Mr Sarkey
Feb 3 2007, 09:54
Just wondering if anybody could point out how to go about this. I am not sure if the actual Airwolf team are doing it themesleves but that doesnt matter. I just need it for personal use, I'll do it myself but everytime I ask people seem releuctant to tell me how to get addons out of OFP and into ArmA.
Theres a link below showing the cameras I'd like to get hold of.
http://ofp.gamepark.cz/index.php?showthis=10091
Help appreciated.
Thanks.
It's not hard at all.
1° for personnal use I suppose Airwolf mod would'nt mind, but maybe ask them if you can use their model.
2° extract the pbo made for ofp.
3° find the model,open it with O2 , and if needed first you must convert it with odol explorer.
4° make a little config for it, and define it as static object/building (if that's what you want)
you can use this code I made for my stuff, just modify it for your needs.
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#define private 0
#define protected 1
#define public 2
#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7
class CfgPatches {
class CABuildings {
units[] = {"Shed", "Fortress1", "Camp",
"CampEmpty", "CampEast", "CampEastC",
"ACamp", MASH, "Grave", "GraveCross1",
"GraveCross2", "GraveCrossHelmet",
"Table", "Tablemap", "Chair", "ChairX",
"Wall1", "Walldoor", "Wallend", "Wallhole",
"Land_radar",tower2,MyBuildings};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"CAData"}; };};
class CfgVehicles {
class Thing;
class Building;
class Strategic;
class NonStrategic : Building {
class DestructionEffects;};
class HouseBase;
class Land_VASICore;
class House : HouseBase {
class DestructionEffects;};
class Ruins;
class Church : NonStrategic {
scope = protected;
displayName = $STR_DN_CHURCH;
nameSound = "church";
accuracy = 0.25;
simulation = "church";
armor = 1000;
class DestructionEffects {
class Smoke1 {
simulation = "particles";
type = "HouseDestructionSmoke";
position = "destructionEffect1";
intensity = 0.15;interval = 1;
lifeTime = 0.05;};
class Smoke2 {
simulation = "particles";
type = "HouseDestructionSmoke2";
position = "destructionEffect1";
intensity = 0.15;
interval = 1;
lifeTime = 0.01; };
class Smoke3 {
simulation = "particles";
type = "HouseDestructionSmoke3";
position = "destructionEffect1";
intensity = 0.15;
interval = 1;
lifeTime = 0.01; };
class Smoke4 {
simulation = "particles";
type = "HouseDestructionSmoke4";
position = "destructionEffect1";
intensity = 0.15;
interval = 1;
lifeTime = 0.01; };
class HouseDestr {
simulation = "destroy";
type = "DelayedDestruction";
position = "";
intensity = 1;
interval = 1;
lifeTime = 1; }; }; };
class YourCamClass : Strategic {
scope = public;
model = "\PBOName\ModelName";
icon = "\Ca\buildings\Icons\i_camosmall_CA.paa";
displayName = MyCamera;
animated = false;
vehicleClass = "Object";
nameSound = "bunker";
accuracy = 0.2;
typicalCargo[] = {};
destrType = "DestructBuilding";
transportAmmo = 0;
transportRepair = 0;
transportFuel = 0;
mapSize = 11;
cost = 0;
armor = 800; };
}
[/QUOTE]
5° recompress the pbo, with all textures in appropriate folder.
That's it ! http://forums.bistudio.com/oldsmileys/smile_o.gif
ps.Don't espect the camera to be enterable,animated , or have any particular feature, this will only be good looking at best , because there might be some textures issues due to the conversion.
=JpS=SgtRock
Feb 4 2007, 05:34
Pardon a newbie's question, but what is O2? I've seen it referenced several times, but don't have a clue as to what it is or how it's used.
O2 is a tool to make 3D models: More information on biki (http://community.bistudio.com/wiki/Oxygen_Light). http://forums.bistudio.com/oldsmileys/smile_o.gif
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