View Full Version : OFP FML objects addon
I'm converting the fml_objects and fml_isle_objects to ArmA, but there are lots of models in those two addons so i want to make a selection of the best usable farmland objects. I've created this topic to get some suggestions about the objects to include in this ArmA addon.
Some info about this ofp addon here (http://ofp.gamepark.cz/index.php?showthis=6489)
Hooray! My favourite OFP mod in ArmA! http://forums.bistudio.com/oldsmileys/smile_o.gif
*shifty look*
*walks off slowly*
havocsquad
Dec 25 2006, 12:43
Not certain exactly about your objects in FML, but I'd recommend redoing your civilian pack when the ArmA SDK for addon/mod making comes out. For OFP standards the models were good, but now with ArmA, the textures and models have to redone from scratch to fit correctly and look great.
I recommend you gather up some assistance from other addon/mod makers and make a community civilian addon project with a wiki. That way the doctors, nurses, generic police officers, the scientists, priests, and other units all look high quality and are usable by all without dependant on other addons.
Ironsight
Dec 25 2006, 13:00
Not certain exactly about your objects in FML, but I'd recommend redoing your civilian pack when the ArmA SDK for addon/mod making comes out. For OFP standards the models were good, but now with ArmA, the textures and models have to redone from scratch to fit correctly and look great.
The buildings shouldn't be such a big problem. Importing OFP models to ARMA has been done before and the only problem is that the selections are different. As buildings don't need any selections it is possible to import them to ARMA with pretty good results.
Off course they won't look that great as the ARMA buildings without normal mapping but with the new lighting in ARMA I think the result can be statisfying until proper tools arrive.
Not certain exactly about your objects in FML, but I'd recommend redoing your civilian pack when the ArmA SDK for addon/mod making comes out. For OFP standards the models were good, but now with ArmA, the textures and models have to redone from scratch to fit correctly and look great.
The buildings shouldn't be such a big problem. Importing OFP models to ARMA has been done before and the only problem is that the selections are different. As buildings don't need any selections it is possible to import them to ARMA with pretty good results.
Off course they won't look that great as the ARMA buildings without normal mapping but with the new lighting in ARMA I think the result can be statisfying until proper tools arrive.
You are right, most of the buildings can be imported right now:) There are still problems with animations. Can be solved only with the updated O2. In the p3d files you must now define some functions like this one for doors, apart the usual named selection and the memory points. Those functions are called from the config
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">actionBegin1 = "OpenDoors";actionEnd1 = "OpenDoors";[/QUOTE]
In User actions there are new good functions, too, and the dammaged buildings function is great, too.
The main lods are working just fine (geometry, fire geometry, paths, roadway) and that is just good.
The alpha of ArmA Farm objects (pre-updated O2) will contain only static objects. So far there are two objects ingame.
http://cahart.no.sapo.pt/Farmland/testing_objects1.jpg
http://cahart.no.sapo.pt/Farmland/testing_objects2.jpg
Ironsight
Dec 26 2006, 09:43
Looks good. Even without normal maps http://forums.bistudio.com/oldsmileys/thumbs-up.gif
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