Overview
DayZ Geometry Maker is a free, open-source Blender extension that lets you export models directly to the Arma MLOD P3D format — no ArmaToolbox or Object Builder required for the export step.
It handles the full LOD pipeline: geometry, fire geometry, roadway, resolution LODs, and the memory LOD — all from inside Blender. Named selections are synced from vertex groups, and a model.cfg is written alongside the P3D automatically. For container items with doors, it also generates your config.cpp and 4_World scripts.
P3D Export
Export directly to Arma MLOD format
Resolution LODs
Up to 6 LODs with auto decimation
Geometry LOD
Convex components with one click, from selection, or per door
Fire Geometry
Reuses all geometry objects automatically
Roadway LOD
Extracted from upward-facing geometry faces
Memory LOD
Bounding box, camera, doors, lights, weapon points
Door Setup
Slider-based door rotation preview with hinge axis from memory points
Named Selections
Synced from Blender vertex groups
model.cfg generation
Written automatically on export with skeleton and animations
Mod Export
Generates config.cpp and 4_World scripts for Container_Base items
Correct Normals
No F5 needed in Object Builder
Texture Baking
Optional integration with DayZ Texture Tools
Installation
Requires Blender 4.2 or later. No other addons needed for core P3D export.
-
1
Download the latest
.zipfrom the GitHub Releases page. -
2
Drag and drop the
.zipdirectly into the Blender window — it installs automatically. -
3
Alternatively: go to Edit → Preferences → Extensions, click Install from Disk and select the
.zip. - 4 The panel appears in the 3D Viewport → N Panel → DayZ tab.
Getting Started
Once installed, open the DayZ tab in the N panel of the 3D viewport. The panel is split into collapsible sections — click any section header to expand it.
- 1 Select or create a mesh object in the viewport.
- 2 Set it as the Target Object at the top of the DayZ panel.
- 3 Use Add Geometry under Collision & Functional to generate geometry components.
- 4 Generate resolution LODs, set memory points, and sync named selections as needed.
- 5 In the Export section, set your P3D path and click Export.
Geometry LOD
The Geometry LOD defines the collision shape for your model in DayZ. Each component must be convex. The tool creates separate Component01, Component02 etc. named selections automatically. All components are merged into a single Geometry LOD at export time.
Add Geometry
Creates a box around the entire target object. Resize it in the viewport. Click multiple times to add more components for complex models.
Add Geometry from Selection
Go into Edit Mode, select the vertices or faces you want covered, then click this button. A convex hull is calculated from just those selected verts. Ideal for pillars, arches, or individual parts of a scan mesh.
Add Door Geometry
Appears in the Memory Points section once door vertex groups are configured. Creates a convex hull Geometry LOD component per door, shaped from the door's vertex group, set to 10kg. The component is named after the door (e.g. leftdoor) so DayZ can animate it. Press again at any time to regenerate fresh.
Fire Geometry
Fire Geometry controls bullet and rocket collision. The tool copies every object in the Geometry collection — including door geometry — to build the Fire Geometry LOD automatically. No separate setup required. The total point count must stay under 3,500.
Roadway LOD
The Roadway LOD defines walkable surfaces — rooftops, platforms, stairs. The tool extracts upward-facing faces from your geometry components to build this LOD automatically.
Resolution LODs
Resolution LODs are progressively lower-detail versions of your model shown at increasing view distances. You can generate up to 6 LODs. Toggle each one on in the panel and click Create Selected LODs. The wiki recommends halving polygon count at each step, with the lowest LOD at around 500 polygons.
Memory LOD
The Memory LOD contains named points that DayZ uses for gameplay. Add the points you need from the panel and reposition them using the move button next to each point.
| Point | Purpose |
|---|---|
| Bounding Box | Defines model extents for loot spawning and inventory display |
| Inventory Camera | Camera angle shown in the inventory screen |
| Center / Radius | Center of mass and bounding sphere reference |
| Door Points | Two points per door defining the hinge axis for animation |
| Light Points | Positions for dynamic lights or particle effects |
| Ladder | Top and bottom points for climbable ladders |
| Muzzle Points | Breech and muzzle positions for weapons |
| Bolt Axis | Two points defining bolt travel direction |
| Case Eject | Casing ejection start and end path |
| Eye / ADS | ADS aiming eye position |
| Trigger | Trigger position on the weapon |
| Magazine | Magazine attachment and detachment point |
| Damage Hide | Point used to hide model parts when damaged |
Door Setup
Doors are configured per-door inside the Memory Points section. For each door you need two axis points in the Memory LOD and a vertex group on your target mesh covering just the door faces.
- 1 Add Door Points in the Memory LOD — two points per door defining the hinge axis. Position them along the hinge edge.
- 2 Create a vertex group on your target mesh containing just the door faces. Assign it in the Door Geometry field that appears under each door's rotation setup.
- 3 Click Enter Rotate Mode. A temporary preview mesh of the door appears. Use the Preview Angle slider on the panel to rotate it around the hinge axis in real time.
- 4 With the slider at the closed position, click Set as Closed. Move it to the fully open position and click Set as Open. Click Done to remove the preview.
- 5 Set the Anim Period — how many seconds the door takes to open/close.
- 6 Click Add Door Geometry to create convex hull collision for the door. This is required for the door to have physical presence in-game.
The closed and open angles are exported to model.cfg automatically. DayZ uses an inverted sign convention for angles — the addon handles this negation for you.
Named Selections
Named selections control which faces have textures and materials applied in DayZ. They are driven by Blender vertex groups — assign faces to a vertex group, then add it in the Named Selections panel.
Each named selection has a hidden selection name (the export name written into the P3D and model.cfg), a texture path (.paa), and an optional RVMAT path. Set these manually or let the texture baker assign them automatically after baking.
Texture Baking
Optional integration with the Phlanka Blender addon (Texture Baker module required). When installed and licensed, a baking section appears in the Named Selections panel.
Mark any named selection with Bake Texture — the Textures path field appears in the Export section. On export the baker runs automatically after the P3D is written, outputting files to the folder you specified.
Each selection is baked individually — the addon isolates that selection's geometry, runs the baker, collects the output, then moves to the next. This ensures models with multiple material slots get correctly separated texture sets per selection.
Get the Texture Baker
Available as part of the Phlanka Blender addon — you need the Texture Baker module specifically. Find it in the store on this site.
Exporting
The Export section at the bottom of the panel has three path fields — set them before clicking Export.
P3D (always shown)
Where to save the P3D file. Click the folder icon to open a save dialog — the filename you choose becomes the class name used throughout the export. The model.cfg and config.cpp are written to the same folder.
Textures (shown when bake selections are marked)
Folder where baked textures and RVMATs are written. Texture paths in the P3D are set to point here automatically.
Scripts (shown when door points exist)
Point this at your mod's scripts folder. A 4_World subfolder is created inside it with all generated scripts.
Click Export. The exporter will:
- → Write the MLOD P3D with all LODs, with modifiers and transforms applied
- → Generate deduplicated split normals — no F5 needed in Object Builder
- → Write
model.cfgalongside the P3D with skeleton, bones, and door animation entries - → Write
config.cppalongside the P3D with CfgPatches, CfgMods, and CfgVehicles - → Generate 4_World scripts if Scripts folder is set
- → Run texture baking if any selections are marked for baking
Mod Export & Scripts
When door points are configured in the Memory LOD, the Export section shows a Scripts path and a Container Base toggle. With these set, the addon generates everything you need for a working deployable container mod.
| File | What it contains |
|---|---|
| config.cpp (next to P3D) | CfgPatches, CfgMods (with correct script paths), CfgVehicles inheriting Container_Base |
| model.cfg (next to P3D) | CfgSkeletons with door bones, CfgModels with sections[], animations, and door angle entries |
| 4_World/entities/itembase/ClassName.c | Entity class inheriting DeployableContainer_Base — open/close logic, cargo, deploy behaviour |
| 4_World/Actions/ActionOpen_ClassName.c | Open action with condition and server execute |
| 4_World/Actions/ActionClose_ClassName.c | Close action with condition and server execute |
| 4_World/Actions/moddedActionConstructor.c | Registers the two actions in the DayZ action system |
All class names, bone names, animation periods, and script paths are substituted automatically from what you set up in the panel. The generated files match the structure of a working DayZ mod — place the P3D folder inside your mod root, load the mod, and the item should be functional.
Tips & Troubleshooting
Normals look wrong in-game
The exporter applies a Weighted Normal modifier and deduplicates split normals before export. Make sure your mesh has clean geometry — avoid zero-area faces and non-manifold edges.
Texture paths not appearing in P3D
Set up named selections and assign texture paths before exporting. Texture paths are stamped onto the P3D at export time — they do not update retroactively.
Baked images are .png not .paa
The baker may write .png if PAA conversion is not enabled in the Phlanka addon preferences. Run them through TexView or enable PAA conversion in the baker settings.
Door has no collision in-game
Use the Add Door Geometry button in the Memory Points section to create a Geometry LOD component for each door. Without this the door mesh has no physical collision.
Door angles are wrong in-game
DayZ uses an inverted sign convention for rotation angles. The addon automatically negates the values when writing model.cfg — if you are entering angles manually, enter them as they look in Blender and the addon will handle the inversion.
Scripts path: where to point it
Point the Scripts field at the scripts folder inside your mod root — e.g. P:\MyMod\scripts. The addon creates a 4_World subfolder inside it. Do not point it at 4_World itself.
Auto-updater
The addon checks GitHub for a newer release on every Blender startup. If an update is available, a banner appears at the top of the DayZ panel with a one-click Install button. You can also trigger a manual check with the Check for Updates button at the bottom of the Export section.
Contributors
Built and maintained by Phlanka.
Contributed to the mod export and config generation system