arma:ofpport
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arma:ofpport [2009/04/16 10:58] – added wip stuff for config porting. formatted, fixed typos, etc. snakeman | arma:ofpport [2024/08/01 16:06] (current) – links added. snakeman | ||
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- | ====== Port OFP addon to ArmA ====== | + | ====== Port OFP Addon To ArmA ====== |
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+ | [[https:// | ||
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+ | **ArmA 1** aka Armed Assault (ArmA) | ||
Welcome to wonderful world of porting OFP addon to ArmA :) | Welcome to wonderful world of porting OFP addon to ArmA :) | ||
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In all LODs choose zasleh selection, in Face Properties (E) put User Value to 0 and untick Enable Shadow completely. Then in Properties (SHIFT-E) set Lighting (Obsolete) setting to Normal. Its funny that it says obsolete, but if you leave it to for example Shining, then your muzzle flash is blackened out heh. | In all LODs choose zasleh selection, in Face Properties (E) put User Value to 0 and untick Enable Shadow completely. Then in Properties (SHIFT-E) set Lighting (Obsolete) setting to Normal. Its funny that it says obsolete, but if you leave it to for example Shining, then your muzzle flash is blackened out heh. | ||
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+ | ====== Mission ====== | ||
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+ | Porting a mission is semi easy with just the classnames being changed. | ||
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+ | Triggers (sensors), Radios and Gamelogic' | ||
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+ | It is merely copying the mission dir into the users dir, then initially porting over init.sqs to init.sqf as that is usually very short script. Then loading the mission first time in ArmA and the errors start to pour in. Mostly its missing OFP classnames which have to be removed or changed, mostly its just changing like missing CoC Unified Artillery pieces to " | ||
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+ | For starters the biggest thing is to get the mission loading in the mission editor. When the mission is loaded and you can preview it, you will most likely start to get errors from those SQS scripts or the other OFP style mission making. It really comes down to how complex the mission is, if its very simple one you have not much work to do, but complex missions are harder to downright impossible to port (at least 1:1 scale). | ||
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This is vegetation port details like trees, bushes, grass, rocks etc. | This is vegetation port details like trees, bushes, grass, rocks etc. | ||
- | Porting vegetation objects is quite easy. Here are the steps PMC used when porting over [[http://tactical.nekromantix.com/vte/|VTE]] objects. | + | Porting vegetation objects is quite easy. Here are the steps PMC used when porting over [[http://www.vtemod.com|VTE]] objects. |
1) Open model in O2, renumber the **LOD**s to 1, 2, 3, 4, 5 etc.\\ | 1) Open model in O2, renumber the **LOD**s to 1, 2, 3, 4, 5 etc.\\ |
arma/ofpport.1239879491.txt.gz · Last modified: 2009/04/16 10:58 (external edit)