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)
