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        <title>bigship</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma:modeling:bigship&amp;rev=1722503485&amp;do=diff</link>
        <description>ArmA 1 Making Big Ships

ArmA 1 Forum, ArmA 1 Home, ArmA 1 Config, ArmA 1 Tools, ArmA 1 File Formats, ArmA 1 Missions, ArmA 1 3D Modeling, ArmA 1 Terrain, ArmA 1 Texturing, ArmA 1 Scripting

ArmA 1 aka Armed Assault (ArmA)

Making big ships beyond 50m was problematic in OFP because there was the 50m geometry limit, geometries just didn&#039;t work on objects (p3d models) larger than 50m. ArmA still has this same limitation, so any big ship you&#039;re going to make, you need to build it in 50m x 50m piece…</description>
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        <dc:date>2024-08-01T09:13:41+00:00</dc:date>
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        <title>bismodels</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma:modeling:bismodels&amp;rev=1722503621&amp;do=diff</link>
        <description>ArmA 1 bis MLOD Example Models

ArmA 1 Forum, ArmA 1 Home, ArmA 1 Config, ArmA 1 Tools, ArmA 1 File Formats, ArmA 1 Missions, ArmA 1 3D Modeling, ArmA 1 Terrain, ArmA 1 Texturing, ArmA 1 Scripting

ArmA 1 aka Armed Assault (ArmA)

Analysis

This is our “analysis” of the bis released MLOD example models, they are the backbone of learning how to model stuff in ArmA so its good reference to have as much details pulled out of them into one page, than to go into o2 and load model etc every time you w…</description>
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        <dc:date>2024-08-01T09:15:17+00:00</dc:date>
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        <title>bisoldieringame</title>
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        <description>ArmA 1 BIsoldier In-game

ArmA 1 Forum, ArmA 1 Home, ArmA 1 Config, ArmA 1 Tools, ArmA 1 File Formats, ArmA 1 Missions, ArmA 1 3D Modeling, ArmA 1 Terrain, ArmA 1 Texturing, ArmA 1 Scripting

ArmA 1 aka Armed Assault (ArmA)

There still seems to be some fuss about how to bring the BIsoldier (bis released BImodels MLODs of its soldier) model in-game. Here is what PMC did to create working config for them.

CfgSkeletons</description>
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        <dc:date>2024-08-01T09:17:03+00:00</dc:date>
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        <description>ArmA 1 Vehicle Damage Model

ArmA 1 Forum, ArmA 1 Home, ArmA 1 Config, ArmA 1 Tools, ArmA 1 File Formats, ArmA 1 Missions, ArmA 1 3D Modeling, ArmA 1 Terrain, ArmA 1 Texturing, ArmA 1 Scripting

ArmA 1 aka Armed Assault (ArmA)

Törni: With damageHide selection (not a LOD) you can hide parts of the model when the it is destroyed. Just what I did with the BMD-1 2.0 addon. The only addon in which the texture swapping is currently working is BTR80 and the model can be opened with O2.</description>
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        <dc:date>2024-08-01T09:19:42+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>damage_tut</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma:modeling:damage_tut&amp;rev=1722503982&amp;do=diff</link>
        <description>Adding Damage To Your Addon

ArmA 1 Forum, ArmA 1 Home, ArmA 1 Config, ArmA 1 Tools, ArmA 1 File Formats, ArmA 1 Missions, ArmA 1 3D Modeling, ArmA 1 Terrain, ArmA 1 Texturing, ArmA 1 Scripting

ArmA 1 aka Armed Assault (ArmA)

Adding Damage To Your Addon tutorial by Gnat

Draft Revision 0 - 18th June 2008

I won&#039;t pretended to be a definitive expert on this, but it seems no one else has compiled known bits all together.</description>
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        <title>damage_wheels</title>
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        <description>ArmA 1 Vehicle Wheels Damage

ArmA 1 Forum, ArmA 1 Home, ArmA 1 Config, ArmA 1 Tools, ArmA 1 File Formats, ArmA 1 Missions, ArmA 1 3D Modeling, ArmA 1 Terrain, ArmA 1 Texturing, ArmA 1 Scripting

ArmA 1 aka Armed Assault (ArmA)

Vehicle Wheels Damage Configuration.

Do you have a Hitpoints LOD, with all the points properly named as defined in you config?

The bis MLOD samples include correct URAL model including the hitpoints for the tires (the hitpoints are named levy/pravy predni/zadni tlumic)…</description>
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        <dc:date>2024-08-01T09:22:19+00:00</dc:date>
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        <title>destroyed_building</title>
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        <description>ArmA 1 Destroyed Building

ArmA 1 Forum, ArmA 1 Home, ArmA 1 Config, ArmA 1 Tools, ArmA 1 File Formats, ArmA 1 Missions, ArmA 1 3D Modeling, ArmA 1 Terrain, ArmA 1 Texturing, ArmA 1 Scripting

ArmA 1 aka Armed Assault (ArmA)

How to create a destroyed building and its animation.

Armored_Sheep (BIS Dev): Instead of modeling RUINS you can also use RTM animation of the object. Each part of model has a named selection and keyframe animation of this</description>
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        <dc:date>2024-08-01T09:23:41+00:00</dc:date>
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        <title>glass_damage</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma:modeling:glass_damage&amp;rev=1722504221&amp;do=diff</link>
        <description>ArmA 1 Glass Damage Tutorial

ArmA 1 Forum, ArmA 1 Home, ArmA 1 Config, ArmA 1 Tools, ArmA 1 File Formats, ArmA 1 Missions, ArmA 1 3D Modeling, ArmA 1 Terrain, ArmA 1 Texturing, ArmA 1 Scripting

ArmA 1 aka Armed Assault (ArmA)

Glass Damage Tutorial by Obmar

Introduction

The ArmA glass damage animation seems to be one of the biggest enigmas due to the limited amount of info on the subject. All of the modelers that have tried know what I am talking about. As modelers we all know that Objects u…</description>
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        <dc:date>2024-08-01T09:25:49+00:00</dc:date>
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        <title>glass_tutorial</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma:modeling:glass_tutorial&amp;rev=1722504349&amp;do=diff</link>
        <description>ArmA 1 Glass Tutorial

ArmA 1 Forum, ArmA 1 Home, ArmA 1 Config, ArmA 1 Tools, ArmA 1 File Formats, ArmA 1 Missions, ArmA 1 3D Modeling, ArmA 1 Terrain, ArmA 1 Texturing, ArmA 1 Scripting

ArmA 1 aka Armed Assault (ArmA)

Glass Tutorial by Rip31st.

Create your windows using 3 dimensional boxes, NOT flat planes. Putting a texture on a flat plane will not work.

Create a transparent image in gimp, photoshop, whatever you want and name it</description>
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        <dc:date>2024-08-01T09:28:17+00:00</dc:date>
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        <title>grass_tutorial</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma:modeling:grass_tutorial&amp;rev=1722504497&amp;do=diff</link>
        <description>ArmA 1 Grass Tutorial

ArmA 1 Forum, ArmA 1 Home, ArmA 1 Config, ArmA 1 Tools, ArmA 1 File Formats, ArmA 1 Missions, ArmA 1 3D Modeling, ArmA 1 Terrain, ArmA 1 Texturing, ArmA 1 Scripting

ArmA 1 aka Armed Assault (ArmA)

Grass Tutorial by Linker Split

Create a little 3x3m grass block, something like this:



The model must only have some res LODs and Geometry LOD empty, with property names


damage no
shadow hybrid</description>
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        <dc:date>2024-08-01T09:30:09+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>howto_make_lowres_lods</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma:modeling:howto_make_lowres_lods&amp;rev=1722504609&amp;do=diff</link>
        <description>ArmA 1 HOWTO Make Low RES LOD&#039;s

ArmA 1 Forum, ArmA 1 Home, ArmA 1 Config, ArmA 1 Tools, ArmA 1 File Formats, ArmA 1 Missions, ArmA 1 3D Modeling, ArmA 1 Terrain, ArmA 1 Texturing, ArmA 1 Scripting

ArmA 1 aka Armed Assault (ArmA)

How To Make Lower Resolution LOD&#039;s

The background of why you need to make these, please read Low Resolution LOD page.

3DS Max

There is Polygon Cruncher which is plugin for 3DS, it works fairly well and is easy to use.</description>
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        <dc:date>2024-08-01T09:32:15+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>import_3ds</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma:modeling:import_3ds&amp;rev=1722504735&amp;do=diff</link>
        <description>ArmA 1 How To Import A 3DS Model

ArmA 1 Forum, ArmA 1 Home, ArmA 1 Config, ArmA 1 Tools, ArmA 1 File Formats, ArmA 1 Missions, ArmA 1 3D Modeling, ArmA 1 Terrain, ArmA 1 Texturing, ArmA 1 Scripting

ArmA 1 aka Armed Assault (ArmA)

How To Import A 3DS Model by Panda[PL]

This is a step-by-step tutorial on how to import a 3ds model. It is intended for people who have no idea and weren&#039;t around in the OFP times, so that they can make their first addon (I suggest a rifle, and I supply an RVMAT I u…</description>
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        <dc:date>2024-08-01T09:33:25+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>lights</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma:modeling:lights&amp;rev=1722504805&amp;do=diff</link>
        <description>ArmA 1 Lights

ArmA 1 Forum, ArmA 1 Home, ArmA 1 Config, ArmA 1 Tools, ArmA 1 File Formats, ArmA 1 Missions, ArmA 1 3D Modeling, ArmA 1 Terrain, ArmA 1 Texturing, ArmA 1 Scripting

ArmA 1 aka Armed Assault (ArmA)

What determines the Lights in a Vehicle in a addon config. Is it the texture, or is it embedded in the model?

Armored_Sheep (bis dev): There are several Lights possible:

1) reflectors - those shine with visible cone volume. They are defined in config (class Reflectors) as described a…</description>
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    <item rdf:about="https://pmc.editing.wiki/doku.php?id=arma:modeling:low_res_lod&amp;rev=1722504969&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-08-01T09:36:09+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>low_res_lod</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma:modeling:low_res_lod&amp;rev=1722504969&amp;do=diff</link>
        <description>ArmA 1 Low Resolution LOD

ArmA 1 Forum, ArmA 1 Home, ArmA 1 Config, ArmA 1 Tools, ArmA 1 File Formats, ArmA 1 Missions, ArmA 1 3D Modeling, ArmA 1 Terrain, ArmA 1 Texturing, ArmA 1 Scripting

ArmA 1 aka Armed Assault (ArmA)

Low Resolution Level Of Detail (LOD) by Snake Man

It doesn&#039;t matter how many points/polys your model first LOD has, as long as you have proper low res LOD&#039;s which ends with the last LOD being 100 or less points/polys.</description>
    </item>
    <item rdf:about="https://pmc.editing.wiki/doku.php?id=arma:modeling:machine_gun_belt_animation&amp;rev=1722505082&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-08-01T09:38:02+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>machine_gun_belt_animation</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma:modeling:machine_gun_belt_animation&amp;rev=1722505082&amp;do=diff</link>
        <description>ArmA 1 Machine Gun Belt Animation

ArmA 1 Forum, ArmA 1 Home, ArmA 1 Config, ArmA 1 Tools, ArmA 1 File Formats, ArmA 1 Missions, ArmA 1 3D Modeling, ArmA 1 Terrain, ArmA 1 Texturing, ArmA 1 Scripting

ArmA 1 aka Armed Assault (ArmA)

Machine Gun Belt Animation by Skaven

The other day I was playing with tpM&#039;91 with an M60 we got from CS and we managed to do the belt animation like the original M240,M249 and PK. I don&#039;t know if this as been explained before, but it&#039;s better two tutorials than non…</description>
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        <dc:date>2024-08-01T09:39:21+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>model_config</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma:modeling:model_config&amp;rev=1722505161&amp;do=diff</link>
        <description>ArmA 1 Model Config

ArmA 1 Forum, ArmA 1 Home, ArmA 1 Config, ArmA 1 Tools, ArmA 1 File Formats, ArmA 1 Missions, ArmA 1 3D Modeling, ArmA 1 Terrain, ArmA 1 Texturing, ArmA 1 Scripting

ArmA 1 aka Armed Assault (ArmA)

Description

The model configuration file (model cfg for short) is the interface between a (P3D) model and the program. The model.cfg would only be necessary if you intend to preview animations and such in O2 using your model.</description>
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        <dc:date>2024-08-01T09:40:48+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>model_conversions</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma:modeling:model_conversions&amp;rev=1722505248&amp;do=diff</link>
        <description>ArmA 1 Model Conversions

ArmA 1 Forum, ArmA 1 Home, ArmA 1 Config, ArmA 1 Tools, ArmA 1 File Formats, ArmA 1 Missions, ArmA 1 3D Modeling, ArmA 1 Terrain, ArmA 1 Texturing, ArmA 1 Scripting

ArmA 1 aka Armed Assault (ArmA)

The reliable method I use for going from O2 -&gt; Modo / 3DS Max / Maya is...

1) &lt;http://www.storiamilitare.org/o2/dw/p2ms.zip&gt; The output being milkshape files.

2) Import the .ms3d files into &lt;http://www.sharecg.com/v/5169/software-and-tools/LithUnwrap---Free-UV-Mapper-for-W…</description>
    </item>
    <item rdf:about="https://pmc.editing.wiki/doku.php?id=arma:modeling:modo_poly_reducer&amp;rev=1722505362&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-08-01T09:42:42+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modo_poly_reducer</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma:modeling:modo_poly_reducer&amp;rev=1722505362&amp;do=diff</link>
        <description>ArmA 1 modo 302 Polygon Reducer

ArmA 1 Forum, ArmA 1 Home, ArmA 1 Config, ArmA 1 Tools, ArmA 1 File Formats, ArmA 1 Missions, ArmA 1 3D Modeling, ArmA 1 Terrain, ArmA 1 Texturing, ArmA 1 Scripting

ArmA 1 aka Armed Assault (ArmA)

In modo 302 modeling program there is nice feature called polygon reducer. This feature will take your selected polygons and reducing them as much as you want. While its not perfect, its fine piece of feature for us ArmA modelers.</description>
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    <item rdf:about="https://pmc.editing.wiki/doku.php?id=arma:modeling:muzzle_flash&amp;rev=1722505439&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-08-01T09:43:59+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>muzzle_flash</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma:modeling:muzzle_flash&amp;rev=1722505439&amp;do=diff</link>
        <description>ArmA 1 Muzzle Flash

ArmA 1 Forum, ArmA 1 Home, ArmA 1 Config, ArmA 1 Tools, ArmA 1 File Formats, ArmA 1 Missions, ArmA 1 3D Modeling, ArmA 1 Terrain, ArmA 1 Texturing, ArmA 1 Scripting

ArmA 1 aka Armed Assault (ArmA)

selectionFireAnim = “zasleh”;

Armored_Sheep (bis dev): Vehicle muzzleflashes must be first present in model - each flash as a proxy model that is also in named selection (such as</description>
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    <item rdf:about="https://pmc.editing.wiki/doku.php?id=arma:modeling:oxygen-2-propertys&amp;rev=1722505497&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-08-01T09:44:57+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>oxygen-2-propertys</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma:modeling:oxygen-2-propertys&amp;rev=1722505497&amp;do=diff</link>
        <description>ArmA 1 Oxygen 2 Propertys

ArmA 1 Forum, ArmA 1 Home, ArmA 1 Config, ArmA 1 Tools, ArmA 1 File Formats, ArmA 1 Missions, ArmA 1 3D Modeling, ArmA 1 Terrain, ArmA 1 Texturing, ArmA 1 Scripting

ArmA 1 aka Armed Assault (ArmA)

Tents:

class = vehicle

damage = tent

armor = 10

style = structure

map = house

Camonet:

map = fortress

damage = tent

placement = slope

class = house

Fortress / Bunker:</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2024-08-01T09:53:02+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>placement</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma:modeling:placement&amp;rev=1722505982&amp;do=diff</link>
        <description>ArmA 1 Forest Block Objects

ArmA 1 Forum, ArmA 1 Home, ArmA 1 Config, ArmA 1 Tools, ArmA 1 File Formats, ArmA 1 Missions, ArmA 1 3D Modeling, ArmA 1 Terrain, ArmA 1 Texturing, ArmA 1 Scripting

ArmA 1 aka Armed Assault (ArmA)

As many of you know, OFP use 50meter x 50meter forest block objects, these filled up whole WRP Cell therefore you didn&#039;t had to place 20-30 tree objects there, just 1 forest block object. With this system we were able to create insanely thick jungle bush etc.</description>
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    <item rdf:about="https://pmc.editing.wiki/doku.php?id=arma:modeling:proxy&amp;rev=1722506127&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-08-01T09:55:27+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>proxy</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma:modeling:proxy&amp;rev=1722506127&amp;do=diff</link>
        <description>ArmA 1 Proxy

ArmA 1 Forum, ArmA 1 Home, ArmA 1 Config, ArmA 1 Tools, ArmA 1 File Formats, ArmA 1 Missions, ArmA 1 3D Modeling, ArmA 1 Terrain, ArmA 1 Texturing, ArmA 1 Scripting

ArmA 1 aka Armed Assault (ArmA)

These are the proxy&#039;s used in the vehicles and units. Proxy is like a place in a helicopter where pilot is going to sit in-game.

bis Models Proxy&#039;s

A10

 Proxy name  Proxy ID  \ca\A10\AGM65</description>
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    <item rdf:about="https://pmc.editing.wiki/doku.php?id=arma:modeling:section_fixing&amp;rev=1722506224&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-08-01T09:57:04+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>section_fixing</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma:modeling:section_fixing&amp;rev=1722506224&amp;do=diff</link>
        <description>ArmA 1 How to Fix / Merge Sections

ArmA 1 Forum, ArmA 1 Home, ArmA 1 Config, ArmA 1 Tools, ArmA 1 File Formats, ArmA 1 Missions, ArmA 1 3D Modeling, ArmA 1 Terrain, ArmA 1 Texturing, ArmA 1 Scripting

ArmA 1 aka Armed Assault (ArmA)

How to fix/merge sections in parts from old models by feersum.endjinn

This tutorial is made because apparently some people have had problem with their models ending up with way too many sections despite faces sharing same material and texture. This apparently happ…</description>
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    <item rdf:about="https://pmc.editing.wiki/doku.php?id=arma:modeling:selections&amp;rev=1722506298&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-08-01T09:58:18+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>selections</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma:modeling:selections&amp;rev=1722506298&amp;do=diff</link>
        <description>ArmA 1 Selections

ArmA 1 Forum, ArmA 1 Home, ArmA 1 Config, ArmA 1 Tools, ArmA 1 File Formats, ArmA 1 Missions, ArmA 1 3D Modeling, ArmA 1 Terrain, ArmA 1 Texturing, ArmA 1 Scripting

ArmA 1 aka Armed Assault (ArmA)

Armored_Sheep (bis dev): It is a matter of animated skeleton bones hierarchy. In OFP the selections overlaped, to build dependency. In ArmA skeleton is defined in model.cfg, so selection of bones don&#039;t overlap.</description>
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    <item rdf:about="https://pmc.editing.wiki/doku.php?id=arma:modeling:shadows&amp;rev=1722506415&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-08-01T10:00:15+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>shadows</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma:modeling:shadows&amp;rev=1722506415&amp;do=diff</link>
        <description>ArmA 1 Shadows

ArmA 1 Forum, ArmA 1 Home, ArmA 1 Config, ArmA 1 Tools, ArmA 1 File Formats, ArmA 1 Missions, ArmA 1 3D Modeling, ArmA 1 Terrain, ArmA 1 Texturing, ArmA 1 Scripting

ArmA 1 aka Armed Assault (ArmA)

Used for HW shadow casting. The shadows are cast from this LOD on resolution LOD surfaces. The shadow volume area is made by extruding the lit faces of the shadow LOD (faces that have normals oriented towards the light) in the light direction.</description>
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    <item rdf:about="https://pmc.editing.wiki/doku.php?id=arma:modeling:static_object_animation&amp;rev=1722506509&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-08-01T10:01:49+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>static_object_animation</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma:modeling:static_object_animation&amp;rev=1722506509&amp;do=diff</link>
        <description>ArmA 1 Static Object Animations

ArmA 1 Forum, ArmA 1 Home, ArmA 1 Config, ArmA 1 Tools, ArmA 1 File Formats, ArmA 1 Missions, ArmA 1 3D Modeling, ArmA 1 Terrain, ArmA 1 Texturing, ArmA 1 Scripting

ArmA 1 aka Armed Assault (ArmA)

Static Object Animations

Here is guide to show you how to animate static objects which are placed on the WRP terrains or are available in mission editor as objects.</description>
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    <item rdf:about="https://pmc.editing.wiki/doku.php?id=arma:modeling:tokennames&amp;rev=1722506606&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-08-01T10:03:26+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>tokennames</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma:modeling:tokennames&amp;rev=1722506606&amp;do=diff</link>
        <description>ArmA 1 Token Name Value Types

ArmA 1 Forum, ArmA 1 Home, ArmA 1 Config, ArmA 1 Tools, ArmA 1 File Formats, ArmA 1 Missions, ArmA 1 3D Modeling, ArmA 1 Terrain, ArmA 1 Texturing, ArmA 1 Scripting

ArmA 1 aka Armed Assault (ArmA)

ArmA is still young in its development and the token names are perhaps modified, we will try to compile a list as soon as possible. Stay tuned.

In the mean time read</description>
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    <item rdf:about="https://pmc.editing.wiki/doku.php?id=arma:modeling:trigger_animation&amp;rev=1722506666&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-08-01T10:04:26+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>trigger_animation</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma:modeling:trigger_animation&amp;rev=1722506666&amp;do=diff</link>
        <description>ArmA 1 Trigger Animation

ArmA 1 Forum, ArmA 1 Home, ArmA 1 Config, ArmA 1 Tools, ArmA 1 File Formats, ArmA 1 Missions, ArmA 1 3D Modeling, ArmA 1 Terrain, ArmA 1 Texturing, ArmA 1 Scripting

ArmA 1 aka Armed Assault (ArmA)

To create working trigger animation you have to make a selection for all the Resolution LODs for the trigger, called “trigger”.

Then in Memory LOD you add single point and its selection name will be</description>
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    <item rdf:about="https://pmc.editing.wiki/doku.php?id=arma:modeling:turrets&amp;rev=1722506790&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-08-01T10:06:30+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>turrets</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma:modeling:turrets&amp;rev=1722506790&amp;do=diff</link>
        <description>ArmA 1 Turrets

ArmA 1 Forum, ArmA 1 Home, ArmA 1 Config, ArmA 1 Tools, ArmA 1 File Formats, ArmA 1 Missions, ArmA 1 3D Modeling, ArmA 1 Terrain, ArmA 1 Texturing, ArmA 1 Scripting

ArmA 1 aka Armed Assault (ArmA)

Vehicle turrets, ie multiple gunners on a helicopter for example is very cool feature of ArmA.

bis Turrets

This is the setup used in bis UH60mg helicopter which has two miniguns.</description>
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    <item rdf:about="https://pmc.editing.wiki/doku.php?id=arma:modeling:uv_unwrap_tutorial&amp;rev=1722507026&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-08-01T10:10:26+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>uv_unwrap_tutorial</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma:modeling:uv_unwrap_tutorial&amp;rev=1722507026&amp;do=diff</link>
        <description>ArmA 1 Quick UV Unwrap Tutorial

ArmA 1 Forum, ArmA 1 Home, ArmA 1 Config, ArmA 1 Tools, ArmA 1 File Formats, ArmA 1 Missions, ArmA 1 3D Modeling, ArmA 1 Terrain, ArmA 1 Texturing, ArmA 1 Scripting

ArmA 1 aka Armed Assault (ArmA)

See also ArmA 1 UV Unwrap Tutorial 2.

O2PE includes an unwrap function (Surfaces -&gt; Unwrap Structure ...) which should work pretty good an simple structures.

I use it this way:

	*  Select the structure you want to unwrap and change to top view</description>
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    <item rdf:about="https://pmc.editing.wiki/doku.php?id=arma:modeling:uv_unwrap_tutorial2&amp;rev=1722506972&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-08-01T10:09:32+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>uv_unwrap_tutorial2</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma:modeling:uv_unwrap_tutorial2&amp;rev=1722506972&amp;do=diff</link>
        <description>ArmA 1 UV Unwrap Tutorial 2

ArmA 1 Forum, ArmA 1 Home, ArmA 1 Config, ArmA 1 Tools, ArmA 1 File Formats, ArmA 1 Missions, ArmA 1 3D Modeling, ArmA 1 Terrain, ArmA 1 Texturing, ArmA 1 Scripting

ArmA 1 aka Armed Assault (ArmA)

See also ArmA 1 Quick UV Unwrap Tutorial.

Make sure you got a .TGA equivalent texture handy, you can place it in the same dir as the .PAA files.

Open up the P3D, give it a twirl etc, then when you have decided which part you wish to edit, open the uv editor and</description>
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    <item rdf:about="https://pmc.editing.wiki/doku.php?id=arma:modeling:weapon_optimizing&amp;rev=1722507152&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-08-01T10:12:32+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>weapon_optimizing</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma:modeling:weapon_optimizing&amp;rev=1722507152&amp;do=diff</link>
        <description>ArmA 1 Weapon Optimizing

ArmA 1 Forum, ArmA 1 Home, ArmA 1 Config, ArmA 1 Tools, ArmA 1 File Formats, ArmA 1 Missions, ArmA 1 3D Modeling, ArmA 1 Terrain, ArmA 1 Texturing, ArmA 1 Scripting

ArmA 1 aka Armed Assault (ArmA)

How to process a weapon model for ArmA standards. Texture merge and optimizing.

This uses the Synide Move UV&#039;s method.

In my example I&#039;m using VTE_typ56.p3d assault rifle model. This model has three LODs, them being points/faces: LOD 1.0 1120/1324, LOD 2.0 578/800 and LOD …</description>
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