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Using inbuilt 3D-Editor for map making


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#1 ZeroG

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Posted 19 March 2013 - 11:44 PM

Ok...inspired by a YT video posted in another section, I adapted the 3D-editor-mapmaking process from A2 to A3, which was basically very simple. At the current stage of A3, non A2-owners can use the 3D-Editor as well, yet it makes more sense if you plan to use A2 BI or custom A2 addons like me...

a) Create a folder C:\Users\YOURNAMEHERE\Documents\Arma 3 Alpha\YOURNAME\missions\YOURMISSION.YOURISLAND\

B) In that folder, create an empty textfile named "mission.biedi"

c) In A3 root, create a shortcut from Arma3.exe by simply right clicking it

d) Rightclick the shortcut, add behind \arma3.exe: "C:\Users\YOURNAMEHERE\Documents\Arma 3 Alpha\YOURNAME\missions\YOURMISSION.YOURISLAND\mission.biedi" -nosplash PLUS -mod=@YOURMODFOLDER if you use A2 objects

Skip the next three hidden steps if you don't have ARMA 2:
Spoiler


h) Rename the shortcut to your liking, start it

i) When A3 is done loading, you are in the 2D map editing screen. Close any error messages, for map editing purposes they are not interesting atm.

j) Create a Center [F10], create a group [F2], create a unit [F1], Switch to 3D (you can stay in 2D but where is the use of that if you can go 3D)

k) Now you can place objects with [F5] like there is no tomorrow. Use WASDQY, ALT, SHIFT, RMB & MMB for moving around map, camera and objects. Note that if you dont have A2 or did not put ui.pbo into the modfolder, you can only manipulate objects in the center square limited by the "raw given UI" (note the selector circle turning red if pulled to the modification area) Full screen editing is only possible with A2 files (veterans will note the corresponding UI of A2 3D-editor in the next picture, which seems to override the yet rough A3 Alpha map-UI)

Spoiler


l) Go back to C:\Users\YOURNAMEHERE\Documents\Arma 3 Alpha\YOURNAME\missions\YOURMISSION.YOURISLAND\ folder

m) Enable Windows Powershell (Windows 764 process):
Spoiler


k) Now, put the file ZGM_VisO_biedi2csv.ps1 from my package into the folder and run it; a file called ZGM_VisO_biediEX.csv will be created:
Spoiler


j) In Visitor 3 and with your project island loaded, A2 users should load the template ZGM_VisO_A2VisitorTemplates.pew from my package, which is 1:1 corresponding to the addons you previously put into the A3 root/addon modfolder (also compatible with Shezans World Tools 1.8 from A2, which also works brilliantly with A3)

l) Use the import objects script from Visitor 3:
Spoiler


m) Open up Buldozer (I recommend using the A2 version, as the A3 version is not really ready and not needed for packing):

Spoiler

n) You are done! :yay:

DOWNLOAD >>> ZGM Visitor objects template library and toolset for A2/A3 v3

Edited by ZeroG, 25 March 2013 - 09:00 AM.

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#2 M1lkm8n

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Posted 20 March 2013 - 02:54 AM

wow! someones been hard at work. thanks for taking the time so share!
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#3 MemphisBelle

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Posted 20 March 2013 - 07:08 AM

wow! someones been hard at work. thanks for taking the time so share!


Yep, indeed...great work ZeroG and thanks a lot
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#4 Mikero

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Posted 20 March 2013 - 07:58 AM

Yep, indeed...great work ZeroG and thanks a lot


damn right. thank you for sharing such useful detailed steps. congrats
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#5 xyberviri

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Posted 20 March 2013 - 01:22 PM

holy cow, thanks much ZeroG this is defiantly going to help clear up some of the missing pieces.

#6 Dirty Haz

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Posted 20 March 2013 - 01:42 PM

How do I access the 3D editor ? I tried Ctrl + E but it did not work...

#7 Jakerod

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Posted 20 March 2013 - 04:33 PM

How do I access the 3D editor ? I tried Ctrl + E but it did not work...

I think it says in the first post.
“[…] today's high tech wars don't seem to have as much potential for a good game as the conventional infantry / armour / aircraft war has. No other period offers such a huge selection of military equipment […]” -Marek Spanel, on the topic of the Cold War in video games

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#8 SIMJEDI

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Posted 21 March 2013 - 06:19 AM

Spoiler


Never mind it seems somehow I forgot to put them inside a "Addons" folder when I redone some things.


Thanks for this as this saves a crap ton of time positioning and previewing then going back to repeat the process over and over and over........

:)

Edited by SIMJEDI, 21 March 2013 - 06:26 AM.

It's spelled "Losing" NOT "Loosing"

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#9 MemphisBelle

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Posted 21 March 2013 - 10:25 AM

I think it says in the first post.


[...]
j) Create a Center [F10], create a group [F2], create a unit [F1], Switch to 3D (you can stay in 2D but where is the use of that if you can go 3D)


I think this is the only hint...to go to 3D Editor...but how to go there? This is not explained, I havent tested the whole thing yet, but wanted to give it a try today when I am back home. So how exactly do I switch to 3D as Alt+E or Ctrl + E seems no more working.

Thanks
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#10 Tonci87

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Posted 21 March 2013 - 11:54 AM

Awesome!
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#11 Kuskov

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Posted 21 March 2013 - 11:55 AM

So how exactly do I switch to 3D as Alt+E or Ctrl + E seems no more working.

Thanks


Here is a video tutorial.

http://www.youtube.com/watch?v=7OEfR7N8L0g

#12 Dren

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Posted 21 March 2013 - 05:55 PM

Is there a easy way to export items from 3D editor to normal mission?
ie. if iv build a base
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#13 ZeroG

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Posted 21 March 2013 - 08:15 PM

I think this is the only hint...to go to 3D Editor...but how to go there? This is not explained


RTFM! ;)

a) Create a folder C:\Users\YOURNAMEHERE\Documents\Arma 3 Alpha\YOURNAME\missions\YOURMISSION.YOURISLAND\

B) In that folder, create an empty textfile named "mission.biedi"

c) In A3 root, create a shortcut from Arma3.exe by simply right clicking it

d) Rightclick the shortcut, add behind \arma3.exe: "C:\Users\YOURNAMEHERE\Documents\Arma 3 Alpha\YOURNAME\missions\YOURMISSION.YOURISLAND\mission.biedi" -nosplash (PLUS -mod=@YOURMODFOLDER if you use A2 objects)

h) Rename the shortcut to your liking, start it

There is no key combo anymore, you have to use the shortcut to directly access 3D-Ed.

Is there a easy way to export items from 3D editor to normal mission?
ie. if iv build a base


Download 3De Converter. Drag the mission.biedi onto it to create a mission.sqm you can then open with 2D editor

Edited by ZeroG, 21 March 2013 - 08:20 PM.

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#14 Tark

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Posted 21 March 2013 - 10:24 PM

Alternatively you can just execVM the mission.sqf the 3D Editor generates in init, it'll keep all of the data for the objects which is stripped when converting it to .sqm (Height, health, fuel, name, so on).

#15 MemphisBelle

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Posted 21 March 2013 - 11:59 PM

RTFM! ;)


Nope..:P

I rather watched it and that clarified my confusion...

Here is a video tutorial.


I was a little confused about the part of your description, where you say "switch to 3D Editor"...all the rest was pretty much clear and well explained...but now I understand what this was supposed to mean...again, an awesome thing and quite handy...
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#16 Stapo

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Posted 22 March 2013 - 12:28 PM

ZeroG,
I noticed that you dont seem to have any of the Arma3 object models for the 3DEditor (only A2 ones) so i compiled a list of every single model in arma 3 alpha so i could update it myself BUT i like sharing so here:

http://puu.sh/2lTfn

NOTE: i have my Arma3 P Drive correctly configured so all you have to do is take off the "P:\" from the front of the path.

EDIT: here is the main amount of objects that need to be added (i removed all the un-necessary ones) : http://puu.sh/2lVw1

Edited by Stapo, 22 March 2013 - 02:28 PM.

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#17 ZeroG

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Posted 22 March 2013 - 04:52 PM

ZeroG,
I noticed that you dont seem to have any of the Arma3 object models for the 3DEditor (only A2 ones) so i compiled a list of every single model in arma 3 alpha so i could update it myself BUT i like sharing so here:

http://puu.sh/2lTfn

NOTE: i have my Arma3 P Drive correctly configured so all you have to do is take off the "P:\" from the front of the path.

EDIT: here is the main amount of objects that need to be added (i removed all the un-necessary ones) : http://puu.sh/2lVw1


Thanks for the work, yet I fear you might have done that in vain...:eek:

The main reason I did not add any A3 stuff is that a lot of the included models either way are not placeable at all or will get placed submerged (try with the trees or radio towers for example) - at least with OUR Visitor or game version. What you could do is see which of them models get placed properly...to add THOSE would make sense. As I had the A2 library already at hand, I just rewrote the addon to be used with A3 editor.
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#18 Stapo

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Posted 22 March 2013 - 05:03 PM

Thanks for the work, yet I fear you might have done that in vain...:eek:

The main reason I did not add any A3 stuff is that a lot of the included models either way are not placeable at all or will get placed submerged (try with the trees or radio towers for example) - at least with OUR Visitor or game version. What you could do is see which of them models get placed properly...to add THOSE would make sense. As I had the A2 library already at hand, I just rewrote the addon to be used with A3 editor.

fair enough, but take in mind that im using the arma3.exe with -buldozer and i havent had any issues with the models... all working fine for me. :)

EDIT: ZeroG, would you be able to quicky explain how to export a visitor3 template so i can use the a3 object with my upcoming island?

Edited by Stapo, 22 March 2013 - 05:13 PM.

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Islands: Crisis Island (WIP)

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#19 M1lkm8n

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Posted 22 March 2013 - 05:18 PM

fair enough, but take in mind that im using the arma3.exe with -buldozer and i havent had any issues with the models... all working fine for me. :)

EDIT: ZeroG, would you be able to quicky explain how to export a visitor3 template so i can use the a3 object with my upcoming island?

So in visitor (without buldozer) you can see where all your objects are placed?

Edited by M1lkm8n, 22 March 2013 - 05:28 PM.

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#20 Stapo

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Posted 22 March 2013 - 05:43 PM

So in visitor (without buldozer) you can see where all your objects are placed?


yes /tooshort
ArmA 3 Content:

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Islands: Crisis Island (WIP)

System Specs:

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