Jump to content
Sign in to follow this  
SpaceNavy

The newbie modders request immediate assistance!

Recommended Posts

With the release of the ArmA 3 Alpha, I'm sure I am not the only one to take a serious interest in helping the community by providing addons and mods for people to experiment and play with. We want to help out, but tutorials are hard to come by, especially for ArmA 3.

Now, I am not a complete newbie to the ArmA series itself, I started playing, oh.. since about the release of ArmA 2. So the in depth communities that have spawned over the years and the complex mods that people have been able to compile together are nothing new to me. I only wish to assist.

I am especially looking at the more experienced mod makers for us out, but any help is very much appreciated.

What I am asking for is for any tutorials, tips, or help that would be useful for addon creation in ArmA 3 to be linked or posted here.

There are a few very helpful tutorials (such as brsseb's tutorials that cover OFP) that I am aware of, but some have just straight up disappeared off the face of the internet. Also, people say that there are many tutorials out there for everything but I have to disagree, I have no idea how experienced modders became accustomed with these tools.

For example,

At the moment, I am trying to familiarize myself with Oxygen2 by creating a very simple rifle.

The only tutorial I can find for making a weapon with Oxygen, is brsseb's tutorial for Operation Flashpoint.

How can something that I would assume be the simplest of modeled addons have such little documentation?

Share this post


Link to post
Share on other sites

Mondkalb's How to create an Addon from scratch

Arma2 youtube tutorials

For someone being around since Arma2 it's surprising you never run into these 2 sticky thread at the Arma2 forums.

You're not alone looking for "immediate assistance", but let's face it: With quite a few modders not moving to Arma3 there might be even less help than it was already in Arma2. And the situation in Arma2 was already worse with a lot of Mods working only with 2 or 3 members.

These 2 threads surely give you some help, the rest is trial and error and learning by doing.

Share this post


Link to post
Share on other sites

I actually have both of those bookmarked, so its not like I have never seen them before and I never said that in my original post.

I know that ArmA 3 is extremely new, but even I know that the most of the basics have transferred over from previous games.

But these games and the modding community has been active for more than 10 whole years.

What I'm saying is, the learning curve of modding for ArmA is so incredibly steep that it is scaring people away.

I don't want to give up on this but like I said, the lack of documentation just makes it too difficult.

What "tutorials" we have are very vague to people, like me, who don't understand as much as the veterans.

What happens when this generation of experienced modders goes away and there is a scarcity because they didn't teach the newer members?

I will say that the Biki is the greatest source of information I have come across so far, but the search engine is pretty wacky. Especially when you don't know what to look for.

I remember some devs saying that they will release some more information on modding for ArmA 3. Much like what Vespa has put out about modding characters.

But in this tutorial, he mentions that making A3 characters can be done the "traditional" way. I have never found a tutorial about making characters before.

So how am I supposed to use this information?

You might not understand how frustrating this is since you have been around since 2003 and it is most likely much easier for you.

Share this post


Link to post
Share on other sites
I actually have both of those bookmarked, so its not like I have never seen them before and I never said that in my original post.

I know that ArmA 3 is extremely new, but even I know that the most of the basics have transferred over from previous games.

But these games and the modding community has been active for more than 10 whole years.

What I'm saying is, the learning curve of modding for ArmA is so incredibly steep that it is scaring people away.

I don't want to give up on this but like I said, the lack of documentation just makes it too difficult.

What "tutorials" we have are very vague to people, like me, who don't understand as much as the veterans.

What happens when this generation of experienced modders goes away and there is a scarcity because they didn't teach the newer members?

I will say that the Biki is the greatest source of information I have come across so far, but the search engine is pretty wacky. Especially when you don't know what to look for.

I remember some devs saying that they will release some more information on modding for ArmA 3. Much like what Vespa has put out about modding characters.

But in this tutorial, he mentions that making A3 characters can be done the "traditional" way. I have never found a tutorial about making characters before.

So how am I supposed to use this information?

You might not understand how frustrating this is since you have been around since 2003 and it is most likely much easier for you.

Welp, The thing you should ask yourself is "What do i want to mod, Am i technically or intellectually capable of doing so?, Do i have the time for it."

But other then that you are completely right. Its hard to find out information on where to start digging for information.

Someone need to make a thread about what the different limits of modding are and where to begin. for example.

Scripting

Modeling

Addon making

Multiplayer missions.

As a beginner modder i find it hard to find out where one begins and a other one stops regarding Reality Engine.

They all intermingle at some point if you want to, But still.

Share this post


Link to post
Share on other sites
You might not understand how frustrating this is since you have been around since 2003 and it is most likely much easier for you.

I can tell you: Be happy you were not around in 2003. Back then there was even less information present than today. Compared to the early days, today's situation is a modder paradise. ;-)

Share this post


Link to post
Share on other sites

Someone need to make a thread about what the different limits of modding are and where to begin. for example.

There are quite a few threads about this topic already. There is also a search function at your disposal, and also a community wiki, armastack, and other community websites dedicated to helping people out. People do get into modding to mod, not to make documentation, though. So, beyond steadily expanding to the knowledge base as it suits their interest, you can't really expect people to spend their spare time organizing information that is already there to find.

Share this post


Link to post
Share on other sites
Welp, The thing you should ask yourself is "What do i want to mod, Am i technically or intellectually capable of doing so?, Do i have the time for it."

But other then that you are completely right. Its hard to find out information on where to start digging for information.

Yes I have plently of ideas on paper that are just waiting to jump right into the game. I have many, many months of free time until college starts to work on whatever it is I want to and I have the software and knowledge for modelling to do so as well. I would believe I am intellectually capable of learning the processes, I just need the textbook to guide me along if you get what I am trying to say.

I can tell you: Be happy you were not around in 2003. Back then there was even less information present than today. Compared to the early days, today's situation is a modder paradise. ;-)

Haha, I don't doubt it. But what is stopping us from changing that?

Imagine the increased about of quality content that would be available straight from the launch of A3 if we could educate the newer community!

There are quite a few threads about this topic already. There is also a search function at your disposal, and also a community wiki, armastack, and other community websites dedicated to helping people out. People do get into modding to mod, not to make documentation, though. So, beyond steadily expanding to the knowledge base as it suits their interest, you can't really expect people to spend their spare time organizing information that is already there to find.

I would be interested in seeing these threads. What exactly should I be searching for? Would you know?

Share this post


Link to post
Share on other sites
There are quite a few threads about this topic already. There is also a search function at your disposal, and also a community wiki, armastack, and other community websites dedicated to helping people out. People do get into modding to mod, not to make documentation, though. So, beyond steadily expanding to the knowledge base as it suits their interest, you can't really expect people to spend their spare time organizing information that is already there to find.

While I completely understand what you're saying and where you're coming from, that's exactly the reason there are few new modders. I personally would love to dive in to the world of modding. I have some clear ideas down on paper ready to go. But the lack of clear direction has made me very hesitant.

I don't expect people to spend their time helping newbies, but if no one does, you can't expect enough people to start modding.

Share this post


Link to post
Share on other sites
While I completely understand what you're saying and where you're coming from, that's exactly the reason there are few new modders. I personally would love to dive in to the world of modding. I have some clear ideas down on paper ready to go. But the lack of clear direction has made me very hesitant.

I don't expect people to spend their time helping newbies, but if no one does, you can't expect enough people to start modding.

There's a lot to say to this but I will try to keep it simple because it's a complex issue.

Starting out is hard, yes, but so is keeping at it, and the months go on and you're still not done, then there's the finishing part, which is also hard. New modders should not be discouraged by needing to find out information by finding and accumulating helpful resources, because you will be doing it all the way to the end. Not one guide can really encompass every issue you will run into when you're modding, and if it did, it would be as huge and cumbersome as the forum itself.

If you're not finding much information about modding a3, it's because it's just coming out yet. No one has done a bottom to the top A3 mod yet, so you'll have to be patient. There is all kinds of information in the a2 editing boards. I'm sure some of that will be applicable since there is some information about porting A2 assets to A3. That's not even to mention the information that these previous editing pages have on how to use the tools, common issues, frequently asked questions, weird occurrences and other info.

So, in sum, get used to searching the forums and reading guides from OFP all the way to ArmA 3. Get to know the community sites and how to navigate the wiki.

If you really want my advice on how to start out it's this:

Choose something really simple, like a chair, or an ammo crate, and make it from scratch, all the way to it being fully function in the game. It will save you the time of trying to do something where you'll have to put months in just to find out whether modding is for you or not. It will get you accustomed to the tools, and give you a starting point to troubleshoot simple problems, forcing you to find the information you need to complete. Most implortantly, it will give you a bunch of short and medium term goals to fulfill and a sense of accomplishment at the end. You will be surprised how quickly creating something simple can become a hill to climb. Chairs require the capacity to have a character sit in it, including a bunch of config definitions you would not even have imagined, and ammo crates require being populated with ammunition. I have suggested this several time, and it has been taken, so far as I can tell, 0 times. And every person I suggested it to has not released a single thing. I don't know if they would have if they had taken my advice, but maybe they would have completed at least one thing. Once you have that under your belt, when you try to do a vehicle you have to sit in, or an object you have to interact with, at least you have done part of that before.

Share this post


Link to post
Share on other sites

I also have a lot of free time on my hands until my next military assignment so I want to start Modding for ARMA 3 as well!

I want to make Zombies, Aliens, Insectoids, Xenomorphs, Predators and I have zero experience to boot ;)

Over the past few days I have been collecting information and installed the BI Tools. I basically need to learn how to Code, Model, Texture...everything but I think I might start learning how to do simple re-skins of units and go from there.

Share this post


Link to post
Share on other sites
There's a lot to say to this but I will try to keep it simple because it's a complex issue.

Starting out is hard, yes, but so is keeping at it, and the months go on and you're still not done, then there's the finishing part, which is also hard. New modders should not be discouraged by needing to find out information by finding and accumulating helpful resources, because you will be doing it all the way to the end. Not one guide can really encompass every issue you will run into when you're modding, and if it did, it would be as huge and cumbersome as the forum itself.

If you're not finding much information about modding a3, it's because it's just coming out yet. No one has done a bottom to the top A3 mod yet, so you'll have to be patient. There is all kinds of information in the a2 editing boards. I'm sure some of that will be applicable since there is some information about porting A2 assets to A3. That's not even to mention the information that these previous editing pages have on how to use the tools, common issues, frequently asked questions, weird occurrences and other info.

So, in sum, get used to searching the forums and reading guides from OFP all the way to ArmA 3. Get to know the community sites and how to navigate the wiki.

If you really want my advice on how to start out it's this:

Choose something really simple, like a chair, or an ammo crate, and make it from scratch, all the way to it being fully function in the game. It will save you the time of trying to do something where you'll have to put months in just to find out whether modding is for you or not. It will get you accustomed to the tools, and give you a starting point to troubleshoot simple problems, forcing you to find the information you need to complete. Most implortantly, it will give you a bunch of short and medium term goals to fulfill and a sense of accomplishment at the end. You will be surprised how quickly creating something simple can become a hill to climb. Chairs require the capacity to have a character sit in it, including a bunch of config definitions you would not even have imagined, and ammo crates require being populated with ammunition. I have suggested this several time, and it has been taken, so far as I can tell, 0 times. And every person I suggested it to has not released a single thing. I don't know if they would have if they had taken my advice, but maybe they would have completed at least one thing. Once you have that under your belt, when you try to do a vehicle you have to sit in, or an object you have to interact with, at least you have done part of that before.

Understood, and thanks for your well thought out response. My response isn't directed at you, more of just thinking out loud.

I've come to terms with the fact that modding in this community is mostly trial and error. The reason why I haven't been able to get anywhere is because I simply don't have enough hours in a week to hunt down resources for each individual thing. To be clear, that's not a complaint or the fault of anyone.

When I first started entertaining the idea of making my own mod, I was puzzled by the fact that no one has made a step by step guides, from start to finish, for very common things in the game, for instance weapons. Starting with a weapon modelling guide, encompassing everything from common problems to optic creation, and how to have your character hold it. Then cover how to create and implement muzzle flashes, gun fire sounds, ammo types, and now that A3 is out, reload animations. Even if someone took the time to gather all that info and provide the links in chronological order this would suffice. I realize what I'm asking for is too much and mostly unrealistic, but if seeing the modding community blossom into something that thrives and produces frequent and quality content, I believe that is the solution.

Share this post


Link to post
Share on other sites
When I first started entertaining the idea of making my own mod, I was puzzled by the fact that no one has made a step by step guides, from start to finish, for very common things in the game, for instance weapons. Starting with a weapon modelling guide, encompassing everything from common problems to optic creation, and how to have your character hold it. Then cover how to create and implement muzzle flashes, gun fire sounds, ammo types, and now that A3 is out, reload animations. Even if someone took the time to gather all that info and provide the links in chronological order this would suffice. I realize what I'm asking for is too much and mostly unrealistic, but if seeing the modding community blossom into something that thrives and produces frequent and quality content, I believe that is the solution.

Well, here's a problem with categorization.

Modelling is a very large topic, and there is nothing special about modelling a gun- but there is modelling information all over the internet. Modelling isn't an modding thing per se, it is an artistic discipline. And even then, there are modelling guides all over the community as well. The weapon holding animation is something you should not even be thinking about until you have a handle on modelling. Or, maybe you're not into modelling very much and would rather just bust together a rifle shaped prop and then try to figure out how to make an animation for it?

A lot of the choices you make really depends on the scope of what you're prepared to actually do (which is different than what you think you would like to do). And you can't really know that until you gather some information and / or try out some simple tests first.

I get that you're the sort of person that likes to have your road laid out for you, but in the timescale that modding happens in, you have plenty of time to figure out what your next step is even when you're finishing off the last step. In fact, you will probably be bored of modelling by the time the modelling is coming to a close and will be ravenously searching for something else to do, which will bring you to texturing and materials. And again, there is a lot of information out there for texturing and materials (in arma 2). Or maybe you're not into that so you want to try to rig and config it first. But really the steps here don't matter very much... you could make a bunch of blocks with axes (plural of axis) and config it and turn it into an attack helicopter later. But even then I think several modders have written about work flow so even that info is out there to find. Modding is not really a trial and error exercise, as you put it. It's an exercise in confronting individual challenges, finding the appropriate information, and surpassing them. If you think you're going to smoothly get from A to B even in the 5th full blown addon you've done- even when you know the exact steps you like to take- you're in for a rocky ride.

Edited by Max Power

Share this post


Link to post
Share on other sites

Here where I stand on the subject of modding for the ArmA community. The series has been around for over 10 plus years. You would think that someone has come up with a manual for this community modding sector. But every time someone points out this short coming. Someone knock them down for being logical. I'm enrolled in Computing & Information Technologies at my local Community College. Where I have to learn Hardware/Software of computing. And the basics of programming. Moving on to Beginning and Advanced C++ and GIS Programming. All do there is not a straight line from A to B. We still have guides to give us the basic concept of the subject.

Now I understand this post started by speaking about the newbies not understanding how to enter the modding side of ArmA. But they like in some areas of technology knowledge. Modding first and foremost. Is not a one person undertaking. You have to have a team at minimum of five to really product a above good product. The team: Someone with the vision of what wish to be done. And the direction to be taken. Someone how has a coding/programming background. This has to understand object programming to add function to say a destroyer class ship. To have the ship weapons, radar, sonar, etc. to work as close as possible to the real thing, Someone how has a background in sound effects. To add that "Bang!!" to the modding. Someone has to have a firm concept of geography. With a background in GIS. To make maps to fit the modding subject purposed. And of course. Modelers how know 3D rendering and textural standards for the object at hand.

What I have notice is that the newer members of the community are young and mostly gamers from BF and other platforms. And in so doing, they do not have any of the skills of the community members who started with OPF. You know the computer geeks like me. They have no idea of the specs of the RV series of engines. Are the histories of the series itself? ArmA being based upon a simulation platform for Defense Department around the world. It had to be govern for the mass population to play it. But at this point BIS is using the community to help in the dev of the game. And rightfully so. To get more of the newer member involved with the enter working of the sim/game.

But the final analysts is that we as a community have to do a better job help people with the like of skills of modding coming up to speed. If not. ArmA will just become another console shooter for PC.

Write the damn manual!!!

Edited by ScorpionGuard

Share this post


Link to post
Share on other sites
I'm enrolled in Computing & Information Technologies at my local Community College. Where I have to learn Hardware/Software of computing. And the basics of programming. Moving on to Beginning and Advanced C++ and GIS Programming. All do there is not a straight line from A to B. We still have guides to give us the basic concept of the subject.

But at this point BIS is using the community to help in the dev of the game. And rightfully so. To get more of the newer member involved with the enter working of the sim/game.

But the final analysts is that we as a community have to do a better job help people with the like of skills of modding coming up to speed. If not. ArmA will just become another console shooter for PC.

Write the damn manual!!!

Get out of my head! GET OUT OF MY HEAD!!

Share this post


Link to post
Share on other sites

Write the damn manual!!!

This is definitely the right approach to get the ArmA moders to write a tutorial or manual. LOL

Share this post


Link to post
Share on other sites
...

But the final analysts is that we as a community have to do a better job help people with the like of skills of modding coming up to speed. If not. ArmA will just become another console shooter for PC.

Write the damn manual!!!

I do agree that modding is not a one person undertaking. Joining a team is an option. But, this whole 'we as a community' thing I think prevents the 'I as a person' from acting. 'We as a community' don't have to do anything. You as an individual have to do whatever it is you think needs to be done. You as an individual have to write a manual if you think it needs to be written. Displacing the onus onto the entire community is a good way to ensure nothing ever gets done. If you're knowledgeable enough to write a manual and you think it needs to be written, there is no time like the present.

Share this post


Link to post
Share on other sites

I want to make Zombies, Aliens, Insectoids, Xenomorphs, Predators and I have zero experience to boot ;)

Starship Troopers Mod!!!

Share this post


Link to post
Share on other sites

I just wonder how *hard* it is to make a new NPC for ARMA 3 like a "Zombie" for example. I draw most of my inspiration from the Undead Mod made by Charon but I just find it almost impossible to imagine the skill to re-program the AI to do what he did, and also HUNDREDS of new Unit Skins...

That seems like it would take YEARS of skill to be able to accomplish what he did...

Share this post


Link to post
Share on other sites

I get that you're the sort of person that likes to have your road laid out for you, but in the timescale that modding happens in, you have plenty of time to figure out what your next step is even when you're finishing off the last step.

Understood. I don't expect mods to be done in a matter of weeks, and I don't expect to be good at modding even within a year.

What I'm getting at is I'd like to see an accomplished weapon maker, ie Robert Hammer or someone of his caliber, post from start to finish what he does to make a gun. From that I can mimic exactly what he does and encounter the inevitable problems along the way, but I'll have clear guidance on how to resolve it. From that I can develop my own methods of operation. This is how I've been taught my entire life, and how I learn best. I'm sure I'm not the only one, not by far.

Share this post


Link to post
Share on other sites

Well, Robert Hammer doesn't really model weapons from what I know. He gets models from external contributors and configs them. If you want to know more about his process, you should ask him.

Share this post


Link to post
Share on other sites
Well, Robert Hammer doesn't really model weapons from what I know. He gets models from external contributors and configs them. If you want to know more about his process, you should ask him.

I don't need a tutorial for modelling. I need a tutorial for assigned LODs and named selections in Oxygen2 and writing out config files and whatever else you have to do.

If I wanted to learn how to model I would go to one of the many, many, many resources available.

Share this post


Link to post
Share on other sites

I think the biggest obstacle in modding is the multitude of steps and things you must learn in order to even make something that is fuctional in the game, much less aesthetically pleasing. I currectly have been trying to figure out how to take a Ski Mask with a skull on it from ArmA II and port it to ArmA III. I've asked for help and haven't got any answers besides people pointing me to the direction of the wiki over and over again which might as well be written in a foreign language. It's beyond frustrating because you can see there is obviously an answer but its hidden under 200 meters of crap. I've figured out a few things but only to realize how many things I still need to learn to even begin to get it right. I'm at the point where it's just not worth the time and effort to sit and try mess with things for hours and hours only to be exactly where I started. And like others who posted earlier I have great ideas and things people would like. I may not be cut out for it but hopefully someone will pick up on a few ideas I have posted and will post in the future. I guess we all have our places in the community. Some of us are dreamers. Lol

Share this post


Link to post
Share on other sites

Hi guys, first off I know how hard and frustrating it can get to start out with modding and the tools dont make it easier, but when you really intrested you start to dig trough this forum,the great sites where you can find it all, the many and many resources that have been provided over the years,the wiki's,etc...!

Also go look in the A2 modding thread where you will find every thing you want(ppl seem to forget there where 2 games before and they are full off resouces).

more patience will be needed to mod in Arma:)

Share this post


Link to post
Share on other sites
I don't need a tutorial for modelling. I need a tutorial for assigned LODs and named selections in Oxygen2 and writing out config files and whatever else you have to do.

If I wanted to learn how to model I would go to one of the many, many, many resources available.

Those tutorials have been written a million times, posts in the forum, articles everywhere - the BIKI is full of information about each LOD, what it does and why you need it, there are videos back from OFP that are still applicable today, how you name selections, how you write configs has changes relatively little since 2003, besides things like model.cfg and the such.

The greatest pitfall, as Max has pointed out, is your own ambition. If you think you can click your fingers and make a fully functioning, multiturret vehicle with physX with no experience of modding in the series, you're in for a shock.

I started out with BRRSEB's tutorial on how to make an ISO container - that's the level you should be aiming for as a beginer, not zombies, aliens, bugs and latex clad animals. Download the example models, see how it's done, experiment and go make a chair. Most of you are trying to run before you can walk. I've been doing this for ten years, and I'll be damned if I know 50% of what there's to know about the engine, modding, scripting and other things - I'm still learning, by doing, by reading, by trial and error and yes, asking for help when I need it.

Share this post


Link to post
Share on other sites
I don't need a tutorial for modelling. I need a tutorial for assigned LODs and named selections in Oxygen2 and writing out config files and whatever else you have to do.

Get used to the search function then. Other than the A2 information, of which there is volume upon volumes, you will know nothing more until BI publishes information about the a3 weapons. Thanks.

Edited by Max Power

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×