BLSmith2112 0 Posted August 22, 2007 Before the recent tools were released, what "hoops" did modders have to work around in order to get their addons to be played in ArmA? The rate of which addons has been released was fairly slow, and with these new tools will OFP conversions be simpler? I'd just like to know what allowed modders to release addons before these recent tools were released and now... with the tools. Will we expect to see easier importation? Will we see more addons released at a faster rate now? Or was this editor just an update so we should only expect higher quality now with the different technology's in ArmA opposed to OFP. Any info on this will be nice Share this post Link to post Share on other sites
dm 9 Posted August 22, 2007 ...with these new tools will OFP conversions be simpler? ...Will we expect to see easier importation? No Will we see more addons released at a faster rate now? Probably/Probably not. Who knows... Or was this editor just an update so we should only expect higher quality now with the different technology's in ArmA opposed to OFP. Yes Share this post Link to post Share on other sites
shinRaiden 0 Posted August 22, 2007 ...with these new tools will OFP conversions be simpler?... No. Suma's already commented on the forums that Maps will not be importable into Visitor, as the structure is so significantly different that they have to be entirely reworked anyway. With models, there is a very slim maybe. If the model was already developed using professional grade 3d modeling processes, and the the model structure was made in such a way to be coincidentaly optimal for both the engine's section count and a suitable model skeleton, maybe. Characters are likely a no-go on conversion as the models are designed around a totally different set of selections. -edit- I'd also like to point out a little nugget in O2. Open up your old OFP MLOD's, and look on the lower left for a sections count. If it's anywhere north of 10~15 sections for a complex vehicle, you might as well take it back to Max or Maya and start over. Stuff like the RHS Hind, sitting in at well north of 150 sections, is absolutely intolerable, and is a principal cause of lag and instability on user's machines. Share this post Link to post Share on other sites
BraTTy 0 Posted August 22, 2007 I just needed to see the demo models selections really. As like OFP demo models ..do configs come with the models? I'm chatting and haven't even looked at the stuff yet ,lol We need the commented config. I can look at that and learn most anything Share this post Link to post Share on other sites
colkurtz 0 Posted August 22, 2007 Couple of quick questions Will modders now be able to remodel helmets, faces etc with these tools? Will it now be more straightforward for the community modders to create additional features i.e fastroping and better tracers? Are there any more modding tools that BIS need to release ? Share this post Link to post Share on other sites
dm 9 Posted August 22, 2007 Will modders now be able to remodel helmets, faces etc with these tools? Only for the demo soldier released. All other soldiers are still un-editable (until synide finishes his tool or whatever) Will it now be more straightforward for the community modders to create additional features i.e fastroping and better tracers? No. Are there any more modding tools that BIS need to release ? Filebank (pbo tool and binarize). Share this post Link to post Share on other sites
shinRaiden 0 Posted August 22, 2007 Couple of quick questionsWill modders now be able to remodel helmets, faces etc with these tools? Yes they can remodel unbinarized content, but that's a principal cause of increased section count and poor performance. Avoid doing that if at all possible. Quote[/b] ]Will it now be more straightforward for the community modders to create additional features i.e fastroping Depends on how you intend to implement them. The modelspace/worldspace commands should be sufficient to give you offsets without having to resort to model modification. Quote[/b] ]and better tracers? Tracer model and behavior is controlled by the engine. BIA programmers developed their own tracers independent of the ArmA team for a specific military customer requirement. Quote[/b] ]Are there any more modding tools that BIS need to release ? What do you intend to do with what you've got already? Share this post Link to post Share on other sites
BLSmith2112 0 Posted August 23, 2007 So between a month ago and now.. we wont see more addons being released at a faster rate? Why is this? Was it just as easy to use version one of the tools as it is two? You'd think version two would be easier/faster without the workarounds..not true? *confused* Share this post Link to post Share on other sites
dm 9 Posted August 23, 2007 So between a month ago and now.. we wont see more addons being released at a faster rate? Why is this? Was it just as easy to use version one of the tools as it is two? You'd think version two would be easier/faster without the workarounds..not true?*confused* The new tools are "simply" "optimised" for the current game engine. I.e. they have the correct file format handling, and the features (such as rvmats, new LoDs etc) built in. With the old tools we were having to work around that fact. They are not, however, some wonder toolkit which makes addon making a "simple" process/takes all the work out of addon making. You still have to make the model, UV unwrap it, create LoDs, create textures, write configs, create material files etc etc. Share this post Link to post Share on other sites
BLSmith2112 0 Posted August 23, 2007 I understand that. So let me get my facts in check. 1. Addons from OFP will still take a lot of work before they can be in ArmA. 2. Islands as well. 3. Addons will basically be able to be created at the same rate they have been for the past 9 months. Share this post Link to post Share on other sites
BraTTy 0 Posted August 23, 2007 Egads... quickly looking it is complex I have to learn all over Where did I see the rvmat tut? I will be able to master configs again tho anyways Config stuff here: http://community.bistudio.com/wiki/CfgVehicles_Config_Reference http://community.bistudio.com/wiki/ArmA:_Selection_Translations Share this post Link to post Share on other sites
Col. Faulkner 0 Posted August 23, 2007 Egads... quickly looking it is complexI have to learn all over It still shares a lot of basic functionality with the older Oxygen Lite though (I'm happy to say). Share this post Link to post Share on other sites
BraTTy 0 Posted August 23, 2007 I was actually reffering to making the addons in general is complex. I do like the new O2 Share this post Link to post Share on other sites
colkurtz 0 Posted August 23, 2007 You almost lost me after I read the word "unbinarized" but I understand. I'd probably would need a "baby steps" guide to modding" before i'm anywhere near able to create anything of use. Share this post Link to post Share on other sites
BLSmith2112 0 Posted August 23, 2007 I doubt we'll see one. :/ Perhaps modders to OFP could help the newer modders by telling them how they got started Share this post Link to post Share on other sites
Kirq 0 Posted August 23, 2007 Will it now be more straightforward for the community modders to create additional features i.e fastroping and better tracers? Try tracers from 6thsense pack1 , they are perfect imho. No need to work on tracers anymore. Share this post Link to post Share on other sites
Marxis 0 Posted August 23, 2007 so if i get this right , it is impossible at this time to make a fully new current engine addons ? (like AK-47 , T-80...) Share this post Link to post Share on other sites
Col. Faulkner 0 Posted August 23, 2007 so if i get this right , it is impossible at this time to make a fully new current engine addons ? (like AK-47 , T-80...) No, it is now possible to make any sort of addon. There is, however, a very steep learning curve if you have had no prior exposure to this sort of thing. Share this post Link to post Share on other sites
Marxis 0 Posted August 23, 2007 oh , thanks for exposing me some information because i was really confused Share this post Link to post Share on other sites
madrussian 347 Posted August 23, 2007 I'm very familiar with scripting and mission making, but unfortunately I don't know squat about making addons. Â Been wondering... Regarding ArmA's new skeletal system, do any of you know for sure if it will be possible to create foot units of truly different height? Â (I'm talking about the real deal here, no cheating or tricks.) Reason I'm asking is I'd love to see a mission depicting an alien invasion with a ferocious and efficient species of invaders over twice as tall as their hapless prey - us! Or do we even collectively know enough about the tools to be able to answer this yet? Share this post Link to post Share on other sites
Ian Malcolm 0 Posted August 23, 2007 Regarding ArmA's new skeletal system, do any of you know for sure if it will be possible to create foot units of truly different height? (I'm talking about the real deal here, no cheating or tricks.) You can make unit of any height you want, but only if you'll make complete new set of animations for it Current character animations in ArmA can be used only for characters of same proportions as the original units. Sorry. Share this post Link to post Share on other sites
BLSmith2112 0 Posted August 23, 2007 Shows you they care by giving you a piece of complex software and no instructions. The editor is also an example but would only be applicable if the community never helped out Share this post Link to post Share on other sites
BraTTy 0 Posted August 23, 2007 Originally O2 was released to a few that applied  (had to have a reason or project etc..) Those people started some docs for us was some of the intent. I had no prior 3d modelling experience or any projects I wanted to do and missed out. I didn't even know what a vertex was.After playing with it and figuring it out.It will come to you.Just looks complicated right now. Some keyboard and general help here: http://www.flashpoint1985.com/cgi-bin....t=23340 After doing Col Klinks tutorial I saw how it was done (I don't actually make my planes that way) but it came to me then. http://www.dc3d.co.nz/tutorials/cheyenne.htm On the BIS wiki there is a list of OFP modelling tutorials http://community.bistudio.com/wiki/Modelling_Tutorials Hopefully some good stuff will be posted soon in ARMA O2 Docs Currently alot of help in O2 Docs area in these forums BTW I am certainly no pro, I am more of an engineer of sorts. Could be classed a begineer. And newbs are often better at explaining how to start Shinraiden is a good example (lol). He is so smart, he loses me.His messages are complex and makes it sound real hard cause he is a pro and perfectionist edit again: I want to add that you asked if OFP modders could help Arma modders get started.I did just that.I cannot be labeled a modder for Arma, I haven't made nothing yet and not sure I will. I really want to make a ASL interpreter addon for Arma (I have 2 deaf children) and thats total just animations and some config work. My main project Share this post Link to post Share on other sites
Col. Faulkner 0 Posted August 24, 2007 Shows you they care by giving you a piece of complex software and no instructions. I'm mystified by many of the new O2 features. Share this post Link to post Share on other sites