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Guest RKSL-Rock

"Beginner's guide to ArmA Modding" Project

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Great idea Rock. May i suggest placing the "Respect IP/Community rules explained" on the top of all of the tuts? Because my personal opinion is that people shouldn't even start to mod if they can't or don't want to respect the other's work.

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Guest RKSL-Rock
I used this webite for tutorials, when i was making a few addons for flashpoint;

http://ofp.gamepark.cz/_hosted/brsseb/tutorials.htm

It would be great, if you could create a website like this, for all the Arma 2 tutorials :D

brsseb's stuff was the inspiration for the project. I think most of the OFP old timers owe a lot to that site.

If you guys need a web site to host this on I'll do it for you for free. Sounds awesome!

I can make it editable in-browser for the people working on the guide..

drop me a pm if you're interested, I've got some good ideas for it!

Thanks for the offer but i got it covered, until all the behind the scenes stuff is done im going to host it on my own servers. After that we can find it a permanent home if needed.

This sounds great Rock, I could make a plant tutorial based around the hemp plant, very simple really.

Please. Anything anyone has that can contribute and help other please help out.

Great idea Rock. May i suggest placing the "Respect IP/Community rules explained" on the top of all of the tuts? Because my personal opinion is that people shouldn't even start to mod if they can't or don't want to respect the other's work.

Its going to get pride of place mate. That list was not really in any sort of priority order.

Edited by RKSL-Rock

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Ok, as i hope that the IAWS standard will get a higher attention from addon/mod makers, i wrote a whitepaper with all needed informations in it.

Made a PDF out of it which can be downloaded here: IAWS Whitepaper

Once again, even if a plane or a weapon system (missile or bomb) is made IAWS compatible, it isn't depending on any other 3rd party addon. It is fully functional as usual. It just adds the option to use the IAWS system.

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Sound mods or just adding sound on par with ARMA2's tech like directional sounds, startup/stop engine, several sounds for throttling up etc. Does that fall under "configs" or is a "sound section" lost in that list?

Sorry im not skilled with this i just saw there was a lacking of anything regarding "sounds". My own skills comes down to being able to produce realistic high quality sounds as well as graphics, and im aking to learn for ARMA2 on how to use configs for sounds as im really amped up to add all the sound sources we can do now in our latest game. I noticed addons released that didnt use it full out, and im guessing it is because people just doesnt know yet how it works.

Hopefully MarkXIII or any of the talented soundmodders can shed some light over ARMA2's configs for sounds to this project later on cause me myself is really aking to learn so i can start contribute.

Really great initiative guys. This is what is needed to spark a light into many that really want to start learning.

Regards

Alex

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Guest RKSL-Rock
Sound mods or just adding sound on par with ARMA2's tech like directional sounds, startup/stop engine, several sounds for throttling up etc. Does that fall under "configs" or is a "sound section" lost in that list?

....

Really great initiative guys. This is what is needed to spark a light into many that really want to start learning.

Regards

Alex

To be honest, i totally forgot about sound mods. But if someone would like to write tuts for it (I know I would benefit from it) im sure people would use them.

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What a great Idea.

I fall into the "dabbler" catagory where I have some knowledge of most of the tools needed 3DS/Photoshop etc but not the ARMA specific tools O2/Visitor3 etc and would like to start modding for ARMA2 but have no Idea where to start. I know all the relevent info is "out there" but it is very fragmented and aimed more towards the seasoned modders.

A site to get a good basic grounding to allow people to strat mossing with baby steps would be awsome and would probably bring in a lot of new blood to the ARMA modding scene.

Good luck fellas I will be watching this with some interest. And I really hope it comes together.

SD

Edited by Soupdragon

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Alex72

Hopefully MarkXIII or any of the talented soundmodders can shed some light over ARMA2's configs for sounds to this project later on cause me myself is really aking to learn so i can start contribute.

Heya Alex,

I really wish I had Kju's or andersson's knowledge but I do not :(

However afew things I know are:

Any future 'official' HiFi releases will come with template configs, basically the minimal requirement would be;

Filling of soundpaths with sounds.

Pbo'ing of final mod.

Making keys for final mod.

You will find all of the above explained in these forums so hopefully we can contribute long term to people interested in the field of sound editing, but not so excited by the idea of configs.

The truth is, I recall how much of the wind was taken from my sails when I hit the 'config' part of sound addon making. It was a very frustrating time for me, initially robbing me of creativity (being stuck in notepad++ too long). But as time progressed I gathered infomation from around the forums, spoke via PM to some very helpful people (Always ask..if you don't ask you don't get...) and finally grasped the minimum required by using Fromz config as a template. Later as my work grew more popular I PM'd people asking for playtesters, luckily for me one of those guys was andersson...So

I've winged it this far by getting fantastic help & support from the good people of this community, now when I have time, I'm doing my best learn from them just like you guys ;)

Saying all that, don't be afraid to PM me if you have a question/problem, I'll do my best to help..I recall PM'ing chammy when I first joined, he was a busy making csm v1 but he was always answered his PM's and was very encouraging.

sometimes thats all you need :)

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Rock, awesome :)

Even if I been modding ofp, arma1 with notepad since the early days, there is a lot of new things I don't know. Once I get home and I promise to write one tutorial about something.. cause so happy to see this.

from a sorta experienced guy that would love to see a easy "editing bible.pdf"

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I am interested in moddeling some aircraft for Arma II. I was thinking that I would do the F/A-22 Raptor, F-14 Tomcat, and C-5 Galaxy. I guess my first question is whether or not "new vehicles" can be added to Arma II without replacing old ones. Is this a BF2/Crysis/etc style modding platform that allows full implementation of new assets? If so, if anyone would like to point me in the direction of some tutorials and tools to get started, it would be appreciated.

Here is an example of a project that I've been working on. However, is being made for another project, therefore, won't be finding it's way into Arma II. Although, I've already seen an F-16 for Arma II on Armaholics.

Thanks for the info on the size restriction, will resize and re-up them tomorrow.

Edited by IrishDeviant
Pics over 100kb

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continued...

Thanks to my fellow BF2 Nations@War Mod Team Member, PuckerFactor, for making the cockpit texture for my F-16 Falcon...

Again, will resize and re-up tomorrow.

Edited by IrishDeviant
Pics over 100kb

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Hey IrishDeviant, thats some really nice work you've done there, but i got to ask the question: why are you posting something that you dont plan on releasing for Arma2 in a forum topic that isnt really related to what you've posted?.

I think you're looking for this thread: http://forums.bistudio.com/showthread.php?t=74243&page=16, although this thread is for wip arma2 mods.

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Guest RKSL-Rock
I am interested in moddeling some aircraft for Arma II. I was thinking that I would do the F/A-22 Raptor, F-14 Tomcat, and C-5 Galaxy. I guess my first question is whether or not "new vehicles" can be added to Arma II without replacing old ones. Is this a BF2/Crysis/etc style modding platform that allows full implementation of new assets? If so, if anyone would like to point me in the direction of some tutorials and tools to get started, it would be appreciated.

Here is an example of a project that I've been working on. However, is being made for another project, therefore, won't be finding it's way into Arma II. Although, I've already seen an F-16 for Arma II on Armaholics.

You might want to change the image sizes mate we have a 100kb limit on the forums and the moderators enforce it vigorously

New vehicles can be added no problem although the poly limits are more of an issue in ArmA than some other games so you may want to take a look at your poly counts.

RE Tutorials: I'm actually writing tutorials for aircraft at the moment as part of this project. There aren't any specific ArmA2 tuts out there just yet. But there are lots of bits that might help you in the O2 Modelling sections of this forum. You can download the BIS Personal addition toolset from the BIKI http://community.bistudio.com/wiki/BI_Tools

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Hey IrishDeviant, thats some really nice work you've done there, but i got to ask the question: why are you posting something that you dont plan on releasing for Arma2 in a forum topic that isnt really related to what you've posted?.

I think you're looking for this thread: http://forums.bistudio.com/showthread.php?t=74243&page=16, although this thread is for wip arma2 mods.

I wasn't necessarily "posting" my F-16, just using it as an example of things I'm working on. And, glad I did, because RKSL-Rock pointed out that my models may too high on polys.

RKSL-Rock, The F-16 is 40k polys for the exterior, and 45k for the interior. However, LoD 1 is only 16k polys for the exterior and 10k polys for the interior, with minimal quality loss. Mostly only noticable in the joints of the curves such as where the intake joins the rest of the fuselage.

Nevertheless, on the F-22, F-14, and C-5, I intend on making two versions with identical file names. One high quality version, and medium quality version. The user can decide which best suits their system. (although, I don't think the two versions will have that big of an impact on most newer systems.) For the F-22, I'm targeting around 40k polys (with cockpit) for LoD-0. However, I may need to alter that after finding out what the poly limits are, and whether or not there is any way around them. I have experience with a hand full of engines, and many that have poly limits can usually be subverted in one way or another.

Anyway, RKSL-Rock, thanks for the tip. I will take a look at your tutorials on aircraft as soon as they're done. I'm sure they will come in handy, lookin forward to it!

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Guest RKSL-Rock

RKSL-Rock, The F-16 is 40k polys for the exterior, and 45k for the interior. However, LoD 1 is only 16k polys for the exterior and 10k polys for the interior, with minimal quality loss. Mostly only noticable in the joints of the curves such as where the intake joins the rest of the fuselage.

Well for ArmA1 it was a maximum of 16k faces in the first lod - with the optimum being ~12k. The BIS A-10 had a really nice cockpit at 11K faces. We're told (pr releases) that the ArmA2 max is now 20k but its better to aim lower if at all possible.

So targets are:

Lod 1 = < 16k

Lod 2 = 50% of Lod 1

Lod 3 = 50% of Lod 2

etc

Viewpilot and Cargo Lods should also be less than 16k. Personally I aim for ~12k faces. Its surprising how much detail you can get.

Nevertheless, on the F-22, F-14, and C-5, I intend on making two versions with identical file names. One high quality version, and medium quality version. The user can decide which best suits their system. (although, I don't think the two versions will have that big of an impact on most newer systems.) For the F-22, I'm targeting around 40k polys (with cockpit) for LoD-0. However, I may need to alter that after finding out what the poly limits are, and whether or not there is any way around them. I have experience with a hand full of engines, and many that have poly limits can usually be subverted in one way or another.

To be honest i wouldn't bother making two models. They couldn't really but used much online bby two different users due to the PBO signatures and anti cheat measures. You are better off focusing your efforts on a really good "mid poly count" addon rather than two versions. It will be easier for the end users in the long run.

Anyway, RKSL-Rock, thanks for the tip. I will take a look at your tutorials on aircraft as soon as they're done. I'm sure they will come in handy, lookin forward to it!

You're welcome. Hopefully it wont be too long before I have the basic guides up. The more detailed tuts will be added when they become available.

Edited by RKSL-Rock

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Thanks for the info on the polys. I really hate working with a game engine that caps poly counts. Even Torque3D only has limits on the individual objects in the scene. Such as a wheel, canopy, wings, etc. But, the entire model doesn't have a limit. There is only so much you can do with 16k polys. I admit, decent quality can be achieved within those limits, but for those of us with the rigs to utilize higher quality models, we're pretty much SOL.

Anyway, I'll get started on the Raptor since it's a dieing breed. The White House is shutting down the project. So, the 180 or so that we have is all we're going to get. As soon as I have some progress on the model, I'll post it in the WiP section. Oh, and I'm still doing a high poly version for the CryEngine2. So, at least I'll have some fun with it over there as well. Did I mention that poly limits really piss me off? I've managed to get 20 of my 150k poly F/A-18's on screen in the CryEngine2 with minimal performance impact. Understandably, poly count is a joint effort between the CPU and GPU, and Arma II is a bit of a CPU whore, but I'd still like to see the limits removed.

RKSL-Rock, please PM me when you get those tuts finished. Also, I'm much faster at modeling than I am at setting up assets for game engines, so if you'd like, I can send you the models for you to export to the engine. I don't mind doing it myself, but it's always nice to have some help.

Thanks again for the info. I'll report back when I've made some progress.

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This is simply awesome guys, I'm very happy to have found this thread. I found the tutorials back in the OFP days but many of them were never completed so I could never finish whatever I had started. It has always seemed to me that I could never make any addons because I didn't have the knowledge and the people that did have it could not be bothered with mentoring someone like me who has absolutely zero experience. So I am looking forward to your tutorial Rock, and as an aircraft fan I am also looking forward to your work IrishDeviant.

However, what I am looking forward to most is the ability to contribute. I've been part of this community for years and have always been upset with those who criticize the work of others while doing nothing themselves. So the sooner a comprehensive noob guide can be written the sooner people like me can start.

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Thanks Python1. You can check out my progress on the Raptor in the WiP thread here: http://forums.bistudio.com/showthread.php?t=74243&page=21

Here is the list of models I plan on making this summer:

F-22 Raptor (stealth fighter and strike bomber)

F-14 Tomcat (maybe, I think someone else is making one)

Tu-95 Bear (heavy bomber, and strategic target)

B-2B Spirit of Kansas (stealth bomber and strategic target)

C-5 Galaxy (maybe, depends on whether or not I can find a practical use for it)

U-2 Dragonlady (serves same purpose as UAV, and will likely tap into the UAV "location targeting" to mark locations for other units)

Keep an eye on the WiP thread. I usually work on at least 2 models at a time, so you'll be able to track my work on those models.

Again, glad to have joined the Arma II community. I've worked in other communities, but am always left feeling like it just isn't worth my time... The reason, no other FPS/RTS/RPG game (as if there are many out there), has even come close to the quality of physics and weapon implementation as Arma II. So, finally I've found an engine that will allow me to go crazy with aircraft. There are literally dozens of aircraft that I'd like to make for A2, but the list above is my target for this summer. (but that list may change)

Also, RKSL-Rock, could you PM me when you get the tutorials uploaded. Not rushing or anything, I've still got about 4 or 5 days worth of work on the Raptor before I'll need them, just would like to know when they're ready. (or just let me know where to look for them so I can keep an eye out)

Edited by IrishDeviant

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Good initative RKSL!

I am very busy right now in RL and the few days/hours off I prefer to spend out in the summer, but I wouldnt mind doing some kind of tut about configs.

I been thinking about it before but was hooked up in RL and HiFi.

What I would like to do is an explanation, with examples, of how it works, not a step by step tutorial. When you understand the mechanics of the config everything is there for you. Ofcourse some input in the configs take some understanding but can be added later.

About soundmods. I havent looked at arma2 configs yet but I guess MarkXIII will trigger me and force me to understand the values heh. When I do I will share.

RKSL, dont put my name on configs yet as I dont want to take that place until I see that I actually will produce anything. I wrote this so if anyone else are up for it and would like to do a tut they will see what Im planning to do. That way I can help them or my work can be added later if someone release a config tutorial.

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Nice thread Rock! Not sure why I hadn't seen it til now.

Well done to all those contibuting!

Vehicle Damage Tutorial

Oldish, but it works in ArmAII the same it seems.

OFPEC - Adding Damage to your addon

BIKI

Of course ArmAII offers another way to do this now, a complete model-swap.

That I guess is another (probably simpler) tutorial for another day.

.

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For people reading this thread and are new to addon making, you MUST use your own TAG. That TAG must be registered at ofpec. Addons and ports are released now that doesnt use the TAG system and it will be a mess after a while if it continues.

www.ofpec.com/tags

Edited by andersson

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Guest RKSL-Rock

Thats outside of the scope of the project really. As I said I think its better to focus on the ArmA engine and tools rather than using other 3d apps. There are plenty of tutorials for Max etc out there already.

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hello, i wanted to know how can i add masks(like the ones that chernarus insurgents are using) so i cant select them at the select face menu

but i wanted my own mask with moddifications.. how do i edit it ?

using custom faces is not as good as this way

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