arma3:port-arma2
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arma3:port-arma2 [2013/04/19 19:06] – created port-arma2 initial page. snakeman | arma3:port-arma2 [2013/05/14 18:38] – added the config line. snakeman | ||
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Howto port ArmA 2 Terrain WRP into ArmA 3 | Howto port ArmA 2 Terrain WRP into ArmA 3 | ||
- | - roads from arma2, then disable new shapefile roads in config. | + | - roads from arma2, then disable new shapefile roads in config; newRoadsShape = ""; |
- config inherit from stratis and required addons " | - config inherit from stratis and required addons " | ||
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Replace each cursorAim = " | Replace each cursorAim = " | ||
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.txt · Last modified: 2024/08/03 12:26 by snakeman