P3D
Arma 3 model export options
Last updated
Arma 3 model export options
Last updated
For information about preparing a scene for export to P3D, visit the P3D setup page.
File -> Export -> Arma 3 model (.p3d)
Export file paths as relative to the Project Root by stripping the root from the file path. If the path does not start at the root, at least the drive letter is stripped.
Only export selected LODs.
Only export LOD objects that are visible in the 3D view.
The option can't be turned off, and is only displayed as an indicator/reminder.
Validate LOD meshes before export. Invalid data is removed from the objects (duplicate faces, duplicate edges, etc.)
Apply the modifiers on the LOD objects. The modifiers are applied before the sub-objects are merged into the parent LOD object, so they can have different modifiers.
Apply world space transforms to LOD objects, otherwise the object coordinate system is exported.
Export custom vertex split normals.
Normally the faces of mesh are exported in the same order as they are found in the internal data structure of Blender, regardless of the material they have, which can cause section fragmentation in the output P3D file.
If the option is enabled, the faces are grouped together material by material, and exported in the order of the materials on the model.
You can read further on my page dedicated to sections.
Only turn off this option if you know what you are doing.
A P3D with fragmented (effectively duplicated) sections can have severe impact on performace.
Generate Component##
selections for the closed components in geometry type LODs.
Components are only generated, if the LOD object has no component selections already defined manually.
How to handle LOD type collisions during export:
Ignore: ignore the collision, and export all data blocks
Skip: skip the export of conflicting LODs, only the first instance of a type is exported
Fail: Fail the export process
Validate the compiled LOD objects for their set LOD type. Only the valid LODs will be exported.
Treat LOD validation warnings as errors.
Renumber the component##
selections used in geometry type LODs to ensure there are no missing or duplicated components.
Export all file paths, and selection names as lowercase.
Translate english selection names to the czech counterparts according to the internal translation table.
LOD objects are selected from either the entire scene, or from the currently selected objects
modifiers are applied to the sub-objects of LODs (if applicable)
sub-objects and proxy objects are merged into their respective LOD objects
world space transformations are applied to LOD objects (if applicable)
intermediate P3D data structure is populated with the necessary data from the preprocessed LOD objects
data is written to the output file