a different layer ? i think this works, too, that you export all then, and when you open it in object builder that it recognizes the different lods
Yessir, its the model.cfg reference in the description. it contains all the different properties of an active model. Animation types are towards the bottom. community.bistudio.com/wiki/Model_Config
I have two issues. 1. My doors do not work when the object is added via terrain builder. If placed in the editor they work. 2. My building destruction is the default tip over if added via terrain builder. Properly animates falling when placed in the editor. 3. When my objects are placed via terrain builder there is no map outline of the object when I look at the map in game.
you may need to change the way it is defined in the config.cpp to add it in terrain builder as a map asset versus an object placed on the map by the mission.
im fockin heated, my shits not appearing in game, appears in object builder. does have collisions, but there a bit glitchy, idc about that right now though. starting from exporting in blender till i see, or dont see the object in game. * 3 layers in blender, 3 files, for 3 LODs in object builder. IS an arma object, all parts. * i apply rotation and scale for each layer * i hide all other layers, other than the one i am exporting * i select the layer, hit export as a p3d, tick selection only, then export to its respective file. repeat for the other 2. * opening the 3 files simultaneously in object builder, bringing the visual model into focus. * right click on default LOD, change properties of the default LOD (0.000) to Geometry LOD * open up collision LOD file, copy its parts. * go back to the main file, creating a new LOD, Geometry Phys LOD. * paste collision lod parts into. * repeating for the roadway LOD file, placing into a Roadway LOD. * pasting Geometry LOD parts into a new Firewall LOD. (idk if this works i just do it) * going to each LOD, finding components. * go into the geometry LOD, hitting E and applying the texture by modpath oot\texture.paa. Object Builder does recognize the textures. * saving the file to a p3d. * building addon * loading arma * loading custom map * spawn prop, not visible but still has collisions (but people fall through if theyre more than like 5 meters in the air when they hit it.). Just rewatched the parts relevant to me, from the start of exporting from blender till starting animations and no luck. Do note, i cannot change the mass of the object, im not sure why. it is greyed out. and i am yet to find out how i move the camera in object builder other than zoom in and out
also, my cfgs are working. i havent changed the final file name that gets built in addon builder, and i havent changed the CFG file. it was working before.
My dude I am so sorry!!! RU-vid decided to hold your comment for review for AGES!!!! I only just now saw it!!! As for the mass, that needs to go into a geometry Phys LOD, it will be greyed out in the resolution lods because they are just appearance, not physics like weight. OB will not correctly display the textures modepath'd, but if you dont modpath it like that, it wont show up in arma, nice little bug there for ya. The camera controls in OB are garbo, nobody will argue there. Fire LOD same as Collision lod is spot on. Yeah man your process looks sound. Might be a good idea to reload the original and see if it still runs. From there I would remake the changes and see where it takes you. I often get stuck on some random tidbit like this and it can be the most infuriating thing. All the moreso for having youtube supress your plea for help for whatever reason (I mean you didn't swear or act nasty towards me so I dunno what the algorithm thought was happening). I feel your pain, Grandpa Gropes-A-Lot. I hope you have long since conquered this little hang-up and are now confidently making your own buildings, or at least that this reply doesn't come too late to stop you walking away from it.
should still be on my youtube. What topic are you lookin for? I start at basic objects: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-TboTYArmi2s.html Then we do LODS:ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-SugHtwElX3s.html Then you pretty much ready for buildings :)
A copy of the geometry lod can work, using a simplified version of the visual LOD will give you detailed shadows, but arma is not a big fan of detailed shadows without a very nice video card. If performance is not an issue or its a reasonably sized object, the solid parts of the res lod is the way to go. Just copy it into "ShadowVolume" and give it a mass of 1.