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        <dc:date>2024-08-01T21:38:14+00:00</dc:date>
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        <title>2nd_uvset_error</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma2:modeling:2nd_uvset_error&amp;rev=1722548294&amp;do=diff</link>
        <description>ArmA 2 2nd UV Set Error

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

If your RPT file shows error “Warning: special LOD contains 2nd UV set.” then you can try to fix it by using O2 to do the following:

Go to: Surfaces -&gt; UV sets

Normally there should only be one UV set in that list (above Add/Delete Active etc</description>
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        <dc:date>2024-08-01T21:39:34+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>arma_soldier_to_arma2</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma2:modeling:arma_soldier_to_arma2&amp;rev=1722548374&amp;do=diff</link>
        <description>ArmA Soldier To ArmA 2

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

Porting ArmA 1 character to ArmA 2. How to get ArmA soldier to ArmA 2 so it works properly without “arm warping” etc.

Copy Geometry, Memory, Hit-Points and Fire Geometry LODs from the example soldier.p3d BIS released. It&#039;s best to remove the old LODs completely from your model before applying the new ones. T…</description>
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        <dc:date>2024-08-01T21:42:39+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>backpack</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma2:modeling:backpack&amp;rev=1722548559&amp;do=diff</link>
        <description>ArmA 2 Backpack

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

Tutorial of how to make custom backpack for ArmA 2 Operation Arrowhead (OA).

Backpack Tutorial

STALKERGB talks about his British Forces backpacks:

The best way to think of the backpacks is just like a portable ammo box.</description>
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        <dc:date>2024-08-01T21:44:03+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>backpack_bis</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma2:modeling:backpack_bis&amp;rev=1722548643&amp;do=diff</link>
        <description>ArmA 2 Backpack bis

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

This is overview summary for original bis made backpack configs and models.

bis original configs


class Bag_Base_EP1: ReammoBox_EP1
{
	scope = protected;
	class TransportMagazines{};
	class TransportWeapons{};
	transportMaxMagazines = 0;
	transportMaxWeapons = 0;
	isbackpack = 1;
	reversed = 1;
	vehicleClass =…</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2024-08-01T21:46:14+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>backpack_tutorial</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma2:modeling:backpack_tutorial&amp;rev=1722548774&amp;do=diff</link>
        <description>ArmA 2 Backpack Tutorial

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

PMC Backpack Tutorial, should cover all your backpack needs :)

This tutorial assumes that your soldier already has backpack modeled into him, which means the model itself works nicely and has all the necessary selections especially Spine1 - Spine3 etc so it moves with your soldier model. If you leave the s…</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2024-08-01T21:47:23+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>bismodels</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma2:modeling:bismodels&amp;rev=1722548843&amp;do=diff</link>
        <description>ArmA 2 bis Sample Models

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

bis has released sample MLOD/P3DM models for community to see how they did their soldier.

The release includes:
 File  Description  soldier.p3d  character model example  bysta.p3d  head model example  male.p3d</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2024-08-01T21:48:24+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>cockpits</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma2:modeling:cockpits&amp;rev=1722548904&amp;do=diff</link>
        <description>ArmA 2 Cockpits

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

bis model analysis for View-Pilot.

A10

Cockpit is precisely the same location has in Res LOD 1.0, it only has more details (naturally) like the cartwheel type of weird thing on the hud. Pilot proxy moved just a bit up in. Grid; model is slightly to the right (front view).</description>
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        <dc:date>2024-08-01T21:50:03+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>create-sample-models</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma2:modeling:create-sample-models&amp;rev=1722549003&amp;do=diff</link>
        <description>ArmA 2 Create Sample Models

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

bis has released ArmA 2 Sample Models in MLOD format (P3DM), which is infact a single model only of russian soldier character.

Previously in ArmA they release all models, but now they want to limit and otherwise hamper community editing so no more sample models. Releasing only this one soldier model is …</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2024-08-01T21:50:58+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>damaged_wheels</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma2:modeling:damaged_wheels&amp;rev=1722549058&amp;do=diff</link>
        <description>ArmA 2 Damaged Wheels

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

How to create destroyable wheels (or other destroyable parts), ie wheel damage.

The Principle

The model already contains the destroyed wheels, but they are hidden with animations. These animations uses the damage value of hitpoints to switch the wheels when needed.</description>
    </item>
    <item rdf:about="https://pmc.editing.wiki/doku.php?id=arma2:modeling:head_proxy&amp;rev=1722549134&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-08-01T21:52:14+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>head_proxy</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma2:modeling:head_proxy&amp;rev=1722549134&amp;do=diff</link>
        <description>ArmA 2 Head Proxy

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

How to easily upgrade your soldiers to use new head proxy system.

Delete your current hands off of your current model and replace them with the ones on the new Sample model *soldier*. Simple copy &amp; paste.

For the head, just delete your current models head, then open up the example model</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2024-08-01T21:53:26+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>howto-open-arma2-files</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma2:modeling:howto-open-arma2-files&amp;rev=1722549206&amp;do=diff</link>
        <description>HOWTO Open ArmA 2 P3D Files

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

bis released P3D model files are ODOL format which is optimized MLOD (not decrypted, do not even say that) and cannot be opened with O2, you need to use one of these two following tools;

Mikero&#039;s ConvertP3D which in fact while writing this page doesn&#039;t work that good.</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2024-08-01T21:54:18+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>keyframe-error</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma2:modeling:keyframe-error&amp;rev=1722549258&amp;do=diff</link>
        <description>ArmA 2 Keyframe Error

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

ArmA 2 Binarize keyframe error:


key frame animation, no &#039;keyframe&#039; property


That error means your model has some keyframes set, in o2 bring up the animations window and right mouse click on the animation and choose Delete. Do this to all animation frames you can find from every LOD.</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2024-08-01T21:55:18+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>lighting_shading</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma2:modeling:lighting_shading&amp;rev=1722549318&amp;do=diff</link>
        <description>ArmA 2 Model Lighting Shading

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

Model Lighting / Shading

This model is composed of quads. Each quad is formed by a pattern of edges more or less like the latitude and longitudinal lines on a globe. That pattern of concentric rings of edges are called edge loops.</description>
    </item>
    <item rdf:about="https://pmc.editing.wiki/doku.php?id=arma2:modeling:max_model_size&amp;rev=1722549368&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-08-01T21:56:08+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>max_model_size</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma2:modeling:max_model_size&amp;rev=1722549368&amp;do=diff</link>
        <description>ArmA 2 Max Model Size

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

What is the maximum size of model what you can use?

Max size is nominally 50x50x50m. This is the proper limit of the Roadway and Geometry LODs for to function. Anything larger may not work properly. i.e. the roadway may have holes in it which let you fall through. The same goes for the geometry. It may not pr…</description>
    </item>
    <item rdf:about="https://pmc.editing.wiki/doku.php?id=arma2:modeling:max_poly_count&amp;rev=1722549415&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-08-01T21:56:55+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>max_poly_count</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma2:modeling:max_poly_count&amp;rev=1722549415&amp;do=diff</link>
        <description>ArmA 2 Max Poly Count

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

Earl BIS Dev: “The important part is to create the different LODs, not so much the higher poly count of the most detailed LOD.”

32768 vertices is a hard limit in ArmA -- as direct x counts them. O2&#039;s points count is not quite the same thing depending on the number of sharp edges you have. I guess it applies t…</description>
    </item>
    <item rdf:about="https://pmc.editing.wiki/doku.php?id=arma2:modeling:missile-model-setup&amp;rev=1722549454&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-08-01T21:57:34+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>missile-model-setup</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma2:modeling:missile-model-setup&amp;rev=1722549454&amp;do=diff</link>
        <description>ArmA 2 Missile Model Setup

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

How the default ArmA 2 missile model is setup.


agm65_fly.p3d: autocenter 0, canocclude 0, canbeoccluded 1. fire geometry. flame modeled.
sidewinder_fly.p3d: autocenter 0, canocclude 1, canbeoccluded 1. fire geometry. flame modeled.
sidewinder_proxy.p3d: autocenter 0, canocclude 0, canbeoccluded 1. fire …</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2024-08-01T22:00:14+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>modeling_tree</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma2:modeling:modeling_tree&amp;rev=1722549614&amp;do=diff</link>
        <description>ArmA 2 Modeling A Tree

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

Tutorial: Modeling A Tree by mikebart

Hey guys I&#039;ve just finished writing part 1 of a 2 part tutorial about making foliage and trees, not sure why my thumbnails don&#039;t work on this forum, ill eventually convert this to a pdf but for now ill just post it up here.</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2024-08-01T22:01:32+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>old_material_used_error</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma2:modeling:old_material_used_error&amp;rev=1722549692&amp;do=diff</link>
        <description>ArmA 2 Old Material Used Error

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

When you get old material used error like this:


Old style material flags used - 200 (with texture path\filename.paa)


That could mean that you need to open the model in O2, select the texture from sections tab, next click SHIFT-E to bring up the menu and from there select</description>
    </item>
    <item rdf:about="https://pmc.editing.wiki/doku.php?id=arma2:modeling:proxy_weapons&amp;rev=1722549778&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-08-01T22:02:58+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>proxy_weapons</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma2:modeling:proxy_weapons&amp;rev=1722549778&amp;do=diff</link>
        <description>ArmA 2 Aircraft Proxy Weapons

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

Weapon proxies in ArmA 2

This explains how A2 handles weapon proxies on planes and choppers. It also shows some advanced procedures to enhance weapon load-out variety.

General proxy use seen on bis sample models</description>
    </item>
    <item rdf:about="https://pmc.editing.wiki/doku.php?id=arma2:modeling:road-mlod-setup&amp;rev=1722549830&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-08-01T22:03:50+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>road-mlod-setup</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma2:modeling:road-mlod-setup&amp;rev=1722549830&amp;do=diff</link>
        <description>ArmA 2 Road MLOD Setup

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

	*  one resolution LOD and there you place your class = road, map = track
	*  memory LOD with LB bottom left, LE top left, PB bottom right, PE top right
	*  roadway has the tga texture, no material</description>
    </item>
    <item rdf:about="https://pmc.editing.wiki/doku.php?id=arma2:modeling:shock_absorbers&amp;rev=1722549917&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-08-01T22:05:17+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>shock_absorbers</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma2:modeling:shock_absorbers&amp;rev=1722549917&amp;do=diff</link>
        <description>ArmA 2 Shock Absorbers

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

Vehicle shock absorbers.

I believe the shock absorbers are using the wheels selection from O2 but are defined separately.

model.cfg


class Wheel_podkoloL1
{
	type = &quot;translationY&quot;;
	source = &quot;damper&quot;;
	selection = &quot;podkoloL1&quot;;
	axis = &quot;&quot;;
	memory = &quot;false&quot;;
	animPeriod = 0;
	minValue = -100;
	maxValue = 10…</description>
    </item>
    <item rdf:about="https://pmc.editing.wiki/doku.php?id=arma2:modeling:user_animation&amp;rev=1722549980&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-08-01T22:06:20+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>user_animation</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma2:modeling:user_animation&amp;rev=1722549980&amp;do=diff</link>
        <description>ArmA 2 User Animation Tutorial

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

Primary target - Vehicles

This tutorial is to show the basics of how to animate a section of a vehicle model with a USER action. Specific subject pictures are a aircraft ramp, but any vehicle can have similar.</description>
    </item>
    <item rdf:about="https://pmc.editing.wiki/doku.php?id=arma2:modeling:weapon-animation-tutorial&amp;rev=1722550056&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-08-01T22:07:36+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>weapon-animation-tutorial</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma2:modeling:weapon-animation-tutorial&amp;rev=1722550056&amp;do=diff</link>
        <description>ArmA 2 Weapon Animation Tutorial

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

Weapon Animation Tutorial by b00ce

Requirements:

	*  A weapon model that you made.
	*  The BISkeleton
	*  A basic understanding of Oxygen

Step 1

Make a copy of the BISkeleton model and place it somewhere in your addon dir in your P: drive as *Weapon*_anim.p3d, for this example I saved my animati…</description>
    </item>
    <item rdf:about="https://pmc.editing.wiki/doku.php?id=arma2:modeling:weighting_tutorial&amp;rev=1722550148&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-08-01T22:09:08+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>weighting_tutorial</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma2:modeling:weighting_tutorial&amp;rev=1722550148&amp;do=diff</link>
        <description>ArmA 2 Weighting Tutorial

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

Firstly, this isn&#039;t really a tutorial as much as an overview of weighting, what it is, how to “do” it and ways of checking your work. Unfortunately there isn&#039;t really a speedy way to do manual weighting (although I&#039;m sure a clever person has/could come up with some script for O2) and a lot of it can be tri…</description>
    </item>
    <item rdf:about="https://pmc.editing.wiki/doku.php?id=arma2:modeling:wreck&amp;rev=1722550201&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2024-08-01T22:10:01+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>wreck</title>
        <link>https://pmc.editing.wiki/doku.php?id=arma2:modeling:wreck&amp;rev=1722550201&amp;do=diff</link>
        <description>ArmA 2 Wreck

ArmA 2 Forum, ArmA 2 Home, ArmA 2 Config, ArmA 2 File Formats, ArmA 2 Missions, ArmA 2 3D Modeling, ArmA 2 Scripting, ArmA 2 Terrain, ArmA 2 Texturing, ArmA 2 Tools

Synide on Wreck models.

The only default BIS content to use it from A2 has been the model&#039;s mainly from air2.pbo as you maybe aware.
I wouldn&#039;t imagine that this means that it&#039;s usage it purely restricted to air-type vehicles though. Possibly, simply a case the modellers&#039;s reserved it&#039;s usage to these high profile ass…</description>
    </item>
</rdf:RDF>
