ArmA 3 Forum, ArmA 3, ArmA 3 Config, ArmA 3 Missions, ArmA 3 3D Modeling, ArmA 3 Scripting, ArmA 3 Terrain, ArmA 3 Texturing, ArmA 3 Tools
PMCTODO - this page is work in progress ;)
Porting ArmA 2 character model with gear and vest into ArmA 3 new gear / uniform / vest standards.
This guide gives you the basics how to take your ArmA 2 ported character with all the helmet / gear equipment and split them up into individual parts like its done in ArmA 3.
For both helmet and vest geometry LOD has to be present, even if it's empty, and has to have “autocenter = 0” set in Named Properties window.
Helmets and glasses need to have an empty ViewPilot LOD or they would obscure view in 1st person.
Make sure to model night vision goggles (NVG) slot on helmets in appropriate position. See A3_headgear_NVGslot.p3d for placement reference.
If you want to make chin strap skinned on jawbone, the bone name is “Face_Jawbone”.
“camo” selections do work, the same as on characters.
Take your ArmA 2 ported character model that has a helmet, use your choice of 3D modeling program to remove this helmet on all Resolution LODs and from ShadowVolume's etc. Make sure your character has correct ArmA 3 proxy's placed (in this case \A3\Characters_F\Proxies\hmd proxy).
This is done by a config, read details on ArmA 3 Custom Gear page how to setup helmet config.
Take your ArmA 2 ported character model that has a vest, use your choice of 3D modeling program to remove this vest from all Resolution LODs, ShadowVolume and View-Pilot. Make sure your character has correct ArmA 3 proxy's placed (in this case \A3\Characters_F\Proxies\equipment (?) proxy).
This is done by a config, read details on ArmA 3 Custom Gear page how to setup vest config.