---
name: "Arma 3: Mod Presentation"
type: topic
aliases: ["Arma 3 Mod Presentation", "Mod Presentation"]
source: https://community.bistudio.com/wiki/Arma_3:_Mod_Presentation
revid: 352437
updated: 2024-02-10T13:31:46Z
---

# Arma 3: Mod Presentation

> [!NOTE]
> There are similarities to presenting a (Creator) DLC and a mod. Although not all DLC techniques apply to mods, find details and configuration samples [here](../topics/DLC_Content_Licensing.md).

> [!NOTE]
> For more details about CfgMods and mod.cpp see [Mod.cpp/bin File Format](../topics/Mod.cpp~2Fbin_File_Format.md).

|  |  |
|---|---|
| A mod is generally a batch of files that constitute a consistent list of additions, but not limited to. A mod can have its very own presentation as shown. |  |
| Your mod is also present in the Expansions menu with a larger picture and a long description of its content or context, it is up to you. This also include a link to your website. |  |
|  |  |
| **Last but not least, you have the possibility to display an icon next to the content your mod adds or alters in Eden Editor interface.**<br>In this screen, the kart object has the Karts DLC icon of the to which it belongs to. |  |
| In this screen though, a map has the DLC logo, but this time, [Altis](../topics/Altis.md) also has it because the mod uses or alters it. |  |

*A sample may be added in Arma 3 Tools, meanwhile, you can access the sources [here](http://tom4897.info/?attachment_id=2876), a demo [here](http://tom4897.info/?attachment_id=2875), and more information on DLC presentation [here](../topics/DLC_Content_Licensing.md).*

### How to

#### file Mod.cpp

This is the definition file, it must be place in the root folder of your mod (*Arma 3\Splendid Mod\mod.cpp*) and can contain:

```cpp
name            = "mod_";                    // Name of your mod
author            = "author_mod";                // Affects Arma 3 Launcher, when the mod are loaded as local
logo            = "files\ic.paa";            // Logo displayed in the main menu
logoOver        = "files\ic_active.paa";    // When the mouse is over, in the main menu
tooltip            = "mod_";
tooltipOwned    = "credit_mod";                // Tool tip displayed when the mouse is left over, in the main menu
picture            = "files\overview.paa";        // Picture displayed from the expansions menu. Optimal size is 2048x1024
actionName        = "GitHub";
action            = "https://github.com/my-mod-page";            // Website URL, that can be accessed from the expansions menu
overview        = "This awesome mod does this and that.";    // Supports structured text
hideName        = 0;                        // Hide the extension name
hidePicture        = 0;                        // Hide the extension menu
dlcColor[]        = { 0.23, 0.39, 0.30, 1 };    // Color used for DLC stripes and backgrounds (RGBA)
logoSmall        = "files\ic_small.paa";        // Display in creative lists, next to the entities added by the mod
```

#### Images

The images defined in the mod.cpp can be stored either individually in the mod directory or in a packed PBO.

In the case of non-packed data, to keep your structure clear, you could keep your images in *Arma 3\Splendid Mod\Data\\* folder. Your mod.cpp has to be edited accordingly - for example, the logo path will be defined as *Data\logo.paa*. The same applies for every external reference (in this case, image only).

If you opt for a packed data, you will have to put your images in a PBO and point the image path like in any other addon (the example of mod.cpp is based on packed file (PBO) which has for prefix "Samples_F").

##### Recommended sizes

| Type | A | x | B |
|---|---|---|---|
| **Logo** | 128 | x | 128 |
| **LogoOver** | 128 | x | 128 |
| **LogoSmall** | 64 | x | 64 |
| **Picture** | 2048 | x | 1024 |

<sub>Source: [BI Community Wiki — Arma 3: Mod Presentation](https://community.bistudio.com/wiki/Arma_3:_Mod_Presentation) (revision 352437).</sub>
