SWT_Janowich
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Everything posted by SWT_Janowich
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Tutorial: How to add vehicles to the game (Config)
SWT_Janowich posted a topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Good evening, my name is SWT_Janowich and today, I'll bring you the world of ArmA II just a little closer. For me, its been close since Armed Assault: Combat Operations, so see me as your teacher rather than a stranger. Also, tips and tricks are written in cursive font Tip 1 Get a proper tool for your textures. Only in the gameworld it is an insult, when they claim that your car has a Paintjob. Necessary tools: O2 TexView2 BinPbo (Or a similar .pbo tool like PBOView) I think you get the picture. So lets go! 1: The model. I want you to download that sample model. http://www.mediafire.com/?jzytlzwmkdm Got it? Now we can start. The "End Result" folder is reference only, in case you don't get my explanation and need to look at the proper way, the way how its done. You could pbo it, put into the addon folder and would be able to play with it immediately. But you start with the "Your Start" folder. First, take a breath and look at whats inside: Things we have to add: A configuration file, a model cfg. Configuration file Make a new document with the editor and change the .txt extension with .cpp . Call the whole file config.cpp . Look at the reference file to see how its done. Now we have a config file, but we have to write the config for the vehicle! Yes, if you've taken a look into the reference .cpp, you already know that there is a lot of variables and text inside but I'll help you to get through it. We start with the basic definitions: Just basic stuff and nothing serious. Just copy and paste it. But now we come to the interesting stuff. Add this below: This is important. The class Your_Jeep tells the game, under what name your vehicle does appear. E.g. If you want to spawn your vehicle through the editor through scripts, that name is needed, as Your_Jeep is your vehicle classname. Everything in the game has a classnames. Weapons (this addweapon "M16A2") And also vehicles. This is your classname. Now add this below These are the animations in your vehicle. Some people say that it is not necessary to write in a .cpp file and its right, you can also approach the end without the written stuff above, but we'll do it like that. More to animations later. Tip 2 If you've changed the classname from Your_Jeep to e.g. My_Jeep, you have to replace every section where Your_Jeep is written with My_Jeep. You should add this below: This is it. But also one of the most interesting parts. Explanation of the parts: Its natural that you might make a few mistakes but you still have your reference config to look at. Now we got to open O2. Look at my carefully developed picture: It explains everything you need to know. Since you now know the basics of O2, I can work in a way more professional manner with you. Basics: Delete polygons with the delete key on your keyboard. Beware: You have to select them with your mouse first! LODS: Level of Detail. To gain a maximum performance, models degrade over distance. 0.000 is the closest lod, while 2.000 is a LoD far away, so you can delete polygons there. View - Cargo: Defines how to display your vehicle in 1st person. You can delete things you would not see while being in first person like tires etc. to save polygons = gain more performance of the overall game. Geometry: Should look similar to your model. Defines, where you can hit the vehicle with your gun. Memory: Memories are the only things which last forever. Selection: Select something on your model and click on New. Now always you press on that New, your previous selected selection is displayed. For example, the Cylinder04 in my picture, once clicked on it, the tire turns red, as you make out. _ To make wheels turn, you have to define that first, otherwise they are not going to turn. Now select your right front tire, right click on Selection and click on new. Call it "pravy predni". Thats czech for "front right". Repeat that process for all the tires. Left front tire = "levy predni" Right back tire= "pravy zadni" left back tire = "pravy zadni" You have to do that for all the resolutions! The memory part is the next. Since it is too confusing, I've prepared that already. Now I know that you have noticed that 2d cone over your vehicle. Do not delete it. When you start up ArmA II, a person instead of a cone displays! So the cone is a placeholder for a real person in ArmA II! But you can move the cone and so you are able to let the person sit on another place like the hood or the bumper. Thats all you need my friend. Now we only need the model cfg. Model cfg Same as config.cpp. New file, name it model.cfg and paste that inside: This defines the animations of the vehicle. Got that, good, now you noly need to pbo your vehicle! Get a pbo tool like PBOView or bin.pbo and press on "pbo it!". You have to pbo the addon root folder (e.g. Your_Car). After that, you can add the file to the addon folder. Good job, because now you have easily included your first vehicle to ArmA II on your own. Good job, and next time, I am going to show you how to add brick walls to the game. -
Hello, more and more vehicles in ArmA II or Operation Arrowhead are becoming modern, so why don't keep up with the development? I think that when you crash your vehicle to the extent, that it is not able to move (like blowing tires out), an animated airbag should come out and limit the passengers damage to health. I think that it is possible. It would add a lot to the atmosphere + would be realistic, so why don't just go for it
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Kifflom God. The Almighty. Kifflom brother!
SWT_Janowich posted a topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Kifflom, brother! -
Looks great!
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Yes, I hope that she stays alive. What an ignorant comment from an ignorant... Burn the flag!
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The Unsung MOD (Vietnam War)
SWT_Janowich replied to Warrior Xâ„¢'s topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
You could use the FN Fnals and proper Hueys. -
Has anyone managed it to capture Azizs rather than killing him yet?
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The Unsung MOD (Vietnam War)
SWT_Janowich replied to Warrior Xâ„¢'s topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Still waiting for the manual you promised to release! Looks good though! -
Of course, all are doing that.
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In the Glock17 I can load G17 mag M9 mag and M9SD mag. Which one is the most effective?
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One thing I've loved in ArmA, was the scale on the map during the briefing to measure distances. Any ways to reintroduce it?
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Artillery is really in need of a counter
SWT_Janowich replied to Lethn's topic in ARMA 2 & OA - SUGGESTIONS
Soo realistic and you question ArmA 2 of being a game-simulator.. -
+Rails -ergonomic design -Open sight -precision still under western weapons (Experts are saying that, not me)
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What happen to those 80 peep Team vs Team PvP servers?
SWT_Janowich replied to Eotore's topic in ARMA 2 & OA - MULTIPLAYER
Every day, public DAO server, at least a minimum of 40 players are playing Berzerk PVP. -
Lets continue this discussion: War with Iran!
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failed mission erases all your saves
SWT_Janowich replied to andromedagalaxe's topic in ARMA 2 & OA - GENERAL
The same thing (mission ending) happened to me in the same mission (Apache) in the same situation (rearming) after running out of the same time (like 40 minutes) I copied and renamed all my saves, so they wouldnt get deleted. -
Better infantry death animation
SWT_Janowich replied to CrazyAce's topic in ARMA 2 & OA - SUGGESTIONS
The ArmA II and Operation Arrowhead dead animations are worlds better than before. They look very real. Just look at that: http://www.youtube.com/watch?v=2EYHBHfRMFw Too disturbingly realistic. -
Now just wait until we see a squadron of them flying into a building.
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No reason to change weapons, the M4 and M16 is great.
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ArmA II: Operation Arrowhead discussion thread
SWT_Janowich replied to Tonci87's topic in ARMA 2 & OA - GENERAL
Definitely not. I know him. He isn't. -
Vietnam the Experience: Discussion
SWT_Janowich replied to Snake Man's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
VTE Warfare or something'd be the bomb! -
I've got one question out of curiousity. Are the vehicles in ArmA II front wheel like in most vehicles or rear wheel driven?
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Need for Speed never had a simple vehicle model. A lot of things influence the driving. Regarding the FWD or RWD. I wanted to try to park my vehicle on a slope, where only one of the tieres is on the ground but don't seem to find one. May you do?
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The Unsung MOD (Vietnam War)
SWT_Janowich replied to Warrior Xâ„¢'s topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
The jungs looks nice indeed. I wonder if we are able to go through it while having the AI on board. -
Vietnam the Experience: Discussion
SWT_Janowich replied to Snake Man's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Indeed. I think the goal was not archieved.