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arma3:modeling [2017/11/06 07:02] – added header. snakemanarma3:modeling [2024/08/02 16:06] (current) – links added. snakeman
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 ====== 3D Modeling in ArmA 3 ====== ====== 3D Modeling in ArmA 3 ======
 +
 +[[https://www.pmctactical.org/forum/viewforum.php?f=68|ArmA 3 Forum]], [[:arma3|ArmA 3]], [[arma3:config|ArmA 3 Config]], [[arma3:missions|ArmA 3 Missions]], [[arma3:modeling|ArmA 3 3D Modeling]], [[arma3:scripting|ArmA 3 Scripting]], [[arma3:terrain|ArmA 3 Terrain]], [[arma3:texturing|ArmA 3 Texturing]], [[arma3:tools|ArmA 3 Tools]]
  
 ArmA 3 modeling. 3D model file extension is P3D and bis changed to use type 70 P3D file format, old ArmA 2 tools (like Oxygen 2) most likely wont work anymore. ArmA 3 modeling. 3D model file extension is P3D and bis changed to use type 70 P3D file format, old ArmA 2 tools (like Oxygen 2) most likely wont work anymore.
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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 have already binarized p3d model you can check section count with [[arma3:tools:mikero-tools|Mikero Tools Eliteness]]. 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.1509951746.txt.gz · Last modified: 2017/11/06 07:02 by snakeman

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