Bubbus
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Editing vanilla Arma 3 vehicle models.
Bubbus replied to Bubbus's topic in ARMA 3 - MODELLING - (O2)
You have my apologies then, I observed vehicles like the great variety of Wildcats in 3CB and the lovely T-14 in RHS and assumed they were derived from the vanilla assets, in that case you have my deep respect for putting out work rivalling the quality of the excellent BI counterparts. The point I'd like to make is that by restricting access to people adding upon or remixing vanilla assets, significant amounts of interesting user generated content beyond the amazing collection we already have may have been effectively legislated away. If a layman desires to remix an existing asset but is not permitted to, they are effectively required to replicate the work of an accomplished, paid studio professional at BI first if they still desire to go forward to modify the result. A more laissez-faire approach to base assets with the requirement that they stay within the ecosystem has done wonders for the longevity and health of Valve's games for example, where I used to muck around. Half Life 2 still receives mods to this day and TF2 somehow still has a machinima community 13 years after launch. You'll sadly always have rulebreakers, but the added freedom afforded to legitimately interested people have done wonders for those titles. Obviously Arma 3 has no issue of fading away any time soon - which I'm grateful for as it's my favourite way to pass time. If BI ever decides to make the vanilla assets editable I would love to be the first to come back, slap some pylons onto a Ghosthawk and make a UH-80 DAP. As it stands I don't currently have the resources or time to recreate the Ghosthawk itself so I will simply enjoy the wealth of content that we already have. Thanks to all for your patience and civility, and thanks for the work you folks do for Arma. -
Editing vanilla Arma 3 vehicle models.
Bubbus replied to Bubbus's topic in ARMA 3 - MODELLING - (O2)
Fair enough, I'll accept that to be the case while also reiterating how disappointing it is. I've come in from modding scenes for other games where the in-ecosystem remix culture is a lot more open, so I didn't anticipate this situation. Thank you all for your help, sincerely. I will refrain from doing this and go onto other things. -
Editing vanilla Arma 3 vehicle models.
Bubbus replied to Bubbus's topic in ARMA 3 - MODELLING - (O2)
I see, thanks. That's unfortunate, given that I've seen similarly modified vehicles in mods like RHS and 3CB I assumed that there's a path for legitimately interested folks to remix the Arma 3 assets for use within Arma 3 only. While I'm disappointed, it certainly explains why I haven't found many mods expanding the 2035 setting in this fashion. I hope this stance changes in future, or that there is some way for modders to do this sort of work legitimately. The intent here is precisely the opposite than to cause harm to BI or its IPs - it's from a place of genuine love of what they've done with the game. -
Bubbus started following Editing vanilla Arma 3 vehicle models.
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Hi all, I've spent a couple years writing SQF and mission-making and now I'd like to dabble in making custom assets. I love the NATO 2035 faction so I thought I'd start by making some Ghosthawk variants. I started by finding the Ghosthawk model in A3/Addons/air_f_beta.pbo, setting up my P: drive, installing Buldozer and attempting to open the model in Object Editor. This didn't work, so I learned the difference between MLOD P3D and ODOL P3D files and tried to find a way to convert my ODOL file to an MLOD file. I found a website that claims to do so - it does, but the results were... not stellar. I installed ArmaToolbox for Blender 2.8 and found that this was the result: The Ghosthawk is very cool and I'd love to create some special-purpose variants of it. Ideally going forward, I'd like to learn a process that allows me to create some interesting additions to the NATO 2035 faction's equipment. Where can I go from here? Thanks all.