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arma2:port_arma [2010-07-16 02:45]
snakeman created port_arma initial page.
arma2:port_arma [2016-11-15 11:26] (current)
snakeman switched tactical.nekromantix.com to www.pmctactical.org domain.
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 ====== ArmA to ArmA 2 port ====== ====== ArmA to ArmA 2 port ======
  
-How to port Armed Assault addon to ArmA 2.+How to port Armed Assault addon to ArmA 2. Also know as how to convert ArmA addon / mod. See also [[arma2:​port_ofp|port OFP addon]].
  
  
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 That is the nutshell of how to port working ArmA character to ArmA 2. The soldier is then pretty much done, there is not more fine tuning than that. That is the nutshell of how to port working ArmA character to ArmA 2. The soldier is then pretty much done, there is not more fine tuning than that.
  
-PMCTODO - this tutorial is very short and not very descriptive, ​its tagged as TODO for later day to be improved. Feel free to ask questions and/or offer solutions in [[http://tactical.nekromantix.com/​forum/​viewtopic.php?​f=53&​t=21950|Porting ArmA (1) addon]] ​forum topic.+This tutorial is very short and not very descriptive, ​feel free to ask questions and/or offer solutions in [[http://www.pmctactical.org/​forum/​viewtopic.php?​f=53&​t=21950|PMC Tactical forum Porting ArmA (1) addon]] topic
 + 
 + 
 +====== Terrain ====== 
 + 
 +Many objects in ArmA are not included in ArmA 2 anymore, this causes serious problems for porting terrains. The simplest way is to just include the objects found in your ArmA terrain into the extra "​objects pbo" alongside with your new ArmA 2 terrain. This might not be the best choice regarding download sizes if you have rich ArmA object usage, but there just isn't any other practical way of doing it. Also remember that if each and every terrain maker includes this and that objects, then we end up the ArmA objects duped all over the community dozens of times and just using one major addon like CAA1 would be much better. However using CAA1 for just "​few"​ objects is not practical due its (about 2gb) size. 
 + 
 +To be more specific about objects you can just switch to ArmA 2 ones, are roads. 
 +^ ArmA road ^ ArmA 2 road ^ 
 +| ca\roads\asf | ca\roads2\asf2_ | 
 +| ca\roads\ces | ca\roads2\grav_ | 
 +| ca\roads\runway_dirt_1.p3d | ca\roads2\runway_dirt_1.p3d | 
 +| ca\roads\runway_dirt_2.p3d | ca\roads2\runway_dirt_2.p3d | 
 +| ca\roads\runway_dirt_3.p3d | ca\roads2\runway_dirt_3.p3d | 
 +| ca\roads\runway_main.p3d | ca\roads2\runway_main.p3d | 
 +| ca\roads\runway_poj_end27.p3d | ca\roads2\runway_poj_L_1_end.p3d | 
 +| ca\roads\runway_poj_end9.p3d | ca\roads2\runway_poj_L_1_end.p3d | 
 +| ca\roads\runway_pojdraha.p3d | ca\roads2\runway_poj_draha.p3d | 
 +| ca\roads\sil | ca\roads2\asf1_ | 
 +| ca\roads\silnice | ca\roads2\asf1_ | 
 + 
 +Some of the ArmA roads when changed to use ArmA 2 roads, cause ugly caps appearing in the road network, not on each and every piece but just maybe one, we do not have the object name and we assume its one object. Its most likely the ca\roads2\asf2_ road type. 
 + 
 +**The above roads list is work in progress and unconfirmed! please use caution when using this guide!** 
 + 
 +**ArmA To ArmA 2 Roads** 
 + 
 +When porting ArmA roads into ArmA 2, meaning you just swap using arma ca\roads\asf25 to arma2 ca\roads2\asf25 then you get slight gaps in the road curves and perhaps other parts too, its barely noticeable though. 
 + 
 +Possible solutions would be to remake the roads using actual ArmA 2 objects, but most cases that is not viable option (too much work). 
 + 
 + 
 +====== Vehicle Get-In memory points ====== 
 + 
 +The old memory points for get-in driver/​gunner/​cargo which worked fine in ArmA do not work so hot anymore in ArmA 2. 
 + 
 +These ArmA 2 get-in memory points work best if "​pos_driver"​ is slightly off the side of the vehicle, then "​pos_driver_dir"​ is very close to the pos_driver in the direction of the vehicle. 
 + 
 +//Also its unconfirmed,​ but if you have 2 pos_driver memory points and only one pos_driver_dir,​ it might not work at all but as said this is unconfirmed data. Be sure to check this if your get-in point'​s do not work.// 
 + 
 +Of course the "​pos_driver"​ can be anything, BIS uses "pos driver"​ without the underscore, we use with underscore. The memory point name is defined in config.cpp for the vehicle.
arma2/port_arma.1279248300.txt.gz · Last modified: 2010-07-16 02:45 by snakeman