arma3:port-arma2
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arma3:port-arma2 [2013/04/19 19:48] – added weapon port part. snakeman | arma3:port-arma2 [2024/08/03 12:26] (current) – links added. snakeman | ||
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====== ArmA 2 To ArmA 3 Port ====== | ====== ArmA 2 To ArmA 3 Port ====== | ||
- | How to port ArmA 2 addons into ArmA 3, hasty guide but more tutorials are planned! | + | [[https:// |
+ | **How to port ArmA 2 character, vehicle and weapon addons into ArmA 3** | ||
- | ====== | + | HOWTO Port ArmA 2: [[arma3: |
- | Howto port ArmA 2 character into ArmA 3 | ||
- | |||
- | - model.cfg from [[arma3: | ||
- | - delete old proxies from your model, import new ones from bis arma3 example character. | ||
- | - config.cpp changes to have the uniform as cfgWeapons thingy. | ||
- | |||
- | |||
- | ====== Terrain ====== | ||
- | |||
- | Howto port ArmA 2 Terrain WRP into ArmA 3 | ||
- | |||
- | - roads from arma2, then disable new shapefile roads in config. | ||
- | - config inherit from stratis and required addons " | ||
- | |||
- | |||
- | ====== Vehicle - Tank ====== | ||
- | |||
- | Howto port ArmA 2 Vehicle into ArmA 3 | ||
- | |||
- | Animations are necessary to get in/out of the vehicle. | ||
- | |||
- | Unpack tracked.pbo from your ArmA 2 and copy the following files from the data\anim\ directory: | ||
- | < | ||
- | KIA_Abrams_Driver.rtm | ||
- | KIA_Abrams_Gunner.rtm | ||
- | KIA_Abrams_Commander.rtm | ||
- | KIA_Abrams_CommanderOut.rtm | ||
- | KIA_Abrams_DriverOut.rtm | ||
- | KIA_Abrams_GunnerOut.rtm | ||
- | Abrams_Commander.rtm | ||
- | Abrams_CommanderOut.rtm | ||
- | Abrams_Gunner.rtm | ||
- | Abrams_GunnerOut.rtm | ||
- | Abrams_DriverOut.rtm | ||
- | Abrams_Driver.rtm | ||
- | </ | ||
- | |||
- | Config.cpp: | ||
- | <code cpp> | ||
- | class KIA_Abrams_Commander : DefaultDie | ||
- | { | ||
- | actions = " | ||
- | file = " | ||
- | terminal = 1; | ||
- | soundEnabled = 0; | ||
- | connectTo[] = {" | ||
- | speed = 0.5; | ||
- | looped = 0; | ||
- | }; | ||
- | |||
- | class Abrams_Commander : Crew | ||
- | { | ||
- | file = " | ||
- | interpolateTo[] = {" | ||
- | }; | ||
- | |||
- | class Abrams_CommanderOut : Abrams_Commander | ||
- | { | ||
- | file = " | ||
- | interpolateTo[] = {" | ||
- | }; | ||
- | |||
- | class KIA_Abrams_Driver : DefaultDie | ||
- | { | ||
- | actions = " | ||
- | file = " | ||
- | speed = 0.5; | ||
- | looped = 0; | ||
- | terminal = 1; | ||
- | soundEnabled = 0; | ||
- | connectTo[] = {" | ||
- | }; | ||
- | |||
- | class Abrams_Driver : Crew | ||
- | { | ||
- | file = " | ||
- | interpolateTo[] = {" | ||
- | }; | ||
- | |||
- | class Abrams_DriverOut : Abrams_Driver | ||
- | { | ||
- | file = " | ||
- | interpolateTo[] = {" | ||
- | }; | ||
- | |||
- | class KIA_Abrams_Gunner : DefaultDie | ||
- | { | ||
- | actions = " | ||
- | file = " | ||
- | speed = 0.5; | ||
- | looped = 0; | ||
- | terminal = 1; | ||
- | soundEnabled = 0; | ||
- | connectTo[] = {" | ||
- | }; | ||
- | |||
- | class Abrams_Gunner : Crew | ||
- | { | ||
- | file = " | ||
- | interpolateTo[] = {" | ||
- | }; | ||
- | </ | ||
- | |||
- | Replace each driverOpticsModel = " | ||
- | driverOpticsModel = " | ||
- | |||
- | Replace each gunnerOpticsModel = " | ||
- | gunnerOpticsModel = " | ||
- | |||
- | Replace each gunnerOpticsModel = " | ||
- | gunnerOpticsModel = " | ||
- | |||
- | Replace each gunnerOutOpticsModel = " | ||
- | gunnerOutOpticsModel = " | ||
- | |||
- | Replace each cursor = " | ||
- | cursor = " | ||
- | |||
- | Replace each cursorAim = " | ||
- | cursorAim = " | ||
- | |||
- | |||
- | ====== Weapons ====== | ||
- | |||
- | **Proxies** | ||
- | |||
- | Load the weapon into Oxygen2 or whatever modelling tool you use. Remove all attachments to the weapon that are either scopes, lasers, flashlights, | ||
- | |||
- | Remove all proxies from the weapon. Then, create a new proxy for | ||
- | |||
- | * The muzzle flash (as an example, \a3\data_f\proxies\muzzle_flash\muzzle_flash_rifle_mk20 is the muzzle flash used by the MX). Make sure this is part of the " | ||
- | * The muzzle attachment. Proxy should point to \a3\data_f\proxies\weapon_slots\muzzle.001 and be placed roughly at the ring where the sliencer would screw onto the normal muzzle. | ||
- | * The side rail attachment. Proxy should point to \a3\data_f\proxies\weapon_slots\side.001. This is somewhat tricky to place, it should be above the right side rail and out a bit to the right. NOTE: If you are putting the side attachment on the right side, you have to rotate the proxy upside down. | ||
- | * The top rail attachment. Proxy should point to \a3\data_f\proxies\weapon_slots\top.001. This is placed directly in the center of the top rail, somewhere towards the back of the rail. | ||
- | |||
- | **Flip-up iron sights** | ||
- | |||
- | Add the vertices of the sights parts that should flip up/down to named selections. In my case I used "front sight" and "back sight" | ||
- | <code cpp> | ||
- | class backsight_flip | ||
- | { | ||
- | type = " | ||
- | source = " | ||
- | memory = 1; | ||
- | selection = "back sight"; | ||
- | animPeriod = 0; | ||
- | axis = " | ||
- | minValue = 0; | ||
- | maxValue = 0.3; | ||
- | minPhase = 0; | ||
- | maxPhase = 0.3; | ||
- | angle0 = 4.712389; | ||
- | angle1 = 0; | ||
- | }; | ||
- | </ | ||
- | |||
- | Do something similar for the front sight. | ||
- | |||
- | **Muzzle Flash** | ||
- | |||
- | In order to hide the muzzle flash when the a suppressor is mounted, define a " | ||
- | <code cpp> | ||
- | class muzzleflash_hide | ||
- | { | ||
- | type = " | ||
- | source = " | ||
- | selection = " | ||
- | minValue = 0; | ||
- | maxvalue = 0.25; | ||
- | hideValue = 0.01; | ||
- | }; | ||
- | </ | ||
- | |||
- | I am not entirely sure this is needed, but I had the proxy triangle show up occasionally if I didn't do this. | ||
- | Inventory Icons | ||
- | |||
- | The inventory icon for the weapon is actually eight icons. The following naming scheme is assumed (actually only the last _xx_ca.paa is implied): | ||
- | |||
- | * gear_**< | ||
- | * gear_**< | ||
- | * gear_**< | ||
- | * gear_**< | ||
- | * gear_**< | ||
- | * gear_**< | ||
- | * gear_**< | ||
- | * gear_**< | ||
- | |||
- | Replace < | ||
- | |||
- | So, if you attach a silencer and scope to a weapon, the inventory screen will show gear_acr_wdl_mt_ca.paa as the icon. The default weapon icons show a stylized scope, laser or silencer on the weapon. Since in theory any attachment can be mounted, it's a good idea to stay with the scheme. |
arma3/port-arma2.1366400903.txt.gz · Last modified: 2013/04/19 19:48 (external edit)