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Hello 

 

I hope this is the correct place to post this.

 

So to start it off i have just started to try and make my mods for arma 3 but i have issues as there are tutorials out there are  are very much uncompleted.

 

i am using blender 

arma3tools

 

the mod's that i am making are buildings, with that being said can anyone give me a step by step way of doing this  as all the videos i have watched so far are  weapons and  cars but no one seems to have done buildings with blender. and showing the complete steps

 

also please not the buildings that i am making are   have no windows or doors. 

 

As stated i have my building made in blender but have no way of getting them in game with cfg files and so on if you can help i look forward from hearing from you. 

 

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update am not sure what i have done wrong but when i load me addon into game the guide provide here useing https://community.bistudio.com/wiki/Mondkalb's_Addon_Tutorial pase not tha am not makeing the samething he is but i be leave  i have edited it enough for my addon.

 

I load up arma3 fine it can see my addon but i get can not open .p3d File in the editor  and my mod is invisible. 

 

/* Declaration as Addon-Content.*/
class CfgPatches         {
    /* "Hey ArmA2, this is an addon and it's named "@sgctest1"*/
    /* The name should be indentical to the folder's name*/
    class tunnel_sgc    {
        units[] = {};
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] = {};
    };
};

/* The category in the editor like "Objects" or "Cars".*/
class CfgVehicleClasses {

    class TUT_WallsVehicleClass {
        displayName = "tunnel_sgc";
    };
};

/* This is where arma gets the information about a new object. */
/* Donät be confused by the "vehicles" in CfgVehicles*/
class CfgVehicles {
    /* everything between here and "Class Land_ ..." is important for the animation to work properly without any "lags". */

    class All;

    class HouseBase;

    class Ruins: HouseBase {};
    
    /* Again your very own basic definition*/
    class TUT_Base_Object : All {
        scope = 0;
        side = 3;
        icon = "iconStaticObject";
        nameSound = "object";
        simulation = "house";
        picture = "pictureStaticObject";
        model="";
        sound = "Building";
        placement = "vertical";
        ladders[] = {};
        vehicleClass =  "";
        displayName = "";
        coefInside = 1;
        coefInsideHeur = 0.25;
        mapSize = 7.5;
        animated = true;
        armor = 200;
        destrType = "DestructBuilding";
        damageResistance = 0.004;

        class DestructionEffects {
            class Sound {
                simulation = "sound";
                type = "DestrHouse";
                position = "destructionEffect1";
                intensity = 1;
                interval = 1;
                lifeTime = 0.05;
            };

            class DestroyPhase1 {
                simulation = "destroy";
                type = "DelayedDestruction";
                lifeTime = 2.5;
                position = "";
                intensity = 1;
                interval = 1;
            };

            class DamageAround1 {
                simulation = "damageAround";
                type = "DamageAroundHouse";
                position = "";
                intensity = 1;
                interval = 1;
                lifeTime = 1;
            };
        };
    };

    /* Your very own base class for buildings*/
    class TUT_Housebase : TUT_Base_Object {
        scope = 1;
        model = "";
        icon = "";
        displayName = "";
        animated = true;
        vehicleClass = "TUT_WallsVehicleClass";
        nameSound = "house";
        accuracy = 0.2;
        typicalCargo[] = {};
        transportAmmo = 0;
        transportRepair = 0;
        transportFuel = 0;
        mapSize = 11;
        cost = 0;
        armor = 800;
        /*extern*/ class DestructionEffects;
    };
    /* Everything between here and "Class All" (above)  is important for the animation to work without any "lags". */
    /* The "Land_" infront of all buildings is important for the destructioneffects to work properly. After the "Land_" the name of the .p3d (without the .p3d ending) has to follow!*/

    class SGC_tunnel: TUT_Housebase {
        model = "\tunnel_sgc\untitled.p3d";    /* path to the object */
        displayName =  "$STR_TUT_Wall";     /* entry in Stringtable.csv */
                                            /* Important are the $ and the capital STR_*/
        nameSound = "";                        
        mapSize = 8;                        /* Size of the icon */
        icon = "iconStaticObject";            /* Path to the picture shown in the editor. */
        accuracy = 1000;   
        armor = 450;                        /* "Lifepoints", if you like to call it that way.*/
        destrType = "DestructBuilding";        /* type of destruction, when armor = 0 */
        scope = 2;                            /* Display it in the editor? 1 = No, 2 = Yes */
        class DestructionEffects : DestructionEffects
        {
            
        
       };
    };
    
};

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Does model = "\tunnel_sgc\untitled.p3d"; exist, e.g. is your mod folder called 'tunnel_sgc' and is the model named 'untitled.p3d' within?

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There's a serious lack of information here from the OP.

1. What tool did you use to create basically a box, other than blender?

2. How did you export the model created in blender

3. Did you UV map it, and create all the necessary selections, and LODS/Geometry/Shadow LODS etc

4. What did you use to "scale" your model

I see dozens of these threads pop up, where someone with zero modelling skills has no understanding of the concept/road map to making an addon, and does very little research, jumps straight into trying to get an object into the game, with no config scripting experience either, then ask what's going wrong.

It's great you want to get into modding, but you need to spend a little bit more time with the basics, there's tonnes of youtube video's out there that show you how to use the arma 3 tool box, by Al Warren, which is a must for creating objects within Arma.

Best advice, learn to walk first and be comfortable walking, before trying to run a marathon :f:

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