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Found 7 results

  1. Hey peeps, A little history: As many of you know (or may not know), I originally created an online reference library of non-editor/non-configured Arma 3 assets over 2 years ago as a community resource for things not available on the Biki after repeatedly seeing similar questions being asked on the Arma 3 Discord from many users new and old, that site initially lived on a Github Pages static website. The Github solution was fine for those purposes, but whilst I was busy on an large update to expand the library in February/March of 2019 for the Contact DLC - which was requested by regulars in the terrain channel on the Arma 3 Discord server (Hi Jakerod 😁) - I had to move the entire site over to GitLab due to GitHub limitations, GitLab has far superior repository options - especially for the website's needs and is much better suited to the project overall, so it will be staying there going forward - for the bookmark savvy amongst you the old url on Github will auto-redirect you to the new home after 10 seconds. The Library: The library as it stands consists of Terrain Asset Libraries with each item having the relevant P3D name, PBO path and asset Classname (where applicable) right next to each item as well as a Terrain Config/Extras section. This makes it a valuable resource not only for terrain authors but also mission authors who need to be able to reference the important information about assets they intend to use in thier projects, or if they don't know the details of a particular terrain asset and need to find it. Sections: Terrain Asset Libraries: Arma 3: Non-Eden section consists of an image library containing all of the terrain non-config assets from vanilla Arma 3, Apex and Argo, these are assets such as Clutters, Bushes, Trees, Rocks and Dead vegetation. Arma 3: Contact section consists of an image library containing all of the terrain assets as well as all non-config assets from the Contact Expansion. Global-Mobilization section consists of an image library containing all of the terrain assets as well as all non-config assets from Global-Mobilization CDLC by Vertexmacht. Terrain Config/Extras: Buldozer Cheatsheet - Buldozer keyboard controls Terrain Split PBO Config - A commented PDF explaining how to split a terrain PBO into seperate config/data/layer PBO files and an explanation of the requiredAddons arrays. CfgWorlds - A commented CfgWorlds class CfgLight - A commented CfgLight class CfgAmbient - A commented CfgAmbient class That's a teardown of what the site contains, you can find it at: https://arma3library.gitlab.io/ Enjoy! As for site updates, I do them as and when I have free time as this site is a hobby project. If you find an issue ping me on the Arma 3 Discord terrain channel or send me a PM on here, thanks. 👍 NB: For any webbies out there I generated the entire website using PHP & CSS which was exported as a plain HTML5 document with JavaScript for interactivity. All images were created in-game using Arma 3 along with custom mods I wrote to setup the p3d's to be loadable in the editor and to have organised export paths. Work smarter not harder as they say
  2. Hey guys, below are two sets of Tanoa-based HDRI environment maps I made for use in Substance Painter and Blender. They should be compatible with a number of other 3D modeling softwares and texturing programs. The idea is to allow users to have a 3D environment from Arma 3 to create their materials within so as to give better reference to the environment and the lighting around the object. Included below is a 4k set and an 8k set of 3D images at sunrise, midday, and twilight each for use with the Arma 3 Apex Shader's respective preview modes. Please feel free to comment with other maps or concerns/ideas to enhance the final products. Download 4k or Download 8k
  3. Can't seem to figure out the correct way to reference the RV mat file in my P: drive and have it work in game once packed up. My file structure is: In object builder it works if I assign the following: However in game I am told the material file cannot be found. I've tried a few iterations now and can't seem to figure the correct way to work. Advice would be much appreciated! Cheers, Law
  4. Ok so I thought I understood this...I've packed several small mods before and I could load them just fine. However, I'm trying again for the first time in a while, following the exact same structure, and it's coming back telling me "file not found". I have the following as my file structure in my P: drive: P:\law\modName\addonName Within the addon folder I have included config.cpp with the following line, as per the Arma 3 samples, and the file basicdefines_A3.hpp also copied from the samples. #include "basicdefines_A3.hpp" At the moment this is the only thing in the config file not commented out. However when I pack this (without errors) and load it into the launcher (...Arma 3\@modName\addons\addonName.pbo), whilst loading it tells me it is unable to find the basic defines file. The same is also true of any other files I try to #include. This tells me I probably haven't referenced it correctly, but after a whole morning of googling and trying every conceivable iteration of file paths I've decided it's time to ask for help. Much appreciated, Law
  5. Test Lab Workshop for ARMA III, ver. BETA 0001 (2019) This download is compatible with APEX game version 1.7 and higher Drive Link Download: Test Lab New Live readMe file This download includes mission editor files. When my mission folder began to overflow with script test scenarios and VR compositions, I decided to create a master workshop file to use in the future. I considered what features should be built in. Hopefully this tool will be helpful for you, too. INSTALLATION Install the folder 0_testLAB.VR to your ArmA 3 mission folder (usually in Documents). Examples included: Images: Video: THANKS to everybody at: Bohemia Forums Check out our Patreon page Ascina Illustration & Design Arma Public License No Derivatives (APL-ND)
  6. As a collector and owner of various WWII era US firearms, I can take some photos of or give input on various small details that might be overlooked in some of the (excellent) WWII mods for ARMA 3. Items such as the correct gas lock screw, and lockbar rear sights on a WWII M1 rifle, or the most obvious difference between a Winchester M1 and a Springfield M1, or a Weaver 330 telescope for an M1903A4 rifle or a correct bolt handle for an M1903A4.
  7. I often find myself going back to the same biki pages on SQF to check basic syntax or look for commands for the basic types (especially after coming back to SQF scripting after a break). To save a bit of time I've done up a cheat sheet for all of the core language elements in SQF: ARMA 3 SQF Cheat Sheet It also includes a copy of the operator precedence table I've previously posted. I'm keen to get any feedback, especially any suggestions or corrections. The sheet doesn't include game related commands (since there are over a thousand if my memory serves me correctly) but I'm also considering doing a second page with some of the most frequently used game related operators.
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