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Alwarren

Arma Toolbox for Blender - Arma 2/3 exporter script

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I imported the ToolBox to 2.8 and run in the following error when i export to p3d:

 

error.png

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On 4/17/2019 at 10:48 PM, fortune144 said:

I imported the ToolBox to 2.8 and run in the following error when i export to p3d:

 

Hm, please try to re-download the archive. I was sloppy when I made the release and had a couple of bugs in it. I re-uploaded the archive a couple of minutes later, but you seem to have gotten a bad version.

Sorry about that.

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Yeah no problem i switched back to 2.79 and the old TB version. i will give it a try a bit later. Thank you for your work.

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Hi, Excellent addon!

Would it be possible to apply triangulate modifier on a mesh during export to .p3d? This is especially useful on shadow LOD's.

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5 hours ago, martinezfg11 said:

Hi, Excellent addon!

Would it be possible to apply triangulate modifier on a mesh during export to .p3d? This is especially useful on shadow LOD's.

 

Hmm... I will give it a consideration. I might add a new checkbox "Triangulate on Export" to the Arma Object Properties panel...

I'll see.

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Hello, nice Addon but I have a problem, when I try to export a model, this happens. 
LKJq67j.png
A 0 byte file... And when I try to open it, this happens.
2BMkATl.png
Do you know what I can do in this case?

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4 hours ago, epicdiamond21 said:

Hello, nice Addon but I have a problem, when I try to export a model, this happens. 
LKJq67j.png
A 0 byte file... And when I try to open it, this happens.
2BMkATl.png
Do you know what I can do in this case?

 

 

Need more information:

  • What version of Blender
  • What plugin version
  • Is this repeatable? Does the same happen when you save the file, restart blender and then try again?

 

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4 hours ago, Alwarren said:

 

 

Need more information:

  • What version of Blender
  • What plugin version
  • Is this repeatable? Does the same happen when you save the file, restart blender and then try again?

     
  • 2.79b
    This one ---->    Nsac7To.png
    Sure, all the times which I try to export a model, it doesn't works.

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Is the model set to use Arma Properties?
What LOD type are you using? 
Have you set up O2Script path in the addon menu?

Are you exporting selected objects or whole scene? -> Does the scene contain non-arma objects?

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1 hour ago, HorribleGoat said:

Is the model set to use Arma Properties?
What LOD type are you using? 
Have you set up O2Script path in the addon menu?

Are you exporting selected objects or whole scene? -> Does the scene contain non-arma objects?

Hello, how I can set the Arma Properties? (Is a model for Dayz Standalone)
Default.
No, I didn't, but at the same way, the last time it worked with an other object.
Just the object, it's composed from like 36 polygons.

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Make sure you have your properties panel open (press 'N' if you don't) then find the panel indicated by the red arrow and make sure the checkmark pointed to by the blue arrow is set
kVVenQe.png

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6 hours ago, Alwarren said:

Make sure you have your properties panel open (press 'N' if you don't) then find the panel indicated by the red arrow and make sure the checkmark pointed to by the blue arrow is set
kVVenQe.png

I forgot that, thanks!

Edit:

How can I apply the textures to the model? All the times which I do it as the normal way, when I save the p3d, and I try to open it back is always white (no textures).

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15 hours ago, epicdiamond21 said:

How can I apply the textures to the model? All the times which I do it as the normal way, when I save the p3d, and I try to open it back is always white (no textures).

 

FNTHqb2.png

 

 

If you have set the Arma Object Properties checkmark (Red arrow, 1) go to the Material Tab (red arrow 2) and add a material, then find the "Arma Toolbox Material Settings" (yellow, 3). You can set the Face texture and/or RVMat there. Assign the material to all faces that should have this combination of texture/material assigned.

 

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5 hours ago, Alwarren said:

 

FNTHqb2.png

 

 

If you have set the Arma Object Properties checkmark (Red arrow, 1) go to the Material Tab (red arrow 2) and add a material, then find the "Arma Toolbox Material Settings" (yellow, 3). You can set the Face texture and/or RVMat there. Assign the material to all faces that should have this combination of texture/material assigned.

 

It remains white 😕

and when I try to import a DayZ SA file, this happens.

Ky3LAzC.png

I know, I'm a very noob modder on ArmA/DayZ, I have modded only on SAMP.

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4 hours ago, epicdiamond21 said:

It remains white 😕

 

Well I never tried it with DayZ, so I cannot really say anything about it.

 

 

4 hours ago, epicdiamond21 said:

and when I try to import a DayZ SA file, this happens.

Ky3LAzC.png

I know, I'm a very noob modder on ArmA/DayZ, I have modded only on SAMP.

 

Did you try to load an ODOL (i.e. binarized) model? Arma Toolbox cannot load them, this is intentional.

 

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1 hour ago, Alwarren said:

 

Well I never tried it with DayZ, so I cannot really say anything about it.

 

 

 

Did you try to load an ODOL (i.e. binarized) model? Arma Toolbox cannot load them, this is intentional.

 

Yes, how can I unbinarize the file?

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You can't. Although I've never played with dayz I dont think they ever released samples

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Just now, HorribleGoat said:

perhaps you could just say you cant and keep it simple.

Yeah that came off bad. Good call

 

*edited

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Seems great, but why does my model come out huge and sideways?

 

Seems that no matter what I do - resizing in blender or rotating in blender, it still imports this way.

Is there a hidden setting somewhere?

 

(Blender 2.79)

 

sw.png

Edited by RSandiford

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Well I exported, loading into Object Builder and did some scaling and rotating which worked.

Then I imported back into blender and fixed up the textures and now it seems to work from blender directly. Very odd. (yes the original file still does the weird stuff)

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2 hours ago, Heinrich Kramer said:

did you apply rotation and scale?

 

This ^

 

You must have scale and rotation applied on a model before exporting. Make sure that the "Scale" values are 1 and "Rotation" are zero in the N-panel show 0 .

 

OgNbL41.png

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OK new problem..

 

When I export, all the normals are facing straight down

 

normals.jpg

 

I have to recalculate normals in Object Builder to get the lighting to work properly.

 

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