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> New Vehicles, How To
post Nov 3 2013, 18:11
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How can i get a functional self created vehicle to ArmA 3?
I got the model In-Game, the mesh and the textures are working but neither me or the AI can use it.
Do i need a different 3d tool to save it in an ArmA 3 compatible format? I've used the standard O2 PE for Arma 2.

They're the new tools released especially for ArmA 3?
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post Nov 3 2013, 19:32
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As far as I know, there's no specific mod tools for ArmA.3 yet. I think there might be some model differences from ArmA.2 on account of the new physics, but it sounds like your problem right now is with the memory LOD and config.

Ideally, right now, your vehicle config should look something like this:
    class MySuperDooperTank: B_MBT_01_cannon_F
        displayname = "My New Tank";

(Which basically tells the engine this vehicle should behave identically to the M2A1, aside from the name in the editor and the model. If you're doing a wheeled vehicle, use "B_MRAP_01_F" in place of "B_MBT_01_cannon_F")

You'll also need a lot of stuff in your memory LOD to tell the engine where players can get in and out and so on, but I won't even pretend to understand that, so I'll let someone else explain it tongue.gif

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post Nov 8 2013, 12:35
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No Arma3 tools released ATM.
Modding tools release as well as MLOD release has been announced in SITREP #00033 by Joris-Jan van 't Land
Primarily included in this first iteration are new versions of packing tools (new binarization for all the PhysX LODs e.g. / new config conversion with the new method of using arrays and all the current functionality). There also will be a new version of Oxygen 2, supporting PhysX and buoyancy LODs, together with some nice samples of models with commented configs. Visitor will not yet be added."

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