Import Guide Overview
This guide follows official Bohemia Interactive wiki documentation for LODs, model.cfg, CfgVehicles, CfgWeapons, and vehicle-specific config guidelines. Each step links to the relevant wiki page.
- LOD
Resolution, Geometry, Memory, Fire Geometry, and Hit Points LOD types
- LOD Resolutions
Numeric LOD identifiers used by the engine (1e13, 1e15, etc.)
- Model Config
model.cfg — cfgModels, cfgSkeletons, Animations, and AnimationSources
- CfgVehicles Config Reference
Token reference for CfgVehicles parameters
- Creating an Addon
config.cpp, CfgPatches, and Addon Builder workflow
- Addon Builder
Packing, binarize, and file copy options
- Arma 3 Vehicle Configuration
Index of all vehicle config wiki pages
- Arma 3: Sound (category)
CfgSoundCurves, Shaders, Sets, Controllers, and processing types
- Sound: Sound Curves
volumeCurve / rangeCurve attenuation — relative 0–1 or absolute meters
- Sound: cfgSoundShaders
samples[], range, rangeCurve — closest/farthest audio layers
- Sound: SoundSet
Mixes SoundShaders; soundSetShot[] / vehicle SoundSets hook here
What to Import First
- 1
Environment & Tools
Install Arma 3 Tools (Steam), Object Builder, TexView 2, and Addon Builder before touching assets.
- 2
Base Dependencies
Load CBA_A3 and any framework mods your project inherits from (ACE, RHS, etc.) in the launcher.
- 3
Characters & Uniforms
Import character assets first — weapons and equipment often attach to bone proxies defined here.
- 4
Weapons
Add firearms and launchers once character skeletons and hand/memory points exist.
- 5
Helmets, Gear & NVGs
Headgear, vests, and optics depend on character configs and often share texture/material pipelines.
- 6
Vehicles (Light → Heavy → Air → Sea)
Start with cars, then APCs/IFVs/tanks, then helicopters/planes, then ships — each adds simulation complexity.
Universal Pipeline Steps
These steps apply to every asset type. Category guides add specific config and testing steps on top.
Install Arma 3 Tools
Install Arma 3 Tools from Steam. Object Builder, TexView 2, and Addon Builder are required for the full pipeline.
- Steam → Library → Tools → Arma 3 Tools → Install
- Verify Object Builder opens and can load .p3d files
- Addon Builder packs and binarizes — formerly known as BinPBO
Create Mod Folder Structure
Organize as @YourMod/addons/your_addon/. config.cpp must sit at the addon folder root.
- Create @YourMod/addons/ — packed .pbo files go here
- Each addon source folder needs its own config.cpp at root
- All model/texture paths use your addon prefix (e.g. mymod\data\texture.paa)
- model.cfg lives alongside the .p3d (see Model Config wiki)
Configure Arma 3 Launcher
Enable your local mod and every mod listed in requiredAddons[] before testing.
- Launcher → Mods → Add local mod → select @YourMod
- Enable CBA_A3 and all CfgPatches requiredAddons[] entries
- After each pack, restart the game or reload to pick up PBO changes
Plan LODs & Selections
Before modelling, plan every LOD the asset needs. LOD resolution numbers only determine sort order in Arma 3 — not view distance.
- Resolution LODs (0, 1, 2…): visual mesh — aim for ~50% triangle reduction per step
- Geometry (1×1e13): collision — required for physics interaction
- Geometry Phys (4×1e13): PhysX convex components for vehicles
- Memory (1×1e15): axes, memory points, proxies, and animation pivots
- View Geometry (6×1e15) & Fire Geometry (7×1e15): line-of-sight and ballistics
- Hit Points (5×1e15): vertices for damage sphere placement on vehicles
- Land Contact (2×1e15): ground contact points for placement
Proxied sub-models (turrets, weapons) switch resolution LOD independently of the parent
If Geometry LOD is missing, named properties fall back to the first resolution LOD
Model & Export to P3D
Build meshes in Blender/3ds Max, export via Object Builder. 1 unit = 1 metre in Arma.
- Triangulate before export; check face normals and UV seams
- Named selections for hiddenSelections[], hitpoints, and glass
- Memory LOD: place all axes and memory points here (not in resolution LODs)
- Validate each LOD in Object Builder before moving to config work
Write model.cfg
model.cfg links the P3D to cfgModels — sections, skeleton, and procedural animations. It takes precedence over config.cpp animation defs when both exist.
- cfgModels: class name matches model filename; define sections[] and skeletonName
- cfgSkeletons: skeletonBones[] parent→child bone hierarchy for skinning
- Animations: type (rotation, translation, hide), source controller, selection, axis
- Vehicle wheels use source="wheel"; dampers use source="damper" with offset0/offset1 ±0.5
- Weapons: reloadMagazine hide/unhideValue, hasOptics for folding sights, ammoRandom for muzzle flash rotation
- config.cpp AnimationSources (designer) maps user actions to model.cfg Animations (artist)
Several model.cfg files can chain via inheritance (folder model.cfg → vehicle model.cfg)
Damper axis length should match the moveable suspension travel
Convert Textures to PAA
Arma requires .paa textures. Convert PNG/TGA with TexView 2.
- Power-of-two sizes: 256, 512, 1024, 2048
- Suffixes: _co (colour), _no (normal), _as (ambient shadow), _smdi (specular)
- hiddenSelectionsMaterials[] paths must match rvmat and PAA locations
Write config.cpp
CfgPatches is mandatory. Token names in CfgVehicles/CfgWeapons are context-specific — always check the reference for your class.
- CfgPatches: units[], weapons[], requiredAddons[], requiredVersion
- CfgVehicles covers soldiers (Man), land/air/sea vehicles, backpacks, and statics
- CfgWeapons holds guns/launchers; CfgMagazines holds ammo (separate since Arma 3)
- CfgWeapons Items/Equipment/Glasses for NVGs, headgear, and facewear
- scope = 2 for editor visibility; inherit from the closest vanilla parent
Pack with Addon Builder
Binarize converts configs and embeds model.cfg. Non-.cpp files must be listed to copy.
- Source: addon folder containing config.cpp
- Destination: @YourMod/addons/
- Enable Binarize — catches config syntax errors during pack
- Copy list: *.p3d;*.paa;*.rvmat;*.ogg;*.wss;*.jpg;*.png (as needed)
- Project path should match source path — setting P:\ binarizes the entire drive
Test In-Game & Diagnostics
Verify in Eden Editor. Use BI diagnostics for hitpoint spheres and PhysX on vehicles.
- Check %localappdata%\Arma 3\*.rpt for binarize and runtime errors
- Vehicles: run hitpoint diagnostics to visualize radius spheres vs Fire Geometry
- Cars: epevehicle diag mode helps tune suspension and gearbox
- Test all crew positions, damage states, and wreck transition
Common Required Mods
A3_Characters_F (Base Game)
Vanilla character addon — almost always listed in requiredAddons[] for uniforms and soldiers.
Included with Arma 3; reference as requiredAddons[] in CfgPatches.
RHS (USAF / AFRF / GREF / SAF)
OptionalOptional but common dependency when retexturing or extending RHS assets.
Subscribe to the RHS packs your project extends; list in requiredAddons[].
CUP Weapons / Vehicles / Units
OptionalCommunity Upgrade Project — optional base for CUP-compatible retextures.
Category Guides
Character
Uniforms, vests, backpacks, and soldier loadouts
Weapons
Rifles, pistols, launchers, and attachments
Helmet & Equipment
Headgear, facewear, radios, and gear items
NVGs
Night vision goggles and optics overlays
Vehicle
Land, air, and sea vehicles with sub-types
7 sub-typesReady to track progress? Create a checklist project for your import.