User Tools

Site Tools


arma2:port_arma

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
arma2:port_arma [2010-08-28 10:56]
snakeman added vehicle get-in memory points header.
arma2:port_arma [2016-11-15 11:26] (current)
snakeman switched tactical.nekromantix.com to www.pmctactical.org domain.
Line 517: Line 517:
 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 ====== ====== 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.+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. To be more specific about objects you can just switch to ArmA 2 ones, are roads.
Line 537: Line 537:
 | ca\roads\sil | ca\roads2\asf1_ | | ca\roads\sil | ca\roads2\asf1_ |
 | ca\roads\silnice | 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!** **The above roads list is work in progress and unconfirmed! please use caution when using this guide!**
  
-PMCTODO this terrain header is work in progressplease post to our forums if you wish to help.+**ArmA To ArmA 2 Roads** 
 + 
 +When porting ArmA roads into ArmA 2meaning 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).
  
  
arma2/port_arma.1282992985.txt.gz · Last modified: 2010-08-28 10:56 (external edit)