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reny93

Arma 2 OA 3D editor Exporting?

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hey all i was just wandering if there is a 3D converter for Arma 2 OA. i wish to make a mission in 3D editor then export it into 2D. i know there is a program for Arma 2 but it does not work for OA. does anyone know of one?

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thanks for the quick reply though its a bummer that it only does objects can i still get the link for this please.

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Hello.

What you can do is run the 3D editor mission as a sqf in the init of a regular 2D editor mission.

You will have to edit the mission.sqf first, but it is doable.

(you have to remove

"processInitCommands;

runInitScript;

finishMissionInit;"

)

Kind Regards

Melvin

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Is there a converter that saves the z-axis data when it performs the conversion? The one linked to properly places objects on x-y, but all the elevation data is lost, so you can't put objects on rooftops using that tool.

I use RTE, and it works great most of the time, but I'm always eager to find a more reliable and user friendly method.

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I to Would love to see this working better I think the whole BIS community would It seems to sort of work but like you say the elevation is lost

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If you open the mission.sqf that is created when you save a 3D Editor project, and the project was made with no soldiers or units in it. Then you can remove the top and bottom sections of the .sqf file like so

activateAddons [
];

activateAddons [];
initAmbientLife;

_this = createCenter west;
_center_0 = _this;

_group_0 = createGroup _center_0;

_vehicle_15 = objNull;
if (true) then
{
 _this = createVehicle ["Land_HBarrier_large", [8062.1279, 1735.6191, 3.0517578e-005], [], 0, "CAN_COLLIDE"];
 _vehicle_15 = _this;
 _this setDir -30.68327;
 _this setPos [8062.1279, 1735.6191, 3.0517578e-005];
};

_vehicle_18 = objNull;
if (true) then
{
 _this = createVehicle ["Land_HBarrier_large", [8103.105, 1757.8162], [], 0, "CAN_COLLIDE"];
 _vehicle_18 = _this;
 _this setDir -117.18027;
 _this setPos [8103.105, 1757.8162];
};

_vehicle_40 = objNull;
if (true) then
{
 _this = createVehicle ["Land_HBarrier_large", [8048.0293, 1726.6125, 6.1035156e-005], [], 0, "CAN_COLLIDE"];
 _vehicle_40 = _this;
 _this setDir -30.68327;
 _this setPos [8048.0293, 1726.6125, 6.1035156e-005];
};

processInitCommands;
runInitScript;
finishMissionInit;

Change to

_vehicle_15 = objNull;
if (true) then
{
 _this = createVehicle ["Land_HBarrier_large", [8062.1279, 1735.6191, 3.0517578e-005], [], 0, "CAN_COLLIDE"];
 _vehicle_15 = _this;
 _this setDir -30.68327;
 _this setPos [8062.1279, 1735.6191, 3.0517578e-005];
};

_vehicle_18 = objNull;
if (true) then
{
 _this = createVehicle ["Land_HBarrier_large", [8103.105, 1757.8162], [], 0, "CAN_COLLIDE"];
 _vehicle_18 = _this;
 _this setDir -117.18027;
 _this setPos [8103.105, 1757.8162];
};

_vehicle_40 = objNull;
if (true) then
{
 _this = createVehicle ["Land_HBarrier_large", [8048.0293, 1726.6125, 6.1035156e-005], [], 0, "CAN_COLLIDE"];
 _vehicle_40 = _this;
 _this setDir -30.68327;
 _this setPos [8048.0293, 1726.6125, 6.1035156e-005];
};

After that you would want to right-clcik copy and paste it into the folder inside your mission directory were you want it to reside and rename it to whatever my_template.sqf. Then add to Init.sqf

if (isServer) then
{
[] execVM "yourfolder\my_template.sqf";
}
else
{};

The if (isServer) then is for keeping it from spawning 1 template for every player connecting.

Havn't got that far into my mission yet but I believe that each line with

_vehicle_15 = _this;

is the init field of each object

So you should be able to add init fields there.

_vehicle_15 = (the_action = _this addaction ["", "",""];);

Or something along those lines

Like I said though I havnt got to that point inside my mission yet so I havnt tested it. To make sure you know where init field would be just add some init field in the 3D Editor then find where it puts it in the mission.sqf file that gets created.

Edited by Rabble-Rouser

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