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Roger Johnson

Quick question: From OFP-Addon making to ArmA2 addon making

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Hey back in OFP times I made some addons, and now I want to do the same for ArmA 2.

First of all, is this O2-kit still up-to-date?

http://armed-assault.de/downloads/bi-editing-tools.html

Second, are there any major changes in editing, besides the new texturing?

Or could I do an addon exactly like in OFP, and it would work? (With shitty textures of course)

Thanks in advance.

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That O2 is not up to date. Try these: http://forums.bistudio.com/showthread.php?t=83808

An OFP addon will not work in ArmA 2 (well, it depends on what it is, really), although the concepts are very similar. They've added RVMAT material files, and the selections are different. UV maps are different now, too. Instead of having several small textures, you really want a minimal number of large ones. The more different texture maps you use on a model, the more 'sections' it is said to have. The more sections a model has, the poorer it will perform.

Edited by Max Power

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That O2 is not up to date. Try these: http://forums.bistudio.com/showthread.php?t=83808

An OFP addon will not work in ArmA 2 (well, it depends on what it is, really), although the concepts are very similar. They've added RVMAT material files, and the selections are different. UV maps are different now, too. Instead of having several small textures, you really want a minimal number of large ones. The more different texture maps you use on a model, the more 'sections' it is said to have. The more sections a model has, the poorer it will perform.

Thank you for the correct link.

For the second question: I rather meant; In OFP I had to create a .p3d and a config, then I was good to go.

Can I do the same in ArmA2, or do I absolutly have to use stuff like a "RVMAT" material file?

I know it will look like shit if dont use the advanced texture options, I just ask for my very first steps, I want to kitbash something quick together to remember how it all works :D

Edited by Roger Johnson

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I don't know if you absolutely must have an rvmat file, but it's fairly vital to the look. You can always try it out. The thing about the textures, though, is that usually those assets would be tailored to the shader method you're using. Something that looks good without an RVMAT may look a bit off with it since different shaders may put different demands on the tonal range of the texture, and shaders with a specular map component obviously would demand a diffuse texture that is fairly well devoid of such lighting information. The texture map you use may need some tweaking if you wish to incorporate an RVMAT later. Without an RVMAT material you may also get strange artifacts like the addon glowing at night or other weirdness.

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Ah ok, many thanks.

Well Im going to dig into O2 again (after six years...), and when the first vehicle rolls in the editor Im going to look into stuff like the RVMATs

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