When the option is enabled, links to the documentation are displayed in the header of tool and properties panels.
Create Backups
If the option is enabled and the target path of an export process already exists, the existing file will be given a .bak extension, thus becoming a backup. The export then proceeds to write to the original file path.
Icon Theme
Dark: icons with light primary color, ideal for use with dark themes of Blender
Light: icons with dark primary color, ideal for use with light themes of Blender
Outliner
The Outliner is a special tool panel that lists all the LOD objects in the current project file. Since this requires constant checking of object changes, it can potentially have an impact on performance depeding on the number of objects, and the used computer. This option is provided for users to disable the Outliner, should they desire.
Arma 3 Tools
Path to the installation folder of the official Arma 3 Tools.
Only a few functions actually require it, most functionalities work regardless if it is set.
The magnifying glass button next to the property can be used to try to automatically locate the Arma 3 Tools installation through registry entries.
Project Root
Root folder where the file paths for the project starts. The value of this field is used for exporting relative file paths, and reconstructing absolute file paths upon import.
Custom Data
File path pointing to a JSON file defining personal data for certain properties.
Vertex Flag
Default vertex flag value displayed in hexadecimal format.
Face flag
Default face flag value displayed in hexadecimal format.
Preserve Faulty Output
Exports are first written to a .temp file to avoid overwriting a working file with a faulty one in case the export fails for some reason.
The temporary files are cleaned up by default whether or not the export succeeds. If the option is enabled and the export fails, the temporary file is not removed and can be attached to a bug report on GitHub.
Preserve Preprocessed LOD Objects
During the P3D export, all LOD objects and proxies are temporarily duplicated in blender in order to safely preprocess the data, without affecting the source objects. After preprocessing, these temporary objects are passed to the actual export logic. For debug purposes, the preprocessed objects can be preserved in the project file if needed.