.kju 3244 Posted June 16, 2009 (edited) ############################################## Thread CLOSED! Please head to the CAA1 forum for feedback, suggestion or support. ############################################### Project description Make BI ArmA addons available in ArmA II. Project goals Only port needed models, textures, sound files. Single addon releases and simple allInOne installer pack. Replicate PBO structure of islands and their base files. Split units to single addons; for units not available in ArmA II. An ArmA campaign conversion is not planned for now. ArmA to ArmA II config conversion is done by the OAC project. How to contribute Everyone is welcome to join the project. Foremost rvmat, texture formats conversion is needed. Testers are not needed at this point. Create a task and attach your public SSH key as well as your Skype ID. List of project members. For more info read: CAA1 at DevHeaven Edited June 28, 2009 by kju Share this post Link to post Share on other sites
Sennacherib 0 Posted June 16, 2009 great idea: 2 games in 1 :) Share this post Link to post Share on other sites
CameronMcDonald 146 Posted June 17, 2009 Thank god you're not going to port the campaign. That is clearly one case where "less is more." Good luck. Share this post Link to post Share on other sites
stun 5 Posted June 17, 2009 (edited) Cool! I can't wait to see how some of my favourite Arma missions play with A2 AI. Best of luck to the team. Edited June 17, 2009 by stun Share this post Link to post Share on other sites
Flock 10 Posted June 19, 2009 Thank god you're not going to port the campaign. That is clearly one case where "less is more."Good luck. Maybe an idea for a later project might be to go through and try to "fix up" the campaign. For example add a few more SF to your team in all the lone rambo missions and add some missions to the end so it actually makes sense. Might be fun to play for people who more care about the current mission than the overall story. The addons project sounds good though, hope it goes well and lots of people contribute. Share this post Link to post Share on other sites
.kju 3244 Posted June 19, 2009 Personally I dont think the quality of the campaign is worth it. The QG campaign might be an idea though. Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted June 19, 2009 It's very good to hear that BI ArmA 1 content will be back in ArmA II someday :) That way I can reuse and update up to 70 missions for ArmA II yeehaaa :D Share this post Link to post Share on other sites
.kju 3244 Posted June 21, 2009 Some news. :bounce3: Object pack release should work out tomorrow. For details read on. --- Release: * BI A1 addons only without config.bin - Permission by ARMA_SampleModels. ** Desert ** CutsceneAnims ** Hotfix ** IntroAnims ** Roads ** Rocks ** Signs * BI A1 addons compatible with A2 - Permission by ARMA_SampleModels. ** caa1_p_buildings ** caa1_p_plants ** caa1_p_misc * Custom A2 addon to make the the islands selectable. ** caa1_c_enableRahmadi ** caa1_c_enableSara ** caa1_c_enableSaraLite ** caa1_c_enablePorto * OFP and A1 to A2 class mapping addon. ** oac_ofp_a1_to_a2_class_mapping No initial release: * Outstanding permission by BI (BI A1 addons) ** Saralite ** Sara * Outstanding permission by BI (BI A1 QG addons) ** Desert2 ** Dbe1 ** Models_DBE1 ** Sara_DBE1 You can convert these PBOs easily yourself for now: 1. Unpack each PBO with CPBO. 2. Delete each config.bin within the unpacked folder. 3. Pack each folder with CPBO back to a PBO. 4. Move to .\arma2\x\caa1\addons afterwards. 5. Start A2 with -mod=x\caa1; Share this post Link to post Share on other sites
Defunkt 431 Posted June 21, 2009 Good job, looking forward to it. For Buildings/Plants/Misc am I right in assuming that only those classes not already represented in A2 have been included? Can you say if, where there are class name collisions, the A2 content always provide the same or a basically similar object? Share this post Link to post Share on other sites
karoshi 10 Posted June 21, 2009 What about writing a small .NET utility to read from the registry the install path of a1 & a2 and do the pbo dance automatically with kegetys tools? No permission from BI for that, I assume. Share this post Link to post Share on other sites
.kju 3244 Posted June 23, 2009 (edited) Yes, CAA1 contains only files that are NOT present in A2 files. A simple tool to replace the island for now is doable. Feel free to. :) There will be ~5 bullet point guide how to do it yourself. In the long run the full files need to be available in order to sign them to make them usable for MP. So the local build is only a temporary solution. A few more screen for your enjoyment. :) You can view all here: http://caa1.arma-creations.com/images/preview02/ 800x600 make em look rather crappy. :( PS: The brown/black are textures not yet loaded. It shows that Sahrani can look way better with a different atmosphere! Edited June 23, 2009 by kju Share this post Link to post Share on other sites
.kju 3244 Posted June 24, 2009 Interested beta testers please send me a PM. You must be prepared to use Yoma Addon Sync, to read a guide on how to install and to convert A1 islands yourself (for that there is currently no permission by BI for these). Share this post Link to post Share on other sites
Marccom 0 Posted June 24, 2009 simply great! nice work Share this post Link to post Share on other sites
icebreakr 3157 Posted June 24, 2009 Kju: I'll need your help in a day or two, I'm releasing my island to A1. All I'm using are: buildings, misc, plants, roads & rocks. Other stuff (like clutter) is custom. Share this post Link to post Share on other sites
horror1 10 Posted June 24, 2009 im using already lots of arma1 islands in arma2 but in some islands i have missing buildings and other missing things. nothing serious, but is ur addon capable for a complete port of everything present on the islands? Share this post Link to post Share on other sites
Balgorg 10 Posted June 25, 2009 I just dragged and dropped Sahrani, with its relevant pbo's into a new mod folder, works but with a few missing textures. I am no modder, so I will await a proper effort. Still for the mean time, its fun to play Sahrani with better AI. Look forward to this on a server, to play Evolution Blue with AI that dont just stand there. Share this post Link to post Share on other sites
.kju 3244 Posted June 25, 2009 The plan is to support any A1 islands using BI A1 addons out of the box. So no additional modification needed for A1 community islands to work in A2. Well just add the dependency to your config to CAA1 (and improve your config at the same time as most A1 community island configs are very crappy :p). PS: Possible needed modifications for your RVMAT and textures are a different matter. Share this post Link to post Share on other sites
Balgorg 10 Posted June 25, 2009 I been flipping backwards and forwards from arma 1 Sahrani, and Arma 2 Sahrani, and even with all the settings up in Arma 1, it dont compare. Even though its just a port over into Arma 2. The new engine just seems to add loads more vibrancy, and combined with the improved sound effects, and detailed models - its fantastic. (I am really not keen on Chernarus, which looks dull and morbid.) Finnaly i am able to appreciate how good the Arma 2 engine is, if you look at some of my posts i have been most miffed. Roll on a proper version of Sara mod. Share this post Link to post Share on other sites
sanders54 10 Posted June 25, 2009 Looking forward to this. Share this post Link to post Share on other sites
Balgorg 10 Posted June 28, 2009 The textures in the near distance on maps like Sahrani ported over are low detail, not at your feet but at 30-40 yards. Any solutions to this? Its the same with other maps ported over as well. Share this post Link to post Share on other sites