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bugkill
Jun 4 2009, 17:35
I have been looking for a definitive answer to this, but I have yet to find one. I would only like to know if we can use Jonny's SF and other addons in Arma 2?

W0lle
Jun 4 2009, 17:45
Vehicles, Planes and Choppers are working (with more or less heavy modifications).
Terrains too, though they don't look as cute as in ArmA (as of now).
Units doesn't because the human models (selections etc.) has been changed.

bugkill
Jun 4 2009, 17:55
Vehicles, Planes and Choppers are working (with more or less heavy modifications).
Terrains too, though they don't look as cute as in ArmA (as of now).
Units doesn't because the human models (selections etc.) has been changed.

Thanks. Bad news on the units though.

Norsu
Jun 4 2009, 18:34
Hmm odd. I remember seeing videos of I44 US units in ArmA2 even before 29th May. Here's one of them:

http://www.youtube.com/watch?v=AXUW_QIHgGk

bugkill
Jun 4 2009, 19:14
I hope to get a definite confirmation on this because my purchase hinges on the fact if we are able to use unit addons from Arma in Arma 2.

AussieTerry84
Jun 4 2009, 20:34
Hmm odd. I remember seeing videos of I44 US units in ArmA2 even before 29th May. Here's one of them:

http://www.youtube.com/watch?v=AXUW_QIHgGk

You silly :P thats cause he would've modified it to work in ArmA 2

W0lle
Jun 4 2009, 21:26
I hope to get a definite confirmation on this because my purchase hinges on the fact if we are able to use unit addons from Arma in Arma 2.
You definitely can do this once the Editing Tools are out.

Norsu
Jun 4 2009, 21:28
You silly :P thats cause he would've modified it to work in ArmA 2

Maybe but I doubt it because he released those videos so soon after the release.

*EDIT*

Apparently infantry addon needs to be in MLOD format to work properly in ArmA2:
http://www.armaholic.com/forums.php?m=posts&p=54635#54635

W0lle
Jun 4 2009, 22:04
Hmmmm, I haven't checked yet but if that's true and in MLOD they are working I take everything back I said before. :)

bravo 6
Jun 5 2009, 00:50
Terrains too, though they don't look as cute as in ArmA (as of now).

Can you please elaborate a bit more, please?

Tajin
Jun 5 2009, 17:39
Most of the addons need their version-check fixed. Since ArmA2 is at Version 1.01 and the Addons think it is Arma1 1.01, but require a higher version number.

However, that can easily be changed in the config.cpp / config.bin

DXfan01
Jun 8 2009, 04:11
so there is basically no way of porting units from 1 to 2?

rstratton
Jun 8 2009, 04:54
is it ok to use the mlod's bis released in arma2?

Abs
Jun 8 2009, 05:25
is it ok to use the mlod's bis released in arma2?

Yep. It says so here (http://forums.bistudio.com/showthread.php?t=66013).


1) Bohemia Interactive grants to you a personal, nonexclusive License to open, modify and distribute the ArmA Sample Models for the purpose of designing, developing, testing, and producing non-commercial game content for PC game ArmA and its sequels or expansion packs.

Abs

rstratton
Jun 8 2009, 16:32
ok well so far i have 2 littlebirds, a ka50 an m113 and vulcan in arma2. then im gonna do teh 5 ton trucks and strykers

xav
Jun 8 2009, 19:36
ok well so far i have 2 littlebirds, a ka50 an m113 and vulcan in arma2. then im gonna do teh 5 ton trucks and strykers

Are you planning to release them?

JdB
Jun 9 2009, 15:46
Hmmmm, I haven't checked yet but if that's true and in MLOD they are working I take everything back I said before. :)

Those videos were made by our music-guy SFG, who did not modify any of the files. All that was needed was to have the soldier models in MLOD format (the old ODOL format doesn't seem to be accepted for any type of addon since only MLODs are working). No further editing had been done at that point.

That does mean we can't release anything for ArmA2 until BIS releases the editing tools :butbut:

TeRp
Jun 9 2009, 16:00
Those videos were made by our music-guy SFG, who did not modify any of the files. All that was needed was to have the soldier models in MLOD format (the old ODOL format doesn't seem to be accepted for any type of addon since only MLODs are working). No further editing had been done at that point.

That does mean we can't release anything for ArmA2 until BIS releases the editing tools :butbut:

If you binarize the addons with BinPBO, ODOLs work just fine. :)
We've converted and done a lot of new addons already, and they all work just fine.

ACtually, you get errors on MLODs sometimes (flickering textures, displaced arms, etc.).

rstratton
Jun 9 2009, 16:00
Are you planning to release them?

yes. i just need to implement all of the new arma2 features. arma2 does accept arma1 odol format just fine

Sam75
Jun 9 2009, 16:00
i tired to download the arma map avgani but not working (arma2 crashs)

do you know a good desert map working with arma2 ?

horror1
Jun 10 2009, 20:53
avgani and many more islands work.
here is an easy guide to make them work in arma2 :

http://forums.bistudio.com/showthread.php?t=73731&page=2

copy the listed files and do what i wrote at the end of the thread

W0lle
Jun 11 2009, 15:42
Since several people seems to be unable to search or browse this forum for suitable threads to ask the same question once more - here is the place for you.

Please refrain from starting further threads for your conversion questions or discussions.

OmniMax
Jun 11 2009, 22:01
Are the development tools for making ARMA 2 addons out yet? :confused:

Norsu
Jun 11 2009, 22:10
Are the development tools for making ARMA 2 addons out yet? :confused:

No ArmA 2 specific tools have been released yet but you can still use ArmA tools to create addons in the meantime.

Thr0tt
Jun 12 2009, 15:25
avgani and many more islands work.
here is an easy guide to make them work in arma2 :

http://forums.bistudio.com/showthread.php?t=73731&page=2

copy the listed files and do what i wrote at the end of the thread

Do we need all those files ? I tried and yes it works cheers with a few missing / errors but got Schemlfingwhatsicalled to work so looks good.

Looking forward to playing around with them when I get home.

OmniMax
Jun 12 2009, 20:22
No ArmA 2 specific tools have been released yet but you can still use ArmA tools to create addons in the meantime.

Still using Oxygen Lite? It's been about 4-5 years since I ever attempted to make an addon (this was OFP).

What tools do you use to make models for vehicles\firearms\buildings\etc?

What tools do you use to make new islands?

I searched the Biki and nothing really informative is on there.
Links to tutorials, downloads, etc... would be really helpful since the Biki lacks the proper information.

Norsu
Jun 13 2009, 08:20
Still using Oxygen Lite? It's been about 4-5 years since I ever attempted to make an addon (this was OFP).

What tools do you use to make models for vehicles\firearms\buildings\etc?

What tools do you use to make new islands?

I searched the Biki and nothing really informative is on there.
Links to tutorials, downloads, etc... would be really helpful since the Biki lacks the proper information.

From Biki:

http://community.bistudio.com/wiki/BI_Tools

Those are ment for ArmA 1.14 or higher. You must have it installed in order to render models in the new buldozer and to use the new Visitor. However if you are lacking ArmA you can still use the old Oxygen Lite to make models ready for porting over. There are few new lods and other crucial things needed but most of the work can be done in the old Oxygen :).

M@ster
Jun 13 2009, 19:50
work ;)
http://s2b.directupload.net/images/090613/65i5iqx6.jpg
http://s10.directupload.net/images/090613/bhyqsb6t.jpg
http://s6b.directupload.net/images/090613/blkaoj74.jpg
http://s10b.directupload.net/images/090613/icm7rsnf.jpg

Cyborg11
Jun 13 2009, 23:17
Works too :D

> 100kb (610 kb)

http://www.armaholic.com/forums.php?m=posts&q=6880

W0lle
Jun 14 2009, 00:26
Our infraction system works also.

+1 WL for that picture. ;)

OmniMax
Jun 14 2009, 03:52
From Biki:

http://community.bistudio.com/wiki/BI_Tools

Those are ment for ArmA 1.14 or higher. You must have it installed in order to render models in the new buldozer and to use the new Visitor. However if you are lacking ArmA you can still use the old Oxygen Lite to make models ready for porting over. There are few new lods and other crucial things needed but most of the work can be done in the old Oxygen :).

Are there any tutorials or guides? Making the models is pretty straight forward, but LOD placement and such for specific class of weapon/aircraft/car/etc...

M@ster
Jun 14 2009, 07:19
Update

http://s4b.directupload.net/images/090614/2gyfuo8g.jpg
http://s3b.directupload.net/images/090614/pgwy59vv.jpg
http://s8b.directupload.net/images/090614/rlwj64wh.jpg

scubaman3D
Jun 17 2009, 05:19
great - now you need soldiers for those Army vehicles... Seeing Marines load into strykers gives me the creeps. :)

M@ster
Jun 17 2009, 17:54
It's first test ...i have default USMC soldiers for Stryker (new cfg)

STALKERGB
Jun 18 2009, 15:17
so is it possible to binarize soldiers and get them in game? when i have tried the game has crashed on me but if i leave them unbinarized it works fine except for the arms going crazy when using a weapon that has a new animation linked to it (like the M24).

DXfan01
Jun 19 2009, 09:39
yeah i was wondering the same thing

Helmut_AUT
Jun 19 2009, 09:46
It's cool work being done here, but personally I'll now take the LAV or AAVP7 anyday over the Stryker and M113.

DXfan01
Jun 19 2009, 10:17
how'd u get the unit from arma 1 into arma 2?

STALKERGB
Jun 19 2009, 16:54
@<hidden>, main change was to edit the units in the config to use a classname from arma 2 such as;

class USMC_Soldier;

I also had to add an extra }; at the end of the config :)

DXfan01
Jun 19 2009, 23:15
thnx man will try

horror1
Jun 20 2009, 00:51
@<hidden> Man

wow cant wait to play vte in arma2:)

sanders54
Jun 25 2009, 23:05
Wow, M@<hidden>! These units are marvelous. Wish I understood how to port ARMA1 models to ARMA2 :)

Any release date? Will you doing any more models? Thanks!

M@ster
Jun 28 2009, 06:16
ArmA1 addons, islands port to Arma2 it easy...
New cfg (ArmA1 addons) for ArmA2 it that problem...

(Sorry for my english)

Balgorg
Jun 28 2009, 15:56
The textures in the near distance on maps like Sahrani ported over are low detail, not at your feet but at 30-40 yards. Any solutions to this? Its the same with other maps ported over as well.

colonel well
Jul 1 2009, 15:29
can't find soldier.cfg in arma 2 folder , want it to config and import my grey alien in arma2

method to import soldier in arma 2 but where is the soldier.cfg file ???

1. requiredversion=0.1
2. class cfgskeletons copied from ARMA2 soldier.cfg (with all bones)
3. bones from cfgskeletons copied as sections in class cfgmodels
4. in class cfgvehicles class SoldierEB changed to RU_Soldier
5. moves="BI_Peoplemoves" changed to moves="cfgMovesMaleSdr"
6. side="TEast" changed to faction="RU"
7. namesound="SpecNas" deleted
8. type="VArmor" deleted
9. threat="...... deleted


:pet5:

Rocket
Jul 1 2009, 22:50
The model.cfg file gets merged into the p3d file, when the objects get binarized - therefore you won't be able to find it in the unpacked PBO. I haven't tried getting any old soldier models through yet. But I have managed to get ArmA1 static rtm animations I made working, so I think there is backwards compatibility for animations.

SirKnightTG
Jul 2 2009, 02:46
Has anyone been able to get CWR working in ArmA 2? I tried copying it over but got several errors.

konyo
Jul 2 2009, 12:42
So would i be able to put the CH-47 chinook into arma 2 from the 1st arma? :j:

horror1
Jul 2 2009, 13:54
yes but only empty, if u try to load ur ch 47 with crew it will crash

konyo
Jul 2 2009, 14:23
Ok, ill might have to try it, would you put it in the add ons folder or install like the 1st one? and im guessing it wouldnt work online..?

SWIFT88
Jul 2 2009, 15:36
http://forums.bistudio.com/showthread.php?t=73241

theres the list of the units that change, choose your specific unit and change the crew to what ever unit you want within the list, or another addon

konyo
Jul 2 2009, 15:50
Ive put it into the addon folder, and when i go into editor there no CH-47, what am i doing wrong?

SWIFT88
Jul 2 2009, 16:30
Ive put it into the addon folder, and when i go into editor there no CH-47, what am i doing wrong?

is it under BUFOR?

---------- Post added at 05:30 PM ---------- Previous post was at 05:02 PM ----------

post up your config

konyo
Jul 2 2009, 18:13
Under BLUEFOR? In the editor? If you mean that, then yes it was under BLUEFOR. Or do you mean something else in the files or something?

Where's my config too? :S

(Sorry if im a bit newby, new to the game :))

SWIFT88
Jul 2 2009, 18:26
Under BLUEFOR? In the editor? If you mean that, then yes it was under BLUEFOR. Or do you mean something else in the files or something?

Where's my config too? :S

(Sorry if im a bit newby, new to the game :))


try going into bluefor, select usmc faction and choose air. then select the unit.
If its not in there try the CDF Faction.

konyo
Jul 2 2009, 18:31
Ok thanks, ill give it a quick go, ill let you know in a sec :)

---

Went on editor again to try it, and theres no CH-47 in the USMC or the CDF?

SWIFT88
Jul 2 2009, 18:51
is it an insert from Arma1 to Arma 2?

konyo
Jul 2 2009, 18:53
Yeah from Arma 1 to Arma 2. This is the download i have : Click here (http://www.armaholic.com/page.php?id=4231)

SWIFT88
Jul 2 2009, 20:02
afraid you will have to wait for the makers of the addon to give prior permission, as there needs to be a few changes internally to the written files within the PBO

konyo
Jul 2 2009, 20:04
Ohhhh ok.. :) Ive heard theres allready one in the making for ArmA 2 allready :)

Thanks for your help though anyway :)

SWIFT88
Jul 3 2009, 10:46
do we need the model.cfg still?

and what are the names for animation parts ie, Tracks wheels etc etc

konyo
Jul 3 2009, 13:33
This about the Chinook? Or something else? lol

SWIFT88
Jul 3 2009, 14:22
This about the Chinook? Or something else? lol

some-thing else bud

konyo
Jul 3 2009, 14:28
Ok no problem lol

Balgorg
Jul 6 2009, 05:33
I can get a few addons from Arma working, but with some there is no sound. I have looked inside the PBO and located the config files. The listed sounds have the same name as those in arma 2, but they dont work. I have tried a few things, trying to get the sounds to work, but no joy. Its probably more complicated than i thought.

An example of a vehical that does this is Tsn Landrover's. Or a plane such as the Avro Vulcan. I have wheeled.pbo in a mod folder with the landrover PBO.

Flarmapoint 2
Jul 6 2009, 10:26
What actual problems may one face when trying to convert a arma 1 addon to arma 2?

Thanks

Balgorg
Jul 6 2009, 12:23
Maybe this isnt the place to get answers?

SWIFT88
Jul 6 2009, 17:30
Maybe this isnt the place to get answers?

what format is it in? WSS or wav? or neither

Eble
Jul 7 2009, 04:43
I can get a few addons from Arma working, but with some there is no sound. I have looked inside the PBO and located the config files. The listed sounds have the same name as those in arma 2, but they dont work. I have tried a few things, trying to get the sounds to work, but no joy. Its probably more complicated than i thought.

An example of a vehical that does this is Tsn Landrover's. Or a plane such as the Avro Vulcan. I have wheeled.pbo in a mod folder with the landrover PBO.


I've not opened the Vulcan PBO but I'm guessing it makes reference to a sound file in arma1.

without changing the cfg it can never find the correct file hence no sound.

You have two options,wait for the addon maker to make an arma2 release (from memory I think the vulcan used material without permission from another game)so this might never happen.

or two open the vulcan cfg, rename the sound file to a jet out of arma2 and the vuclan will have a jet sound again, won't sound right but it will better than a silent giant bird.

Southy

It should be stressed a lot of people who made addons for arma1 will be porting forward addons to arma2. I'm sure all our favorites will appear sooner or later.

Arma2 requires a fair bit of tweaking for addons and without any arma2 tools other than rushing so addons might take some time.

A classic example is the Kiowa Warrior I converted from OFP to arma1, in it's basic form it took about 1 hour to get it in game.

Now for arma2 I've already spent upwards of ten hours in the conversion process and I'm probably only half way through, to get everything to look feel right is just taking longer.

Balgorg
Jul 7 2009, 07:44
Thanx for the info, I tried renaming the sound file in the config to something from arma 2, but i cant get it to work. Some of the jets seem to use a number of sounds, and the config files look different. I dont really know what i am doing, so i probly have done it wrong. Hopefully there will be a proper port over of this.

Oh yes I got the Landrover to work in Caa1 with sound, it just started working? But all passengers are seted correctly, just the driver isnt, as he sits about 1.5 m in the air, above where he should be ! Something to fix.

Shame about the vulcan, cos its a great model........

Any recomendations to where i might learn some of this stuff, cos its all trial and error for me. Im sure everyone is a noob at some point to modding, so where is the best place to start ? :j:

SWIFT88
Jul 7 2009, 08:48
guys and girls, I must stress how important it is, before moving the addons across to ensure you either have prior consent to use the addon for ARMA II from either OFP or ARMA I. (edit) or other work which has not been produced by yourself

You are breaching the use of addon if you do this, and we could be in the position UKF/RKSL/Invasion 44' was in Arma I, which was to refuse to release addons until a collect agreement was made by all users not to tamper with the addons.

Please respect our addons in the general community, and rest assured, most popular addons will be ported across to ARMA II. Failure to do so may result in another stand-off similar to the mentioned above.

Therefore, if you want to de-pbo, and play with the addon, usually there's a readme with the addon that has a EULA and a email address of the author.

Contact the addon maker and get permission. This way you've covered your self, to prevent any questions later.

Good luck every-one

---------- Post added at 09:48 AM ---------- Previous post was at 09:30 AM ----------

this also includes, for personal use unless stated otherwise

Balgorg
Jul 7 2009, 21:03
Thats all fair enough, but I would like to mention that when you are new to modding, you know very little. Its the experimentation that can help one understand what has gine into making a mod. By un-packing and tinkering you are just learning from others. If you buy a motor, you will want to play with it right?

Re-publishing something, with content nabbed from others is a nono, and altering something and making it available for others is again not on. Tinkering and keeping stuff for your own use surely shouldnt be discoraged, as there will always be people new to the fold.

Many mods dont come with a readme saying that the content is strictly for arma 1 only, and none state that they are never to be ported into arma 2. If i made a mod, i would be glad that people were eager to port it into arma 2.

In the case of the Vulcan, it was itself nabbed from another game, befor being ported into arma.

JdB
Jul 7 2009, 21:50
Many mods dont come with a readme saying that the content is strictly for arma 1 only, and none state that they are never to be ported into arma 2. If i made a mod, i would be glad that people were eager to port it into arma 2.


That's why we specifically put it into ours (I44). The readme and EULA are extremely limiting, only allowing regular use (playing the mod), which is due to previous experiences, when our handful of limitations for use of the OFP release were largely ignored (whether intentionally or not). It might be unfortunate for people trying to learn addonmaking, but our own rights/interests come first.

Eager to see it ported? Absolutely, but ported by people that are least likely to make a mess of it (= the original creator). People might do a good job, or they might not, and no self-respecting mod/addonmaker wants to see his/their excellent work ruined by someone with less love for/understanding of the project.

SWIFT88
Jul 7 2009, 22:13
If you buy a motor, you will want to play with it right?

If I bought a motor, if you mean the context of playing with it, I wouldnt spend £12,000 on a new car to void the warranty.

I think our point is, as on the forums, how long does it take to compose a letter asking for permission

-----------------------------------------------------------------
Subject Addon Arma 1

Hi, I44_John

Could I edit your Bunker model for use in Arma 2, with a few changes?

Brdgs Swift

-----------------------------------------------------------------


Ofcourse Im not showing you how to suck an egg but it obviously didnt take me long to compose that, but I have atleast tried to get prior permission.



With regards to viewing other peoples work. I have done it in the past, I've looked at the ideas involved, but never changed things.

I recommend making your own models but waiting till the addon tools for Arma II are released before trying though, and maybe RKSL_Rock and the community will have tutorials up and running.

Eble
Jul 7 2009, 23:28
We have two subjects going at once here I think mainly because the original question was a bit too obscure.

For your own personal use once you have downloaded an addon you can do what you like etc ‘if’ and that’s a big if it’s for personal use only (subject to what is contained in the readme), this doesn’t mean releasing the addon, sharing it, giving it to a mate or squad mates and the like. If you want to port the Kiowa Warrior to Arma2 for personal use then go ahead.

The main thing to remember is ‘personal use’ over ‘released’ the photographic section of these arma forums is full of amended/adjusted arma addons for personal use, in that the community has no problems, but it does not like/nor will allow other peoples work being re-released without consent/permissions etc.

When Footmunch released the F-16 in Arma1 unbinarized, that allowed me (who had never looked at an addon before) to basically have a look at the guts of an addon, which in turn spawned a fair few OFP to Arma1 conversions, with that info I was able to help quite a few mod teams.

Arma2 is no different, I’d expect at some point most of the addons will be taken apart to ‘see’ how different results were achieved, it’s all about the learning process.

Once people get over the initial basic information requirements, they like me feel better able to ask questions in the modding sections of the forum.

This in turn leads to more addon makers and more mods of different qualities.

Always you should keep in mind the original addon makers, now after having converted quite a few addons I have a much better insight into the time it must have taken to make the originals, many hours of hard work.

This is my own personal opinion and in no way reflects the views of everyone on these forums.

Southy

DetCord
Jul 14 2009, 09:16
Bit of a request here, gents. Would it be possible for someone to upload a zipped version of the required pbo's? I formatted my HD to install ArmA II, and I left my ArmA CD at post (currently on leave for two weeks).

Cheers!

.kju [PvPscene]
Jul 15 2009, 08:18
You may want to look into:
CAA1 - BI ArmA addons in ArmA II (http://dev-heaven.net/wiki/cbp-caa1)

The OAC core addon makes porting less work and less errors to surface.

rufflesgnr
Jul 16 2009, 15:12
can someone port the SCAR ????

NutzMcKracken
Jul 16 2009, 20:20
For your own personal use once you have downloaded an addon you can do what you like etc ‘if’ and that’s a big if it’s for personal use only (subject to what is contained in the readme), this doesn’t mean releasing the addon, sharing it, giving it to a mate or squad mates and the like. If you want to port the Kiowa Warrior to Arma2 for personal use then go ahead.

The main thing to remember is ‘personal use’ over ‘released’ the photographic section of these arma forums is full of amended/adjusted arma addons for personal use, in that the community has no problems, but it does not like/nor will allow other peoples work being re-released without consent/permissions etc.

Southy

Well put....my belief is the same ....as dictated with our agreement. But I believe if its a few people included in messing around on a self contained "lan party" and not publicly released (i.e. -released on one's website for a community use) and jsut released to a general devlopment and testing team....I don't see a problem with that....or is that a bit far fetched?

On that note I've been trying to contact the right person from ArmA Tactics that made the original AT_Rockeye / AT_Napalm Package......think they left it open ended for anyone to modify and use, then dropped the project (there's an issue where...but I've "tinkered" and tested tinkering with others for use, but was never publicly released due to this issue......I've made a CBU-97 from their concepts and would one day like to port and release. No contact info was given in the addon (only made by ArmA Tactics) and no contacts listed with the post at Armaholics. I've been wanting to get with them on some improvements on performance, effects etc.

Also would be an excellent port for ArmA 2 .....anyone for some Cluster Bombs???? Muah ha ha:681:

As soon as I have definate ok on this I'll release a public beta for consumption once a few minor bugs are squared.

Blueteamguy
Jul 19 2009, 23:43
NOTE: Because the jet engine noise has been changed, you cant hear the jet engine noises on your favorite ArmA 1 jet aircraft.

Also, i tested the WWII weapons pack, and i can gladly confirm that weapons are 100% compatible with no modifications! however 1st person models may be awkward, as i also tested the M14 EBR mod, and saw that any with scopes had the supporting hands sticking out to the left :p

DeaDNoTLiFe
Jul 25 2009, 23:13
Hello! Can you help me with porting/converting Claymore and Steyrs from Arma to Arma 2? Can it be ported with only config.bin editing? What I need to change in config.bin? Because I tried to port it, but it won`t work. It is a mistake somewere in config.bin.
Or just port claymore and Steyrs to Arma 2 pls ))
I tried to put it in ammo box, but nothing. Only crash No entry 'bin\config.bin/CfgMagazines.ClaymorePrimary'

waffen
Jul 31 2009, 10:18
Hi guys, I didn't know exactly where to put this post, mods, if anything is wrong, please make the propper corrections so that my question could be seen (author banned)

thanks in advance

questionS:

I've been using Rocco's celebrity facepack for ArmA2, working perfectly

and I also installed it in ArmA1, since the addon states that its using the new ArmA2 facetemplate, is there anything wrong I should notice in ArmA1?

Is there a version of said pack for ArmA1?

Is there anyone else making celebrity faces?

finally, here's a list of wish Faces or Ideas for your consideration

Original OFP (any face)
Black Hack Down cast (remember ofp days)
Tears of the Sun cast
We were Soldiers cast
Saving Prvt Ryan cast
Thin Red Line cast
Band of Brothers cast

[By "cast" I mean, any actor portrayed]

Chuck Norris
Jack Bauer

regards

Spike 21
Aug 7 2009, 16:46
I would like to see the Bradley ported over.

.kju [PvPscene]
Aug 7 2009, 17:12
Already done ;)

nikita320106
Aug 11 2009, 05:18
Already done ;)
any more info???)

.kju [PvPscene]
Aug 11 2009, 11:45
http://www.armedassault.info/index.php?game=1&cat=news&id=2678

waffen
Aug 11 2009, 23:29
[copied form the thread in general forum]

Using CAA1 and OAC

Hi guys, could you please help me

CWR Islands (stand alone, no-mod)

"bin\config.bin/CfgNonAiVehicles/land_cwr_lampazel.simulation"

it shows this error at the main menu screen, it and doesn't list the islands

can anyone help me?

nikita320106
Aug 12 2009, 06:26
http://www.armedassault.info/index.php?game=1&cat=news&id=2678

thanx alot)

SASrecon
Aug 15 2009, 16:22
I'd love to see the DC3 and some smaller civvie planes like the cessna for ARMA1 ported over or included in Operation Arrowhead xD but i can't wait that long..

ray243
Aug 19 2009, 08:22
Ok, some of the addons give me a game is not patched to 1.08 error. How do I make those addons work?

.kju [PvPscene]
Aug 19 2009, 10:19
just ignore the message

horror1
Aug 20 2009, 11:43
is it possible to make conversions like vte-mod working in arma 2 with caa1?

.kju [PvPscene]
Aug 20 2009, 13:47
A full mod might have too many problems. Better wait or even help Snake Man with the conversion. :)

hamis
Aug 21 2009, 10:08
Ok, some of the addons give me a game is not patched to 1.08 error. How do I make those addons work?

just ignore the message
That's not the correct way.There might be other messages too,arma shows only 1.What you should do is,download Eliteness.Depbo that addon,Derapify config.bin(save as config.cpp).Then open cpp with text editor and at very start of config you find line "RequiredVersion=",change it to say 1.00 and repbo.Very simple.;)

ray243
Aug 22 2009, 06:35
That's not the correct way.There might be other messages too,arma shows only 1.What you should do is,download Eliteness.Depbo that addon,Derapify config.bin(save as config.cpp).Then open cpp with text editor and at very start of config you find line "RequiredVersion=",change it to say 1.00 and repbo.Very simple.;)

Sorry, but I don't really understand what you are talking about. :|

Stemack
Aug 22 2009, 18:26
Sorry, but I don't really understand what you are talking about. :|

If you want send me across the link for the addon in a PM I will edit it for you then send it back, but if you can extract the pbo then do the following;

-Extract addon .pbo
-Find config.cpp
-Find the line "RequiredVersion="
-Change the 1.08 to 1.00000000
-Remake .pbo
-Install addon & you're done.

ray243
Aug 29 2009, 07:57
If you want send me across the link for the addon in a PM I will edit it for you then send it back, but if you can extract the pbo then do the following;

-Extract addon .pbo
-Find config.cpp
-Find the line "RequiredVersion="
-Change the 1.08 to 1.00000000
-Remake .pbo
-Install addon & you're done.

I require help for the predator UAV addon:
http://www.armaholic.com/page.php?id=2828

hamis
Aug 29 2009, 12:38
All download links have been deleted,so you have to upload it somwhere like uploading.com,easyshare etc.Then i can dl it and edit the config.

ray243
Aug 29 2009, 14:51
All download links have been deleted,so you have to upload it somwhere like uploading.com,easyshare etc.Then i can dl it and edit the config.

You talking to me? If yes, then ok.

SuperRat
Aug 31 2009, 02:18
anybody knows whats up with racs peepz are they gonna port thier work to arma2
i have been cheking thier website
cheking mult. forums
nothing

Eble
Aug 31 2009, 06:40
anybody knows whats up with racs peepz are they gonna port thier work to arma2
i have been cheking thier website
cheking mult. forums
nothing

Last time I spoke to WLD (RACS Project leader) he had issues running the arma2 demo and as such has no plans to brings the racs to arma2 just yet.

I'm sure if/when he is ready we will know about it :)

Actually RACS would fit perfectly into Arma - Operation Arrowhead :)

GI-JOE
Aug 31 2009, 07:06
PRacs guys give some news here (http://forums.bistudio.com/showthread.php?t=68028&page=147) :)

And yeah it would be great to see their beautifull work ported for ArmA 2.

sgtskywalker
Aug 31 2009, 16:43
I saw some replys about it but it's still not working for me.. I'm trying to port the GIG SCUD addon from Arma 1 to Arma 2. I know that there is already someone who's doing it but it's too long waiting for the release of his addon so I want to do it myself.. But I need to know how to transfer an addon from Arma 1 to Arma 2.. I always get the "This addon requires version 1.05 of the game" bug so any help is appreciated.. :D

ray243
Sep 1 2009, 04:24
I saw some replys about it but it's still not working for me.. I'm trying to port the GIG SCUD addon from Arma 1 to Arma 2. I know that there is already someone who's doing it but it's too long waiting for the release of his addon so I want to do it myself.. But I need to know how to transfer an addon from Arma 1 to Arma 2.. I always get the "This addon requires version 1.05 of the game" bug so any help is appreciated.. :D

Same thing for me, with the predator uav addon

nikita320106
Sep 1 2009, 10:06
ray243
sgtskywalker

how about check here (http://forums.bistudio.com/showpost.php?p=1416160&postcount=97)

ray243
Sep 1 2009, 13:27
ray243
sgtskywalker

how about check here (http://forums.bistudio.com/showpost.php?p=1416160&postcount=97)

Did what you said, still got the same error:
http://img44.imageshack.us/img44/1627/rq1v.png
http://img136.imageshack.us/img136/2043/rq2.png

Also, I don't know how to get the f22 addon into arma2. It doesn't even show up anywhere in the editor.

hamis
Sep 1 2009, 17:44
You talking to me? If yes, then ok.
Yes,i'm talking to you.

ray243
Sep 2 2009, 08:05
Yes,i'm talking to you.

Here:

http://www.mediafire.com/?sharekey=37a32e4e9364c7d1ed24a2875c7fa58ee04e75f6e8ebb871

hamis
Sep 4 2009, 13:59
Here you are:http://www.easy-share.com/1907623362/EMSI_MRQ-1_Predator.zip

SirStart
Sep 5 2009, 03:23
Have someone made an stalker mod to arma 2 yet? or are there going to be one atleast? if someone knows will say... or atleast some units?

ray243
Sep 5 2009, 04:30
Here you are:http://www.easy-share.com/1907623362/EMSI_MRQ-1_Predator.zip

Er, how do I download?

---------- Post added at 11:50 AM ---------- Previous post was at 11:26 AM ----------

Upload to another site please.

nervermind!

---------- Post added at 12:30 PM ---------- Previous post was at 11:50 AM ----------

I got an error!
http://img30.imageshack.us/img30/9012/predm.png

hamis
Sep 6 2009, 12:37
I got an error!
http://img30.imageshack.us/img30/9012/predm.png
I checked config but couldn't find any errors.Somebody else intrested to check?

STALKERGB
Sep 9 2009, 11:22
I checked config but couldn't find any errors.Somebody else intrested to check?

Haven't looked at it but it sounds like there is a rogue }; somewhere (or something similar)

Major Woody
Sep 10 2009, 06:16
Has the Strykers been releashed yet by the way...? :)

ray243
Sep 16 2009, 13:24
I checked config but couldn't find any errors.Somebody else intrested to check?

So it worked for you?

hamis
Sep 17 2009, 12:17
Nope,i don't have arma 2 yet.I checked with my arma config knowledge and requested someone with better knowledge with Arma 2 configs to check it.

MasterRevan2009
Sep 21 2009, 14:11
did anyone remembered the macross dyrl valkyrie planes from arma1. those may be good for porting them into arma2

ray243
Sep 23 2009, 06:47
Er, how do I download?

---------- Post added at 11:50 AM ---------- Previous post was at 11:26 AM ----------

Upload to another site please.

nervermind!

---------- Post added at 12:30 PM ---------- Previous post was at 11:50 AM ----------

I got an error!
http://img30.imageshack.us/img30/9012/predm.png
Help, anyone? No one bothered to check the error for me :(

kamel1
Oct 24 2009, 13:48
Is there a way to turn the island in the arma 2
I want to make the island has been adopted russian architecture
http://http://www.armaholic.com/pfs.php?m=view&v=3-ensk_03.jpghttp://forums.bistudio.com//http://www.armaholic.com/pfs.php?m=view&v=3-ensk_07.jpg
http://%20http://www.armaholic.com/datas/users/3-ensk_04.jpg

Objects Ensk Island

Banderas
Oct 28 2009, 16:33
How can one make BI ArmA 1 sample vehicles models available in ArmA 2? Is it enough to put the p3d (for example: Stryker_ICV.p3d) and a newconfig file file into a directory, and then make a PBO from it? Or do I need to have rvmat, paa, etc files too?

.kju [PvPscene]
Oct 28 2009, 16:44
It depends. Most time you need sounds, textures and anims too.

Banderas
Oct 28 2009, 19:45
Thank you. Well I think I'm gonna sit the time out and wait them to be released....

vilas
Nov 2 2009, 11:32
How can one make BI ArmA 1 sample vehicles models available in ArmA 2? Is it enough to put the p3d (for example: Stryker_ICV.p3d) and a newconfig file file into a directory, and then make a PBO from it? Or do I need to have rvmat, paa, etc files too?

in Project 85 you have M113A3 (and A2), Vulcan and 5 ton truck and Landrover too
only Stryker not implemented

concerning "Arma2" porting, maybe offtopic, can someone help me import my old OFP islands to form, that i can edit/rework for Arma2 ?
not Arma, but OFP islands terrain

caprera
Nov 5 2009, 13:52
Personally i use with success even without crews the TIGR from ALPHA studio & the BTR70, so vehicles are availble but not always. Damn "BTR80 needs patch 1.014" error....

Uglyboy
Nov 7 2009, 15:59
Personally i use with success even without crews the TIGR from ALPHA studio & the BTR70, so vehicles are availble but not always. Damn "BTR80 needs patch 1.014" error....

Tried to open the config and change to Required version: 1.04 ?

caprera
Nov 7 2009, 16:20
Don't know how...

.kju [PvPscene]
Nov 7 2009, 16:33
You can try SetVersion by mikero:
http://dev-heaven.net/projects/list_files/mikero-pbodll

dll + exe in the same folder. Usable via command line.

Maybe part of eliteness too (gui app).

caprera
Nov 7 2009, 16:59
thanks i'll give it a try

@<hidden>:
it's not working... how do i have to use it ??

i3luevein
Nov 12 2009, 01:01
Hi guys, to shed a bit of light on this I have done most vehicles from arma 1 over.

I used Eliteness to open up the rvmats, got the textures from the arma1 de-pbo'd wheeled folder and put them in my own mod folder.

The proxies need a little playing with to get it right and the tyre puncture doesn't work like the other cars. But as long as you have all the damage textures and rvmats pointing to the right place, make your own config it all works fine.

Here is a config template I use.



class CfgPatches
{
class my_car
{
Units[] = {"arma1car"};
weapons[] = {};
requiredVersion = 1;
requiredAddons[] = {"CAData","CACharacters","CAWeapons","CASounds","CA_Anims_Char"};
};
};
class CfgSkeletons
{
class Vehicle;
class Car
{
isDiscrete = 1;
skeletonInherit = "";
skeletonBones[] = {"volant","","levy predni tlumic","","pravy predni tlumic","","levy dalsi tlumic","","pravy dalsi tlumic","","levy predni zatoc","levy predni tlumic","pravy predni zatoc","pravy predni tlumic","levy dalsi zatoc","levy dalsi tlumic","pravy dalsi zatoc","pravy dalsi tlumic","levy prostredni tlumic","","pravy prostredni tlumic","","levy zadni tlumic","","pravy zadni tlumic","","levy predni","levy predni zatoc","pravy predni","pravy predni zatoc","levy dalsi","levy dalsi zatoc","pravy dalsi","pravy dalsi zatoc","levy prostredni","levy prostredni tlumic","pravy prostredni","pravy prostredni tlumic","levy zadni","levy zadni tlumic","pravy zadni","pravy zadni tlumic","ukaz_rychlo","","ukaz_rychlo2","","ukaz_rpm","","OtocVez","","OtocHlaven","OtocVez","fuel_01","","fuel_1","","prop_01","","prop_02","","prop_2","","prop_1","","damageHide","","damageVez","OtocVez","damageHlaven","OtocHlaven"};
};
class my_car : Car{};
};
class CfgModels
{
class Vehicle;
class Car;
class my_car : Car
{
sectionsInherit = "";
sections[] = {"ammo","sklo predni p","sklo predni l","zadni svetlo","brzdove svetlo","spz","karoserie","motor","zbran","vez","zbytek","levy predni","levy prostredni","levy zadni","pravy predni","pravy prostredni","pravy zadni","clan","clan_sign","zasleh","P svetlo","L svetlo","palivo"};
skeletonName = "my_car";
class Animations
{
class damageHide
{
type = "hide";
source = "damage";
selection = "damageHide";
};
class IndicatorSpeed
{
animPeriod = 0;
type = "rotation";
source = "speed";
selection = "ukaz_rychlo";
axis = "osa_rychlo";
memory = 0;
minValue = 0;
maxValue = 16.67;
angle0 = 0;
angle1 = 2.87979;
};
class IndicatorSpeed2
{
type = "rotation";
source = "speed";
selection = "ukaz_rychlo2";
axis = "osa_rychlo2";
memory = "false";
animPeriod = 0;
minValue = 0;
maxValue = 16.67;
angle0 = 0;
angle1 = "rad -240";
};
class IndicatorRPM
{
animPeriod = 0;
type = "rotation";
source = "rpm";
selection = "ukaz_rpm";
axis = "osa_rpm";
memory = 0;
minValue = 0;
maxValue = 1;
angle0 = 0;
angle1 = 2.96706;
};
class DrivingWheel
{
type = "rotation";
source = "drivingWheel";
selection = "volant";
begin = "osaVolantZac";
end = "osaVolantKon";
memory = "false";
animPeriod = 0;
minValue = -1;
maxValue = 1;
angle0 = -8;
angle1 = 8;
};
class TurnFrontWheelR
{
type = "rotationY";
source = "drivingWheel";
selection = "pravy predni zatoc";
axis = "pravy predni";
memory = "false";
animPeriod = 0;
sourceAddress = "loop";
minValue = "rad -180";
maxValue = "rad +180";
angle0 = "rad +90";
angle1 = "rad -90";
};
class TurnFrontWheelL: TurnFrontWheelR
{
selection = "levy predni zatoc";
axis = "levy predni";
};
class TurnFrontWheelR2: TurnFrontWheelR
{
selection = "pravy dalsi zatoc ";
axis = "pravy dalsi";
};
class TurnFrontWheelL2: TurnFrontWheelR
{
selection = "levy dalsi zatoc ";
axis = "levy dalsi";
};
class FrontWheelR
{
type = "rotationX";
source = "wheel";
selection = "pravy predni";
axis = "";
memory = "true";
animPeriod = 0;
sourceAddress = "loop";
minValue = 0;
maxValue = 1;
angle0 = 0;
angle1 = "rad -360";
};
class FrontWheel2R: FrontWheelR
{
selection = "pravy dalsi";
};
class BackWheelR: FrontWheelR
{
selection = "pravy zadni";
};
class BackWheel2R: FrontWheelR
{
selection = "pravy prostredni";
};
class FrontWheelL: FrontWheelR
{
selection = "levy predni";
};
class FrontWheel2L: FrontWheelR
{
selection = "levy dalsi";
};
class BackWheelL: FrontWheelR
{
selection = "levy zadni";
};
class BackWheel2L: FrontWheelR
{
selection = "levy prostredni";
};
class FrontWheelDamperR
{
type = "translationY";
source = "damper";
selection = "pravy predni tlumic";
axis = "";
animPeriod = 0;
minValue = -1000;
maxValue = 1000;
};
class FrontWheelDamper2R: FrontWheelDamperR
{
selection = "pravy dalsi tlumic";
};
class BackWheelDamperR: FrontWheelDamperR
{
selection = "pravy zadni tlumic";
};
class BackWheelDamper2R: FrontWheelDamperR
{
selection = "pravy prostredni tlumic";
};
class FrontWheelDamperL: FrontWheelDamperR
{
selection = "levy predni tlumic";
};
class FrontWheelDamper2L: FrontWheelDamperR
{
selection = "levy dalsi tlumic";
};
class BackWheelDamperL: FrontWheelDamperR
{
selection = "levy zadni tlumic";
};
class BackWheelDamper2L: FrontWheelDamperR
{
selection = "levy prostredni tlumic";
};
class damageVez: damageHide
{
selection = "damageVez";
};
class damageHlaven: damageHide
{
selection = "damageHlaven";
};
};
};
class arma1car: my_car{};
};
class CfgVehicles
{
class Car_sedan;
class my_car: Car_sedan
{
maxSpeed = 100;
displayName = "arma 1 sedan";
model = "\my_car\arma1car";
insideSoundCoef = 0.9;
soundGear[] = {"",0.000562341,1};
SoundGetIn[] = {"\ca\sounds\vehicles\wheeled\offroad\ext\ext-offroad-getout-1",0.562341,1};
SoundGetOut[] = {"\ca\sounds\vehicles\wheeled\offroad\ext\ext-offroad-getout-1",0.562341,1,30};
soundEngineOnInt[] = {"ca\sounds\Vehicles\Wheeled\offroad\int\int-offroad-start-1",0.398107,1};
soundEngineOnExt[] = {"ca\sounds\Vehicles\Wheeled\offroad\ext\ext-offroad-start-1",0.398107,1,250};
soundEngineOffInt[] = {"ca\sounds\Vehicles\Wheeled\offroad\int\int-offroad-stop-1",0.398107,1};
soundEngineOffExt[] = {"ca\sounds\Vehicles\Wheeled\offroad\ext\ext-offroad-stop-1",0.398107,1,250};
getInAction=GetInlow;
getOutAction = GetOutlow;
mapSize = 8;
armorGlass = 0.5;
armorWheels = 0.1;
cost=100;
transportSoldier = 3;
weapons[]={CarHorn};
fuelCapacity=100;
driverAction = Landrover_Driver;
castDriverShadow = 0;
terrainCoef=0.700000;
preferRoads = "false";
brakeDistance=0.9;
class Damage
{
tex[]={};
mat[]={};
};
};
};


Hope this helps

.kju [PvPscene]
Nov 12 2009, 07:00
gday i3luevein,

do you mean BI a1 vehicles or community made or both?
It would be great to add the yet missing to CAA1 and/or make standalone releases.

Pauliesss
Nov 12 2009, 20:17
What about SCARs ? Can anyone port them ? Or maybe if someone can give me an idea how to do that, I will be more than happy to do it.

PROTOTYPE 001
Nov 13 2009, 22:09
I'll see if the SCARS can be ported over with just a config change. If it works I'll ask for original maker if it would be ok to port them.

swtx
Nov 15 2009, 02:41
I'll see if the SCARS can be ported over with just a config change. If it works I'll ask for original maker if it would be ok to port them.

I asked Scubaman 3D for permission to port his Scar weapon pack over to Arma2 a while back and the answer was a resounding "no". This was because the models were sold to a third party...:sorry:

Soul_Assassin
Nov 15 2009, 02:50
OA will have Scars

RobertHammer
Nov 15 2009, 06:14
Those Scars was sold to BIS and used in OA

i3luevein
Nov 15 2009, 06:52
gday i3luevein,

do you mean BI a1 vehicles or community made or both?
It would be great to add the yet missing to CAA1 and/or make standalone releases.

Any, just check the model creator and see if its ok with them to use it, if you have the unbin model make sure they used the normal naming convention for animations.

Krycek
Nov 21 2009, 17:50
Not sure if Ardvarkdb reads this topic but he or someone could please convert the MGS PMCs http://www.armaholic.com/page.php?id=3816 units to Arma 2.I simply loved that add-on even if it was in beta.

ardvarkdb
Nov 21 2009, 18:42
I do read this topic from time to time :) I am working on porting over the MGS4 units. More of a "redux" than a port though, as I have added a lot of custom models and stuff to make them match the source material. Should be ready sooner or later.

ReconTeam
Nov 22 2009, 22:46
That's a shame. Those were very well done Mk.16 and Mk.17 models...

Uglyboy
Nov 23 2009, 01:34
That's a shame. Those were very well done Mk.16 and Mk.17 models...

We will get them in OA, let's hold our breath until it's released :D

Mr_Centipede
Nov 24 2009, 08:55
When porting over default BIS ARMA1 units to ARMA2, do you only have to edit the configs or you have to edit the p3d also?

.kju [PvPscene]
Nov 24 2009, 09:08
P3d also.
Quick guide on how to make your A1 infantry work in A2 (http://forums.bistudio.com/showthread.php?p=1414963)

Lone.Wolf
Nov 24 2009, 10:04
We will get them in OA, let's hold our breath until it's released :D

Some good news, look the pics in this thread, currently Christian is working on some Scar rifles...

http://forums.bistudio.com/showthread.php?t=90556&page=3 :yay:

ffs
Dec 1 2009, 23:23
permission denied.

caprera
Dec 1 2009, 23:32
great...

kheiro
Dec 24 2009, 07:31
Ghange topic here

caprera
Dec 24 2009, 07:35
Thanks! nice Xmas present ;)

Marko112
Dec 24 2009, 12:06
Thanks! Downloading and Merry Christmas too!

Thanks Kheirro for giving us the download link. Mirror @<hidden>

Foxhound
Dec 24 2009, 13:07
If only filefront would not have decided to give during these holidays :)
Any chance for a different download location?

(check my sig for public FTP)

Raj
Dec 25 2009, 17:09
ardvarkdb 11-21-2009, 07:42 PM

I do read this topic from time to time I am working on porting over the MGS4 units. More of a "redux" than a port though, as I have added a lot of custom models and stuff to make them match the source material. Should be ready sooner or later.



Glad to hear ardvarkdb , the MGS was one of my favorite infantry ingame....cant wait to try them out in A2 :yay::yay:

many thks newz....and merry xmas..

Darkhorse 1-6
Dec 30 2009, 23:35
I'm having some issues porting the Be-32 from ArmA to ArmA 2. The windshield from the inside is a milky white that you cannot see through. I know nothing about how to fix this. (I know how to do config editing but currently that's about it.) Has anybody done a port for this that fixes this issue, or would be willing to fix it?

OH-58-FL-Pilot
Jan 1 2010, 02:49
I'm having some issues porting the Be-32 from ArmA to ArmA 2. The windshield from the inside is a milky white that you cannot see through. I know nothing about how to fix this. (I know how to do config editing but currently that's about it.) Has anybody done a port for this that fixes this issue, or would be willing to fix it?

Now I may be entirely incorrect in my assumption here. But if it has to deal with textures i wonder if there is a difference between the two engines and material naming?

I know very little about ARMA II and ARMA conversion as i just started doing it two days ago. But i know with other games when going from engine to engine material settings and alpha channels all being setup for the old engine and not updated to the new may cause issues.

Of course like i said i'm likely entirely incorrect here but it was just a thought.

[APS]Gnat
Jan 1 2010, 09:40
Maybe load the file (a PAC ? ) into TexView2, then re-save / overwrite it again.
If that doesn't work, and you can edit the P3D file, save it as PAA and edit the P3D so the file.PAC get renamed to file.PAA

vilas
Jan 4 2010, 13:37
I'm having some issues porting the Be-32 from ArmA to ArmA 2. The windshield from the inside is a milky white that you cannot see through. I know nothing about how to fix this. (I know how to do config editing but currently that's about it.) Has anybody done a port for this that fixes this issue, or would be willing to fix it?

i remember Arma1 having problems with greyscale textures as made fom OFP (begining of Arma1 addonmaking, using then OFP tools, cause Arma tools were not released), i remember some weapons were half-transparent cause texture was gray-scale
in Arma2 sometimes i have problems with alpha channel , depending on VGA probably (on BIS weapons i had in past on EOT or some houses-windows)
but all is now okay
so it may be alpha-channel error and VGA driver
or simply you talk about missing in Arma2 file of glass used in addon

basically i see that glass texture should be put into the same folder during binarisation, otherwise alpha-channel problem can appear
and than addon should contain the same textures (should not lack any if they are in one folder of addon)

in Arma2 some textures just changed name, for example some weapons made using Arma1 texture of M4SPR now will be white, cause texture changed name from abc_co.paa to a_bc_co.paa for example

Norsu
Jan 20 2010, 08:15
I have found it easier to just replace the messed up paa-file in binarized pbo with the non binarized original paa-file. Maybe adding *_ca.paa to BinPBO's ignore list would do the trick too.

ray243
Jan 24 2010, 08:46
Can someone convert Gnat's ships addon? Thanks!

[APS]Gnat
Jan 26 2010, 11:57
Can someone convert Gnat's ships addon? Thanks!

Yeh. I will

caprera
Jan 26 2010, 12:01
What about a porting of RHS Hind pack ??

Those models are still awesome; i tried to use them and they already work, but need crew and there are glitches when taking off with sand letting see the pilots. Also errors for weapons effects, but nevertheless great!

hamis
Jan 26 2010, 18:07
What about a porting of RHS Hind pack ??
Seconded!Anyone up to the task?

TristanYockell
Jan 30 2010, 04:51
Hey just curious,

Is anyone planning on porting over The LoBo Historic Armor Pack by the Lost brothers?.

Found here: http://www.armaholic.com/page.php?id=8729

Just wondering because from what I gather its not all the difficult to port them over, and currently we are missing out.

Eble
Jan 30 2010, 05:00
Lobo mod team are porting these other, it's a case of hang on in there.

TristanYockell
Jan 30 2010, 05:10
Lobo mod team are porting these other, it's a case of hang on in there.

Alright thanks for the quick response. Hopefully it doesnt take eons :p.

Eble
Jan 30 2010, 05:29
Alright thanks for the quick response. Hopefully it doesnt take eons :p.

keep and eye on this thread...

http://forums.bistudio.com/showthread.php?t=87206

arkengel
Feb 3 2010, 17:19
Im trying to port some of the FFAA stuff into ArmaII. If ported the pizarro IFV into ArmaII, works fine, but it keeps flipping over when you make a sharp turn or brake to hard. This doesnt happen to the vehicle in Arma I

Anyone know how to fix this?

Eble
Feb 3 2010, 21:20
Im trying to port some of the FFAA stuff into ArmaII. If ported the pizarro IFV into ArmaII, works fine, but it keeps flipping over when you make a sharp turn or brake to hard. This doesnt happen to the vehicle in Arma I

Anyone know how to fix this?

sounds like a 'gravity' problem, it would be fixed by opening the 'GEO' LOD in the model and shifting the centre of gravity etc.

This adjustment would be beyond the standard arma1 to arma2 port as most arma1 models were binarized.

Sounds like you might have to wait for FFAA to port this addon.

arkengel
Feb 3 2010, 21:34
Thanks.

Was afraid of that, maybe some will make a something like odol for Arma I addons :P.

Wel have to wait then.

Banderas
Feb 12 2010, 17:05
Is anyone thinking about porting CH T-72 pack?

FLv*VeNoM*
Feb 20 2010, 22:10
hello!

how about porting and adding a few more variants (with pks or pechenegs or something else) to the gaz:tigr addon that was released for arma? I realy miss that vehicle....

caprera
Feb 20 2010, 22:45
Quote ;)

Schancky
Feb 24 2010, 21:16
Just wondering if the PMC team were going to convert CAT Afghanistan over? I really loved that map in OFP and ArmA.

Schancky

Pathetic_Berserker
Feb 26 2010, 08:39
Anyone aware of changes that have to be made to plants and trees to port over. Reason I ask is that a plant pack that had been put together for the Australia Island in Armed Assault is reportedly killing FPS in ArmAII.

Krycek
Mar 1 2010, 18:35
hello!

how about porting and adding a few more variants (with pks or pechenegs or something else) to the gaz:tigr addon that was released for arma? I realy miss that vehicle....

I also miss the Tigr,maybe a kind soul could get this vehicle in A2?

Rayers12
Mar 2 2010, 01:28
Any way around binarization? I want to convert the dear old RACS.

R0adki11
Mar 5 2010, 20:56
Any way around binarization? I want to convert the dear old RACS.

you dont need to check out the Project Racs http://forums.bistudio.com/showthread.php?t=87158&page=35

Darkhorse 1-6
Mar 5 2010, 21:32
you dont need to check out the Project Racs http://forums.bistudio.com/showthread.php?t=87158&page=35
lol. Roadkill he wants to convert the original RACS guys. With the chocolate chip camo. Wld isn't porting over the original BIS units & that's why rayers is trying to find a way around binarization.

gotcha1234
Mar 8 2010, 19:47
could someone perhaps urgently port this:http://www.armaholic.com/page.php?id=5040

and if you do could you rename it to T-95?and/or rename this:30 D81_125 mm shells into this :30 130mm shells...

please I need it

p.s. if you do it i will name the new campaign I am working on after your forum nickname...

Laertes
Mar 8 2010, 20:16
could someone perhaps urgently port this:http://www.armaholic.com/page.php?id=5040

and if you do could you rename it to T-95?and/or rename this:30 D81_125 mm shells into this :30 130mm shells...

please I need it

p.s. if you do it i will name the new campaign I am working on after your forum nickname...
You don't need it and posting it again and again is not going to work in your favour in terms of actually getting it made. Leave it and if somebody is going to do it, they will do it, alternatively learn to do it yourself. I'd be happy to help you learn the basics of configing.

gotcha1234
Mar 9 2010, 15:17
this is the first time i requested this...what i wrote in the addon request topic is something i consider a differen't thing...

alright,then tell me what do I have to do to port that unit?what programs do I need?

Darkhorse 1-6
Mar 9 2010, 21:40
this is the first time i requested this...what i wrote in the addon request topic is something i consider a differen't thing...

alright,then tell me what do I have to do to port that unit?what programs do I need?

Your basically asking for the exact same thing, even if you think you aren't. Nobody would create what you wanted from scratch & now your trying to get somebody to convert a tank that can pass for what you originally wanted.

Anyways, you will need cPBO or something similar, The Tools may come in handy, you will probably have to rename some stuff & rework the config. Then again, depending on the particular addon you "need" it may take alot more, or a little less.

gotcha1234
Mar 13 2010, 15:09
well,i downloaded cpbo,and it created a folder from the pbo file i opened,what now?

Laertes
Mar 13 2010, 22:04
well,i downloaded cpbo,and it created a folder from the pbo file i opened,what now?
Test the addon, see what errors it throws up and start to try and fix them. One at a time. It will almost certainly require some modification in the config.

SuperRat
Mar 16 2010, 01:03
is anybody trying to convert avagani and afgan village map to A2 or meybe original creator is bringing it over to A2 i dont know is the this guy active on these forums i'll try to bring it over but those custom buildings might be problem hope someone good with islands conversions gives crack at it of course with autors premission

ray243
Mar 16 2010, 14:24
is anybody trying to convert avagani and afgan village map to A2 or meybe original creator is bringing it over to A2 i dont know is the this guy active on these forums i'll try to bring it over but those custom buildings might be problem hope someone good with islands conversions gives crack at it of course with autors premission

Before I reformatted my com, I was able to play it. But somehow, whenever I try to load it, it crashes.

Darkhorse 1-6
Mar 16 2010, 22:29
is anybody trying to convert avagani and afgan village map to A2 or meybe original creator is bringing it over to A2 i dont know is the this guy active on these forums i'll try to bring it over but those custom buildings might be problem hope someone good with islands conversions gives crack at it of course with autors premission

Opteryx (Is that the right spelling?) Has decided that his maps will not be converted to ArmA 2. I believe he has retired from the modding community in protest over the actions of BIS. Or something like that.

ray243
Mar 17 2010, 03:30
Opteryx (Is that the right spelling?) Has decided that his maps will not be converted to ArmA 2. I believe he has retired from the modding community in protest over the actions of BIS. Or something like that.

Aww, that suck. I wanted to make some missions for it.

Also, another problem hit me. The nzx uparmored humvee doesn't work in arma 2 now, and I was able to get it to work before.

Darkhorse 1-6
Mar 17 2010, 04:14
NZX is remaking his humvees for ArmA 2... There have already been 3 beta versions released. Check this. http://forums.bistudio.com/group.php?do=discuss&group=&discussionid=149

Muahaha
Mar 19 2010, 02:23
I've bet this has been asked a thousand times, for 1 to fix the roads for AI to use on arma1 maps such as avgani. All I need to do is

1. extract the opxroad.pbo using extractPBO.exe
2. rebinarize it using BinPBO

Is that it or do I need to edit any config files in it?

Thanks

Please ignore the above. It's much complicated than I thought.

Truemac
Mar 19 2010, 23:35
hello, I'm new to the forums.

I saw sigma-6's vehicle pack for Arma. I was wondering if anyone was willing to convert it to Arma 2?

Deathswing
Apr 11 2010, 04:37
hello, would any be willing to convert SBP Croatian Soldiers from arma 1 to arma 2?

Binkowski
Apr 11 2010, 05:13
hello, would any be willing to convert SBP Croatian Soldiers from arma 1 to arma 2?

...their slovenian soldier's and weapons are in arma2 now.

McNools
Apr 28 2010, 18:48
Just wondering, has there been any fix for the bugged ground textures on the Avgani-map yet? The map looks so amazing, so it's a shame that it has that ground-texture bug. :/

Militantsausage
May 12 2010, 11:15
would anyone be able to convert this simple addon over, would like to use it for ambushes etc.http://http://www.armaholic.com/page.php?id=2624 (http://www.armaholic.com/page.php?id=2624)

ToddRivers
May 12 2010, 13:09
would anyone be able to convert this simple addon over, would like to use it for ambushes etc.http://http://www.armaholic.com/page.php?id=2624 (http://www.armaholic.com/page.php?id=2624)


I think ACE2 has a few of these type of things!

Militantsausage
May 12 2010, 20:55
i dont use ace

Darkhorse 1-6
May 12 2010, 21:03
Try this. It's a Claymore, but not by Pingu.
http://www.armaholic.com/page.php?id=9702

Militantsausage
May 13 2010, 06:12
thanks Darkhorse i thought JTD mines was just generic anti tank mines

Militantsausage
May 16 2010, 11:51
on another subject could anyone port thishttp://www.armaholic.com/page.php?id=3168
i would like to use it for VIP missions and so on

R0adki11
Jun 18 2010, 10:37
By all accounts that rifle just looks like a stock M4 which probably has had a config change. Im sure someone could easily change the config of an Arma2 M4 and recreate it.

Militantsausage
Jun 18 2010, 12:59
By all accounts that rifle just looks like a stock M4 which probably has had a config change. Im sure someone could easily change the config of an Arma2 M4 and recreate it.

It's actually slightly different, shorter magazine and barrel by the looks of it, but i was guessing i wouldn't be too hard to port or make.

Fox '09
Jun 18 2010, 20:24
is it possible to port units without the mlods?

[APS]Gnat
Jun 19 2010, 04:47
is it possible to port units without the mlods?

Yes, if its an ArmA1 p3d, then there shouldn't be too many issues.

supergruntsb78
Jul 17 2010, 09:24
could anyone please take a look at some marker addons i realy whould like to see the USMC symbols addon in ARMA II (i looked at the config but i cant figure out whats wrong)

Acoustic
Aug 17 2010, 20:11
Quick problem. I have downloaded the Razani map from Arma I. After downloading Arma objects and plants from CAA1, I attempted to start it all up.,but when I try to start the map it ctd's. Anything I am not doin right here? I also run it in CO if that helps.

Banderas
Aug 17 2010, 20:20
May I be wrong but doesn't Razani requires Avgani and Afghan Village by OPX?

Acoustic
Aug 17 2010, 20:28
May I be wrong but doesn't Razani requires Avgani and Afghan Village by OPX?

That is Helmands Valley I believe.

suhsjake
Aug 18 2010, 06:15
Has anyone converted the YPR-765 from OFP/ArmA?

Darkhorse 1-6
Aug 19 2010, 09:03
Has anyone converted the YPR-765 from OFP/ArmA?

There was no YPR-765 in ArmA AFAIK, although it could have been in a mod. OFP i am unsure of. You do mean the vehicle that looks like a Bradley and an M113 had kids right? It also looks like the FV-432 is in it's lineage as well.

suhsjake
Aug 19 2010, 23:51
There was no YPR-765 in ArmA AFAIK, although it could have been in a mod. OFP i am unsure of. You do mean the vehicle that looks like a Bradley and an M113 had kids right? It also looks like the FV-432 is in it's lineage as well.

Pretty much, the turret of a Brad stuck onto an M113. AIFV I believe is what is called.

http://www.turkishunion.com/content1.html

Dr. Horrible
Sep 12 2010, 16:07
http://armed-assault.de/screenshots/mig-15_0_3045.jpg

So many shitty OFP-addons have been ported, inlcuding ugly textures etc. But this beautiful addon, which wouldnt need any upgrade to look great even in ArmA2 has been forgotten

Banderas
Sep 12 2010, 17:23
This one goes well for me even without CAA1

Dr. Horrible
Sep 12 2010, 18:26
This one goes well for me even without CAA1

If you tell me now, that certain ArmA 1 addons can just be put into the ArmA 2 addons folder and be played...Im going to shoot myself....All this fucking time I didnt now...:D

Banderas
Sep 12 2010, 18:50
@<hidden> Horrible

Don't go near any loaded firearms in the foreseeable future, because there are ArmA 1 addons that are working without any porting, config change or without OAC/CAA1, this one is one of them, if my memory doesn't fail me.

Dr. Horrible
Sep 12 2010, 19:02
@<hidden> Horrible

Don't go near any loaded firearms in the foreseeable future, because there are ArmA 1 addons that are working without any porting, config change or without OAC/CAA1, this one is one of them, if my memory doesn't fail me.

Proof:
http://s5.directupload.net/images/100912/j32tpe8e.jpg
http://s7.directupload.net/images/100912/p8smshed.jpg

Allright, MEA CULPA. However, it was also new to at least two other guys on my ICQ list....I think there should be a stick thread, maybe with a list of addons that work, because I dont think this is common knowledge.

Daniel
Sep 12 2010, 19:05
Aw shit i'm downloading that right now! Eaglets was my favourite campaign of the series, had no idea this would work.

Dr. Horrible
Sep 12 2010, 19:14
Aw shit i'm downloading that right now! Eaglets was my favourite campaign of the series, had no idea this would work.

News for you too? I started a little thread over in the "Addons Complete" forum...I think there should be some people out there who didnt know about this.:D

PROTOTYPE 001
Sep 17 2010, 04:22
There are no sounds for the jet. Its like flying a glider. Also get config.bin/cfgweapons/2xhp_23/fullautoSoundBegin error.

I have opened it up and made changes for myself. If I get it all sorted out I will ask original maker for ok to port it over.

Do not ask me to send it to you or to test it or PM me anything about it till I am done and the permission is given from ORIGINAL MAKER first.

Note: also added ACE Ejection seat to it.:yay:

TomatoArden
Sep 17 2010, 17:57
see the http://forums.bistudio.com/showthread.php?t=107394&page=3, permission has been asked of the authors to get it ported into arma 2. its mostly a case of cganging the config to use the sounds properly adn also to use OA pilots

Ei8ght
Oct 7 2010, 19:13
it would be real great if we can have the OV-10 Bronco for ARMA2 or OA as it is a plane of anti-guerrilla, the Armed Assault Mod goes on OA but impossible to mount in a few so if it is hot for us its a small config would be really great to see her in OA


http://www.armaholic.com/page.php?id=8886

Darkhorse 1-6
Oct 8 2010, 01:55
working on it

callihn
Oct 14 2010, 01:08
OK, so what is CAA1?

And does anyone know how I can fix a missing texture?:

ca\wheeled\data\env_co.paa

EDIT: Found CAA1, it didn't help.

dlang
Oct 25 2010, 10:59
Hello,
Can someone port the be32 and be 32 K from arma 1 to arma 2?
It's a beautifull add on!

Hund
Oct 25 2010, 11:04
Hello,
Can someone port the be32 and be 32 K from arma 1 to arma 2?
It's a beautifull add on!

Yeah I'll get right on it...

Col.
Oct 31 2010, 01:42
Does Islands from ArmA1 work in Arma2?

wld427
Oct 31 2010, 02:34
Does Islands from ArmA1 work in Arma2?

no no no

(added 2 extra no's to cover board limit)

Yokhanan
Oct 31 2010, 02:51
What about that 2GB CAA thing or whatever it was called? Wasn't that suppose to allow you to play some A1 maps on A2 like Sahrani? Granted even if it is, it's still quite a hefty size just to play a handful of maps (if you're lucky). Maybe if you play SP stuff, but I doubt many out there will download all that on top of any other addons for MP.

Still, the new maps that are out there are way nicer anyways, heh. ;)

Col.
Oct 31 2010, 12:44
I tried this Ensk Island for ArmA1 in ArmA2. it works good, but some missing objects. Result; I added some objects:p

kage74
Nov 2 2010, 15:54
Does Islands from ArmA1 work in Arma2?

I was able to get the A.C.E. Island Pack from ArmA 1 to work with ArmA 2. It didn't really look all that great…not up to ArmA 2 quality standards by any means. But it does give you a lot of kewl islands to play around on.

On another note. Does anyone know how to get the Gst Vf-1s Valkyrie to stay in fighter mode in ArmA 2? Or at least switch back to fighter mode? Once I get up off the ground it always wants to switch into Gerwalk mode and stay that way. It just won't switch back no matter what I try. It's a really kewl addon and I love the cockpit, but I just can't seem to get that function to work.

I'm a big fan of sci-fi addons and always loved the Wanzers (walking battle tanks) in OFP. Think any of those could be ported into ArmA 2?

http://img118.imageshack.us/img118/9398/wan03.jpg (http://img118.imageshack.us/i/wan03.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

ray243
Nov 12 2010, 07:09
Can someone please port and fix or remake the B1-b bomber from arma 1? Would really appreciate your work.

Altimeter
Nov 12 2010, 15:05
I'm a big fan of sci-fi addons and always loved the Wanzers (walking battle tanks) in OFP. Think any of those could be ported into ArmA 2?



http://www.armedassault.info/index.php?cat=news&type=released_a&game=1

kage74
Nov 13 2010, 21:10
Awesome! I'm gonna d/l that one right away. Mech addons are schweetz! Now if I can just find some way to get the Vf-1s to switch back and forth from Gerwalk to Fighter… =P


At this point I'd almost be willing to pay someone to update the Vf-1s transformation to work properly in ArmA 2. That addon looks so kewl flying around in this video.

http://www.youtube.com/watch?v=-R5aDfmdwGQ

Anyone hear anything from Ghost about updating this for ArmA 2?

dlang
Nov 16 2010, 20:22
Can someone port this if he have authorization ?
http://www.armaholic.com/page.php?id=3267
:cool:

colonel29
Nov 21 2010, 20:41
I just realize after a few changes in the config that the giant ants that I made for Arma1 working perfectly in ARMA2 and OA
So soon the wicked warrior insects will invade the land of arma 2 again
:yikes:
http://img29.imageshack.us/img29/7416/antpm.jpg



http://img21.imageshack.us/img21/8571/greyc.jpg

it also works for the angry gray, if it works for a creature, it also works for any other life form ... :581:

Raserisk
Nov 21 2010, 22:37
Oh my god! I suddenly thought of the huge ants in that last mission of C&C Red Alert. Must have!

vilas
Nov 22 2010, 06:44
I just realize after a few changes in the config that the giant ants that I made for Arma1 working perfectly in ARMA2 and OA
So soon the wicked warrior insects will invade the land of arma 2 again
:yikes:

it also works for the angry gray, if it works for a creature, it also works for any other life form ... :581:

but you had mistakes in them, as i remember in FireGeoLOD , cause fire hit points (for example head) was above model
shooting in head where it is visible was not harming units, while AI knew where to shoot

this addon was great, i played with it many times, but please check again all not-visible LODs (Fire Geo, Geometry... )

Macadam Cow
Nov 22 2010, 19:51
Hi guys,

I've read almost the whole topic so sorry if it has already been done :

Sécurité Civile Mod by CheyenneAh56 (http://www.armedassault.info/index.php?game=0&cat=addons&id=855)
Only planes are showing up in the editor, no textures
http://i414.photobucket.com/albums/pp226/BloodnGuts/A1%20Addons/scmodstombo1.jpg


USEC Navy by Dean "Rocket" Hall (http://www.armaholic.com/page.php?id=5897&highlight=USEC)
Could only find the LHD (missing textures), Object show up in the editor but not in preview, the HH-60 is missing
http://i414.photobucket.com/albums/pp226/BloodnGuts/A1%20Addons/4-usec_navy_3.jpghttp://i414.photobucket.com/albums/pp226/BloodnGuts/A1%20Addons/4-usec_navy_2.jpg

Stryker SLAT armor by ExplosiveAids (http://www.armedassault.info/index.php?game=0&cat=addons&id=1570)
Can't find them in the editor
http://i414.photobucket.com/albums/pp226/BloodnGuts/A1%20Addons/slat_stryker_1.jpg

Macadam Cow
Nov 22 2010, 19:52
AZLK-2140 Moskvich by Alex j. and Termit (http://www.armaholic.com/page.php?id=5638&highlight=AZLKGR)
Just a problem with the window's textures, otherwise works great
http://i414.photobucket.com/albums/pp226/BloodnGuts/A1%20Addons/azl.jpg

EddyD's Air 2 (http://www.armaholic.com/page.php?id=1861) & MH-60S SEAHAWK (http://www.armaholic.com/page.php?id=1724)
Showing up in the editor not in preview
http://i414.photobucket.com/albums/pp226/BloodnGuts/4-eddy_air_newskins_1.jpghttp://i414.photobucket.com/albums/pp226/BloodnGuts/4-mh60bh_7.jpg

If anyone is interrested :rolleyes:
The only help I can provide so far is to try is to ask their respectives creator if it's ok to port

Darkhorse 1-6
Nov 22 2010, 22:57
Well I'm 99.9% sure EddyD's pack and seahawk are reskins of the A1 blackhawk, so they won't work no matter what config tweaks are done.

colonel29
Nov 23 2010, 12:46
Hi guys,

I've read almost the whole topic so sorry if it has already been done :

Sécurité Civile Mod by CheyenneAh56 (http://www.armedassault.info/index.php?game=0&cat=addons&id=855)
Only planes are showing up in the editor, no textures





this one works fine but the windows inside driver are white :o
http://img833.imageshack.us/img833/1194/ydra.jpg

Macadam Cow
Nov 23 2010, 19:00
uh :confused:
You sure you're talking about the securité civle mod ?

Darkhorse 1-6
Nov 23 2010, 19:15
By the picture, obviously he is. lol. He probably tweaked the config, although its possible it works plugged right in.

Macadam Cow
Nov 23 2010, 19:34
lol yeah sorry when I first saw his post the picture wasn't showing up.
My bad

colonel29
Nov 23 2010, 22:06
By the picture, obviously he is. lol. He probably tweaked the config, although its possible it works plugged right in.

I have not changed anything, I just test the mod in ARMA2
:p

kage74
Dec 6 2010, 15:56
Can someone port the A.C.E. Islands Pack http://www.armaholic.com/page.php?id=3000 from ArmA1 to ArmA2. The ACE Islands Pack will work with ArmA2, but it looks pretty shitty and it gets a few errors.

Honestly, the island in that pack I am most interested in having ported is the OFP Worlds map. it has all the old islands from OFP in one huge map.

http://community.bistudio.com/wikidata/images/c/ce/ACE_IslandPack_OFPWorld.JPG

The PMC AEC Island has 3/5 of the OFP Islands on it and would be nice to have ported as well. http://www.armaholic.com/page.php?id=1425

http://nd01.jxs.cz/558/389/c22adb61e0_16400000_o2.jpg

WGL Gaia Island was really good back in the day too.

Darkhorse 1-6
Dec 6 2010, 17:45
It has been... its now called the OFP Island Pack. Its available on Yoma Addonsync only I believe.

Wiggum
Jul 25 2011, 11:18
Can someone tell me what files (maybe from CAA1) i need to get Ensk Island (http://www.armaholic.com/page.php?id=5597) working in ArmA2 CO ?

I really only need that specific files, dont need all the other stuff (ArmA1 units ect.)

Can someone help ?

Acoustic
Oct 28 2011, 21:27
How do you get Razani to work again with Arma II? I'd rather not download the whole CAA1 project if I only need a couple of files..

Acoustic
Oct 30 2011, 04:41
Come on please, need an answer.

PuFu
Oct 30 2011, 09:36
you NEED CAA1 (since it includes all the buildings, trees etc) from A1 that have also been used by OPX. That said, you also need razani files.

Zedrein
Nov 6 2011, 19:51
is it possible to port these wanzers from OFP to Arma2? they are the Zenith & Grezex wanzers. heres the link to them.

Link--> http://ofp.gamepark.cz/?oblast=news&search=wanzer

R0adki11
Mar 15 2012, 13:58
is it possible to port these wanzers from OFP to Arma2? they are the Zenith & Grezex wanzers. heres the link to them.

Link--> http://ofp.gamepark.cz/?oblast=news&search=wanzer

you would first need permission to port them from the addon maker(s) and as they are OFP addons its not that simple to port them to A2