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RN Malboeuf
Apr 30 2007, 08:51
As the title said: How I convert ofp addons to Armed Assault?

[APS]Gnat
Apr 30 2007, 10:19
Just like Freshman said ......

If you did a search you'd find this for a start;
http://www.flashpoint1985.com/cgi-bin....t=58409 (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=69;t=58409)

Plenty of addons out there to open and learn from, plently of big files in ArmA to de-pbo and see how they are build.

But if your looking for a 10 minute Convert-It tool, it does not exist and likely never will.

Have fun.

Törni
May 4 2007, 13:59
I have done several vehicles some of which are ports from OFP.

You can usually use the model, but have to alter things in O2 to make it fully compatible with ArmA. You have to also write or compile new configs using the existing mods as examples. OFP configs are not compatible with ArmA.

One major thing are new textures that are up to ArmA standards visually. Oh and I forgot to mention that you have to transform the .p3d-model into mlod if you want to be able to edit it in the first place. Lot of doing, a lot of trial and error, but it is doable. Been there done that and I did not have any OFP experience. Got ArmA in February.

I would say that take a look at those mods that have been done and experiment with different settings. That is the only way. Wiki is helpful, but lot of info is still uncovered. And there is help available at these forums. Some may be a bit rude, but that is understandable http://forums.bistudio.com/oldsmileys/tounge2.gif

vilas
May 27 2007, 21:48
"How I Convert OFP Addons to ArmA"


first of all skeletons.h file for vehicles, or cfg models for weapons

to make all selections work, turn wheels, and etc.

model from OFP can be converted to ARMA, but needs new proxy of drivers, cargo and etc. and placing them in new high

so many old addons can be converted with some work, but i don't know for the moment, how to put new soldiers and have working faces with new ARMA faces, maybe i will try later, now in this topic i can give some more about vehicles, weapons http://forums.bistudio.com/oldsmileys/smile_o.gif

models should be in MLOD, no ODOL will work if it has old proxy name
in OFP there was BMPdriver, UAZdriver, PBRdriver, T55driver, now there is only "driver", "commander" , "gunner"

config decides about animation, in OFP there was M2gunner, jeepgunner, bmpgunner

proxy WAS deciding about how gunner look in game , here config !
of course you cannot use old OFP config http://forums.bistudio.com/oldsmileys/wink_o.gif

i found that lack of some selections in game can cause CTD (like ukaz)


in weapons if user wanna add old , his favorite weapon to ARMA, he must remember about making good new sight ! and than just ponit "eye" in the Memory LOD and all works http://forums.bistudio.com/oldsmileys/smile_o.gif

RN Malboeuf
May 28 2007, 15:33
but needs new proxy of drivers, cargo and etc
not true. you just need to specify old ones in the config http://forums.bistudio.com/oldsmileys/wink_o.gif

[APS]Gnat
May 28 2007, 23:25
but needs new proxy of drivers, cargo and etc
not true. you just need to specify old ones in the config http://forums.bistudio.com/oldsmileys/wink_o.gif
Would you like to explain yourself bdfy?
I understand what Vilas says to be true. In the .p3d file the proxy only has 3 possible names.

RN Malboeuf
May 29 2007, 04:16
In the CfgNonAIVehicles you can specify any other proxy.

vilas
May 29 2007, 08:13
why make life harder instead of easier ?
change name of proxy in MLOD is very simple and takes few seconds