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dezkit

Can somebody do the ArmA 3 modding community a huge favor?

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I am really new to addon making, and want to start making huge addons to create such as vehicles.

I know the basics, and the logic behind addons making, but there is absolutely no up-to-date in-depth tutorials or examples of addons in the new Real Virtuality 4 engine.

If an experienced addon maker can, or BIS, it would be very appreciated if you can release a sample content from ArmA 3 unbinarized.

From there on, us new addon makers can use a basis using updated config files and such.

The best vehicular addon I can think of available to ArmA 3 right now is the SU35 and that F18. I want to be able to go into an addon such as that and check the config files to see how I can create an addon with that complexity.

Currently I am looking at outdated unbinarized data from arma 2 and outdated arma 1 tutorials because that is all that the new addon makers are started with.

Thanks and I hope nobody takes this the wrong way. :-)

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Unbinarized samples are actually included as part of the Arma 3 Tools package on Steam. ;) Inside the Arma 3 Tools folder there's a Samples_F subfolders with its own subfolders: Test_Car_01, Test_Character_01, Test_House_01, Test_Tank_01, and Test_Weapon_01. They consist of unbinarized configs (CPP and HPP) and models (P3D) with Test_Character_01 having additional files (three FBX, two MAX, one MCR, and a modding license readme), Test_House_01 having door closing/opening scripts (SQF), and Test_Weapon_01 having a UI subfolder with four image files (two PAA, two TGA).

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Oh cool! Thanks!

Is there also sample content for helicopters and airplanes? I don't see any.

Edited by dezkit

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If you're looking for insight on user-made addon features such as those of John_Spartan and Saul's jet fighters, you might as well ask the modders themselves.

However, I just packed the folder of car_test and I spawned it in the editor, but I don't see it in-game, as if it is invisible. What is wrong?
It's not quite "out of the box" ready to pack. In the config.CPP default as delivered by BI through Steam, the game would be looking for a non-existent "Samples_f" PBO where the car model would be supposed to be inside:
model 	= "\A3\Samples_f\Test_Car_01\Test_Car_01";  /// simple path to model

Since the model is instead in your addon folder, you'll need to change the model path accordingly. For example, if my addon folder and the model are both still called Test_Car_01 and the model is in the addon folder's root:

model 	= "\Test_Car_01\Test_Car_01";  /// simple path to model

I copied over the Test_Car_01 folder from the Samples_f folder to the P:\ drive and changed the copied config.CPP, then packed that into my addon.

Is there also sample content for helicopters and airplanes? I don't see any.
Nope, but then again the initial Armed Assault Sample Models release had no helicopters either and for fixed-wing airplanes it had only the A-10; it was the subsequent Armed Assault Models Complete Pack release and the more recent data release -- with both Arma and Arma 2 content -- that has helicopters. :)

For helicopters and airplanes, your learning will have to be done with the unbinarized Arma 2 source data, which unfortunately means that there isn't nearly as much annotation for the Arma 2 helicopters and airplanes as there is for the Arma 3 samples... and frankly, BI did no editing thereof before their public release to better prepare them for porting from A2 to A3). Nevertheless, I ported the Arma 2 F-35B almost entirely using the Arma 2 source data, both binarized and unbinarized, plus the Arma 3 NATO attack helicopter (AH-99 Blackfoot) helmet-mounted display courtesy of mankyle.

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Thanks for the help!

Well anyways, this is what I am working with. B767.p3d https://docs.google.com/file/d/0BxO9BJYhQBeaX2hxcE1ySmx4M0k/edit?pli=1

I would like to make this file to work in arma3. If you would like to help a noob out, add me on steam psjcs@hotmail.com.

Meanwhile I will be trying to figure out how to make this a big addon using all the good features of Real Virtuality 4

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I would start small if your new, work with a few sample weapons. Get the hang of models and configs, then move up from there. Just my advice, you can research mod making on these forums and the internet, tons of stuff out there. Don't be afraid to ask a modder personally, we never mind to provide help or info. Good luck, have fun, and we look forward to your future content

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