Simas 12 Posted May 11, 2013 (edited) Here is what I am trying to do: a) Add a new linear "user" AnimationSources entry to the offroad config (did that and working great). b) Add a new Animation class to the offroad Model.cfg/P3D (a "hide" type based on existing selectors). And b) is where I am struggling. Is this even possible? Can you extend/override existing cfgModels entries somehow? I am talking about the binarized P3D where the model.cfg files are part of P3D (as I understand). The reason why I am interested in this is that you could add your own custom "hide" animations to hide/show certain model selectors and possibly do other more complex "user" animations on existing vanilla P3D files. Edited May 11, 2013 by simast Share this post Link to post Share on other sites
dm 9 Posted May 12, 2013 No, animations are "baked" into the model during binarization, so you can't add anything extra without the source files. Share this post Link to post Share on other sites
Simas 12 Posted May 12, 2013 No, animations are "baked" into the model during binarization, so you can't add anything extra without the source files. Aww, suspected so.. Although, do you think it would be possible in the future to use something like the Mikero ConvertP3D/ExtractModelCfg tools to extract and modify existing vanilla/stock P3D models and model configs? That would theoretically alow me to do what I want (add new user scriptable animations). But the way I understand is that Mikero ConvertP3D tool does not support Arma 3 models yet (the new ODOL v58 format version)? Anyway, would that even be legal from BIS point of view? Share this post Link to post Share on other sites