Search the Community
Showing results for tags 'porting'.
Found 9 results
-
I found many other topic and guide to porting Arma2 content to Arma3, but all these about units or maps, not MISSIONs. So I start this topic to discuss how to convert missions from Arma2. First thing first, I'm a beginner in this and I have more questions than advises. Don't start to porting missions if you are not familiar with Arma2 mission making and Arma3 mission making process! 0. I used CUP units for Arma2 and AiA maps. 1. I copied the arma2 mission's folder into arma3 missions folder. 2. I open the mission.sqm in an editor and change version=11 to version=12 3. I replace the old unit names to CUP classnames. Eg. USMC_Soldier_SL to CUP_B_USMC_Soldier_SL 4. I replace these classnames in the sqs and sqf scripts too. 5. I try to open the mission in Arma3 editor. If it complains to missing classnames, I find it in mission.sqm file and replace it to a CUP classname, or - if it's not exists - I try to find something similar. Maybe a classname from vanilla Arma3 ? I do it until editor can open the mission without warnings. 6. I try to preview the mission (play the mission) in mode where I can see the script errors on the screen. If any script drop an error message, I find it in the script file and try to solve it with googling for solution. Eg. like no more commands setVehicleInit or processInitCommands, so need solution to make the script working without these. It's a good start to looking for a newer version of that script. Eg there is an Arma3 version of good old UPSMON script. 7. Change to old briefing and tasking system to new one. 8. Remove the A2 healing system. I know it's too brief and there is a lot of specific questions. I guess this topic is a good tart. I got questions, so I start a FAQ here: Q: Do the scripts from A2 still work? A: Some of them yes, others not. Actually most of them will work under A3, than from A1. There are a few script command what is removed (it mentioned above). So you have to check all the script you used in a mission manually and one by one. If you used in A2 a third party script (eg UPSMON), the best solution to ask the original author and maybe there is an A3 version. But if the script was created by you, you have to check it line by line. What will not work in A2 scripts in A3: the A2 animations, some of the A2 classnames (you have to replace the CUP classnames), the A2 first aid module, most of the A2 other modules...etc
-
remakes of old arma campaigns and content as creator dlc?
nesan posted a topic in ARMA 3 - CREATOR DLC
I was wondering if there was any consideration to port/remake old arma campaigns to arma 3 via creator dlc? I would love to play the original OFP campaign on brand new maps and an enhanced 80's version of Malden island. Hell, I would also like a port of take on helicopters to arma 3.- 1 reply
-
- ofp
- flashpoint
-
(and 6 more)
Tagged with:
-
CYTECH INDUSTRIES - [WIP] Underground Terrain Team
Dan Tronic posted a topic in ARMA 3 - FIND OR OFFER EDITING
CYTECH INDUSTRIES a unique and ambitious project in its complexity and settings. For more info check out the link to the BIS forums below DISCORD Forum Post What are we looking for? - Level Design/Composition: [Eden editor/ Xcam/Plopper/other]. - 3D Modelers: [blender/3dmax/other]. - Model porting: [experience preferred] porting UE4, Unity assets, other / making models ArmA ready - Texture artist: [For re-textures, HD texture editing, etc.] - Audio / Sound: [Someone who has knowledge of the Arma 3 audio tech] - Weapon porting [experience essential] - Animations: [Experienced Animation specialist] What's in it for you - An exciting project to showcase your work - Full credits - A friendly team to work with and learn from Please contact Dan Tronic for more info. -
Porting ArmA1 mod to ArmA2 (Gask Mask)
Guest posted a topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Hello community! I'd like to know, if anyone can be capable, or maybe, It is possible to "put" the mask of this mod into ArmA 2, Thanks! Pic: http://www.armaholic.com/page.php?id=5898 -
Porting ArmA 2/OA Single Player Scenarios to ArmA 3
sulman posted a topic in ARMA 3 - QUESTIONS & ANSWERS
Hi all, A quick question, and I think I already know the answer. I really love some of the single-player scenarios in ArmA2, specifically 'Village Sweep' and OA's BAF Single Missions, and I wanted to see if anyone had ported them to ArmA3 using CUPS or AIA, but no dice. So, using the @bardosy incredibly useful guide (and object dictionary), and using CUP assets, I set about learning to do it myself. So far I have 'Village Sweep' working with one or two scripting quirks (replacing some secops scripts) left to fix. My question is, could I share these via Armaholic or the Workshop? I suspect it isn't allowed, but no harm in asking, right? -
Hey everyone! After noticing someone ported the South Asia map to A3, I decided to take a similar try at the Seattle map as I quite enjoy it. It mostly worked out, but there were two stand out issues - the ambient cars weren't on the major roads (can figure that out myself most likely), and all the skyscrapers weren't really there, they were big blocks of blue nothing! What I'm talking about So, I figured I would ask here if anyone had this figured out before me. I believe I know why this happens, as the large buildings on this map don't have typical textures like all the others; they're real time reflections, a first for a BI game. I've tried moving the shader files I found into A3's bin.pbo, but that didn't help anything. I've also looked extensively through the TOH pbos and can't find anything useful or related. I really wanna see this map ported, does anyone know or at least have an idea on how to either get the reflections in or just replacing them with normal textures? Huge thanks in advance!
-
- arma 3
- take on helicopters
- (and 4 more)
-
Hi all, I am trying to port character models into Arma 3 (I already have the artists permission), but honestly I have no clue where to start. I've looked at https://forums.bistudio.com/topic/174301-getting-a-3d-modelobject-into-arma-3-arma-3-modeling-tut-for-noobs/ but I am still pretty lost when it comes to fitting it on a playermodel. Any help would be greatly appreciated. Thanks! Edit: Just realized that I posted this in the completely wrong category, and I cant find the delete button. My apologies!
-
Hi guys, We’re happy to see modding and user content up to a massively rapid start. We were blown away by the amount of user missions up within hours of release, and enjoyed playing with some of you on public servers! :cool: We do want to add some clarity to the concept of forward-porting Arma 1 / 2 content into Arma 3, so here are some guidelines to keep in mind: In general, you cannot simply redistribute data we shipped with previous games. The only data that is governed by special licenses are the sample packages. There are other, and accepted, ways of merging Arma 1 / 2 content into Arma 3. This is handled by releasing new add-ons that merge the content people already own via configuration files. We are working on an officially supported approach for later (similar to TKOH's Rearmed). We urge you to treat each other's work with respect. Please ask for permission before you take someone's mod and port it. Thank you for understanding. We look forward to all the awesome creations you are producing, and have several supporting packages being published as we speak!
-
Hi guys, We’re happy to see modding and user content up to a massively rapid start. We were blown away by the amount of user missions up within hours of release, and enjoyed playing with some of you on public servers! :cool: We do want to add some clarity to the concept of forward-porting Arma 1 / 2 content into Arma 3, so here are some guidelines to keep in mind: In general, you cannot simply redistribute data we shipped with previous games. The only data that is governed by special licenses are the sample packages. There are other, and accepted, ways of merging Arma 1 / 2 content into Arma 3. This is handled by releasing new add-ons that merge the content people already own via configuration files. We are working on an officially supported approach for later (similar to TKOH's Rearmed). We urge you to treat each other's work with respect. Please ask for permission before you take someone's mod and port it. Thank you for understanding. We look forward to all the awesome creations you are producing, and have several supporting packages being published as we speak!