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bugkill

Porting ArmA1 addons to ArmA2

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thanks i'll give it a try

@EDIT:

it's not working... how do i have to use it ??

Edited by caprera

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Hi guys, to shed a bit of light on this I have done most vehicles from arma 1 over.

I used Eliteness to open up the rvmats, got the textures from the arma1 de-pbo'd wheeled folder and put them in my own mod folder.

The proxies need a little playing with to get it right and the tyre puncture doesn't work like the other cars. But as long as you have all the damage textures and rvmats pointing to the right place, make your own config it all works fine.

Here is a config template I use.

class CfgPatches
{
class my_car
{
	Units[] = {"arma1car"};
	weapons[] = {};
	requiredVersion = 1;
	requiredAddons[] = {"CAData","CACharacters","CAWeapons","CASounds","CA_Anims_Char"};
};
};
class CfgSkeletons
{
class Vehicle;
class Car
{
	isDiscrete = 1;
	skeletonInherit = "";
	skeletonBones[] = {"volant","","levy predni tlumic","","pravy predni tlumic","","levy dalsi tlumic","","pravy dalsi tlumic","","levy predni zatoc","levy predni tlumic","pravy predni zatoc","pravy predni tlumic","levy dalsi zatoc","levy dalsi tlumic","pravy dalsi zatoc","pravy dalsi tlumic","levy prostredni tlumic","","pravy prostredni tlumic","","levy zadni tlumic","","pravy zadni tlumic","","levy predni","levy predni zatoc","pravy predni","pravy predni zatoc","levy dalsi","levy dalsi zatoc","pravy dalsi","pravy dalsi zatoc","levy prostredni","levy prostredni tlumic","pravy prostredni","pravy prostredni tlumic","levy zadni","levy zadni tlumic","pravy zadni","pravy zadni tlumic","ukaz_rychlo","","ukaz_rychlo2","","ukaz_rpm","","OtocVez","","OtocHlaven","OtocVez","fuel_01","","fuel_1","","prop_01","","prop_02","","prop_2","","prop_1","","damageHide","","damageVez","OtocVez","damageHlaven","OtocHlaven"};
};
class my_car : Car{};
};
class CfgModels
{
class Vehicle;
class Car;
class my_car : Car
{
	sectionsInherit = "";
	sections[] = {"ammo","sklo predni p","sklo predni l","zadni svetlo","brzdove svetlo","spz","karoserie","motor","zbran","vez","zbytek","levy predni","levy prostredni","levy zadni","pravy predni","pravy prostredni","pravy zadni","clan","clan_sign","zasleh","P svetlo","L svetlo","palivo"};
	skeletonName = "my_car";
	class Animations
	{
		class damageHide
		{
			type = "hide";
			source = "damage";
			selection = "damageHide";
		};
		class IndicatorSpeed
		{
			animPeriod = 0;
			type = "rotation";
			source = "speed";
			selection = "ukaz_rychlo";
			axis = "osa_rychlo";
			memory = 0;
			minValue = 0;
			maxValue = 16.67;
			angle0 = 0;
			angle1 = 2.87979;
		};
		class IndicatorSpeed2
		{
			type = "rotation";
			source = "speed";
			selection = "ukaz_rychlo2";
			axis = "osa_rychlo2";
			memory = "false";
			animPeriod = 0;
			minValue = 0;
			maxValue = 16.67;
			angle0 = 0;
			angle1 = "rad -240";
		};
		class IndicatorRPM
		{
			animPeriod = 0;
			type = "rotation";
			source = "rpm";
			selection = "ukaz_rpm";
			axis = "osa_rpm";
			memory = 0;
			minValue = 0;
			maxValue = 1;
			angle0 = 0;
			angle1 = 2.96706;
		};
		class DrivingWheel
		{
			type = "rotation";
			source = "drivingWheel";
			selection = "volant";
			begin = "osaVolantZac";
			end = "osaVolantKon";
			memory = "false";
			animPeriod = 0;
			minValue = -1;
			maxValue = 1;
			angle0 = -8;
			angle1 = 8;
		};
		class TurnFrontWheelR
		{
			type = "rotationY";
			source = "drivingWheel";
			selection = "pravy predni zatoc";
			axis = "pravy predni";
			memory = "false";
			animPeriod = 0;
			sourceAddress = "loop";
			minValue = "rad -180";
			maxValue = "rad +180";
			angle0 = "rad +90";
			angle1 = "rad -90";
		};
		class TurnFrontWheelL: TurnFrontWheelR
		{
			selection = "levy predni zatoc";
			axis = "levy predni";
		};
		class TurnFrontWheelR2: TurnFrontWheelR
		{
			selection = "pravy dalsi zatoc ";
			axis = "pravy dalsi";
		};
		class TurnFrontWheelL2: TurnFrontWheelR
		{
			selection = "levy dalsi zatoc ";
			axis = "levy dalsi";
		};
		class FrontWheelR
		{
			type = "rotationX";
			source = "wheel";
			selection = "pravy predni";
			axis = "";
			memory = "true";
			animPeriod = 0;
			sourceAddress = "loop";
			minValue = 0;
			maxValue = 1;
			angle0 = 0;
			angle1 = "rad -360";
		};
		class FrontWheel2R: FrontWheelR
		{
			selection = "pravy dalsi";
		};
		class BackWheelR: FrontWheelR
		{
			selection = "pravy zadni";
		};
		class BackWheel2R: FrontWheelR
		{
			selection = "pravy prostredni";
		};
		class FrontWheelL: FrontWheelR
		{
			selection = "levy predni";
		};
		class FrontWheel2L: FrontWheelR
		{
			selection = "levy dalsi";
		};
		class BackWheelL: FrontWheelR
		{
			selection = "levy zadni";
		};
		class BackWheel2L: FrontWheelR
		{
			selection = "levy prostredni";
		};
		class FrontWheelDamperR
		{
			type = "translationY";
			source = "damper";
			selection = "pravy predni tlumic";
			axis = "";
			animPeriod = 0;
			minValue = -1000;
			maxValue = 1000;
		};
		class FrontWheelDamper2R: FrontWheelDamperR
		{
			selection = "pravy dalsi tlumic";
		};
		class BackWheelDamperR: FrontWheelDamperR
		{
			selection = "pravy zadni tlumic";
		};
		class BackWheelDamper2R: FrontWheelDamperR
		{
			selection = "pravy prostredni tlumic";
		};
		class FrontWheelDamperL: FrontWheelDamperR
		{
			selection = "levy predni tlumic";
		};
		class FrontWheelDamper2L: FrontWheelDamperR
		{
			selection = "levy dalsi tlumic";
		};
		class BackWheelDamperL: FrontWheelDamperR
		{
			selection = "levy zadni tlumic";
		};
		class BackWheelDamper2L: FrontWheelDamperR
		{
			selection = "levy prostredni tlumic";
		};
		class damageVez: damageHide
		{
			selection = "damageVez";
		};
		class damageHlaven: damageHide
		{
			selection = "damageHlaven";
		};
	};
};
class arma1car: my_car{};
};
class CfgVehicles
{
class Car_sedan;
class my_car: Car_sedan
{
	maxSpeed = 100;
	displayName = "arma 1 sedan";
	model = "\my_car\arma1car";
	insideSoundCoef = 0.9;
 		soundGear[] = {"",0.000562341,1};
 		SoundGetIn[] = {"\ca\sounds\vehicles\wheeled\offroad\ext\ext-offroad-getout-1",0.562341,1};
 		SoundGetOut[] = {"\ca\sounds\vehicles\wheeled\offroad\ext\ext-offroad-getout-1",0.562341,1,30};
 		soundEngineOnInt[] = {"ca\sounds\Vehicles\Wheeled\offroad\int\int-offroad-start-1",0.398107,1};
 		soundEngineOnExt[] = {"ca\sounds\Vehicles\Wheeled\offroad\ext\ext-offroad-start-1",0.398107,1,250};
 		soundEngineOffInt[] = {"ca\sounds\Vehicles\Wheeled\offroad\int\int-offroad-stop-1",0.398107,1};
 		soundEngineOffExt[] = {"ca\sounds\Vehicles\Wheeled\offroad\ext\ext-offroad-stop-1",0.398107,1,250};
	getInAction=GetInlow;
	getOutAction = GetOutlow;
	mapSize = 8;
	armorGlass = 0.5;
	armorWheels = 0.1;
	cost=100;
	transportSoldier = 3;
	weapons[]={CarHorn};
	fuelCapacity=100;
	driverAction = Landrover_Driver;
	castDriverShadow = 0;
	terrainCoef=0.700000;
	preferRoads = "false";
	brakeDistance=0.9; 
	class Damage
	{
		tex[]={};
		mat[]={};
		};
	};
};

Hope this helps

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gday i3luevein,

do you mean BI a1 vehicles or community made or both?

It would be great to add the yet missing to CAA1 and/or make standalone releases.

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What about SCARs ? Can anyone port them ? Or maybe if someone can give me an idea how to do that, I will be more than happy to do it.

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I'll see if the SCARS can be ported over with just a config change. If it works I'll ask for original maker if it would be ok to port them.

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I'll see if the SCARS can be ported over with just a config change. If it works I'll ask for original maker if it would be ok to port them.

I asked Scubaman 3D for permission to port his Scar weapon pack over to Arma2 a while back and the answer was a resounding "no". This was because the models were sold to a third party...:sorry:

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gday i3luevein,

do you mean BI a1 vehicles or community made or both?

It would be great to add the yet missing to CAA1 and/or make standalone releases.

Any, just check the model creator and see if its ok with them to use it, if you have the unbin model make sure they used the normal naming convention for animations.

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I do read this topic from time to time :) I am working on porting over the MGS4 units. More of a "redux" than a port though, as I have added a lot of custom models and stuff to make them match the source material. Should be ready sooner or later.

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That's a shame. Those were very well done Mk.16 and Mk.17 models...

We will get them in OA, let's hold our breath until it's released :D

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When porting over default BIS ARMA1 units to ARMA2, do you only have to edit the configs or you have to edit the p3d also?

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permission denied.

Edited by ffs
permission denied.

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Thanks! Downloading and Merry Christmas too!

Thanks Kheirro for giving us the download link. Mirror @Armedassault.Info

Edited by Marko112

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Guest

If only filefront would not have decided to give during these holidays :)

Any chance for a different download location?

(check my sig for public FTP)

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ardvarkdb 11-21-2009, 07:42 PM

I do read this topic from time to time I am working on porting over the MGS4 units. More of a "redux" than a port though, as I have added a lot of custom models and stuff to make them match the source material. Should be ready sooner or later.

Glad to hear ardvarkdb , the MGS was one of my favorite infantry ingame....cant wait to try them out in A2 :yay::yay:

many thks newz....and merry xmas..

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