Occam's Razer
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Everything posted by Occam's Razer
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Thanks man, it's working now! I'd tried adding mass to the object in Blender before, but nothing really happened. Didn't know about the components thing. And I had looked into categories, but it turns out that the Arma 3 Lamp sample defaults to scope = protected (doesn't show up in editor).
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Hello, I've recently gotten interested in creating models for Arma 3. Currently, I have an object successfully imported into the game, but it's got two big issues: It doesn't show up in Eden's asset browser. To rule out any other variables ATM, I've just adapted the config files from the Arma 3 Samples lamp object, and changed only the filepath to point to my model. Theoretically, it should show up as 'My Lamp,' but the only way I've been able to so much as tell it's there is by spawning it via a trigger running the createVehicle function. The object is completely non-collidable. In both Blender and Object Builder, I have a geometry, physx geometry, and fire geometry LOD. The whole object is a simple cube, so there are no concave shapes. All geometry LODs were given a convex triangulation in Object Builder, and checked for non-convexities and non-closed shapes with none detected. In spite of this, the object can be walked, driven, fired, and thrown through.
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Hello, Arma community. I've been modding for the last few years, and am looking into trying my hand at some Arma modding as well. I can tell this is a more nuanced process than the modding I'm used to. I did as much research as I could, but I've still got a few questions. In which directory do I place the folders and files for my work-in-progress mod(s)? I'm getting the "Attach Failed" error from Bulldozer. I'd like to solve it, but is Bulldozer particularly necessary? Is there anything that I can't do without it? Since I have the .p3d exporter for Blender, do I need Object Builder overall? Are there any advantages to using it? I followed this tutorial for setting up the dev build/Arma 3 Tools, in case it makes any difference. Any help is appreciated.
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I'll look into arma3p, mikero tools, and the discord. I actually do have that blender exporter you linked to. I'm not too clear on point 6; are you saying that mods aren't defined via a directory, but instead a file that points to the mod folder? If so, makes sense. My current goal is to create an office skyscraper that has a mostly habitable interior. I'd like to say that recreating the original Die Hard isn't on my mind, but I'd imagine that some cool anti-terrorist/hostage crisis SWAT scenarios could be created from it as well.