I'd like to propose a community project to help people new to the scene start modding for ArmA2. This is an opportunity to give a little bit of something back to the community that supports us. So please read this and consider helping out.
What are you trying to achieve?
The goal is to provide basic entry level information for new people that want to start modding. This includes: Simple guides to setting up your P drive and projects to explanations of the O2 loding process and more.
Its safe to assume that a lot of people starting to mod in ArmA2 will have some modding knowledge eg Modelling, textures, coding etc. But some don't, they want to try but don't know where to start. What I am proposing is an open project to provide a simple and easy to understand set of tutorials that a new modder can use to learn from. And a series of FAQs that answer some of the questions that everyone wants answers for.
There a loads of tutorials already why bother?
Several reasons:
- A lot of tuts are out of date or refer to the OFP engine.
- These tutorials are slowly disappearing due to sites being closed down or data lost
- You have to spend hours looking for some things, I think it would be a good idea to collect them all in one place (an index?) making it easier for beginners to get good info.
What do we get if we help?
The thanks of the new modders, a bit of kudos from the community and the satisfaction that you have done something to contribute to it.
Why is this so important?
Well the community has shrunk since OFP days. If you want the community survive to expand and grow we need to help new people into the modding community. It is solid fact there are fewer people around these days with the skills and knowledge required to make content. This is due to natural attrition in some areas but mainly its due to the high technical skill levels required by the ArmA1 and 2 engines. To stop this we need to bring new people in and a lack of basic tutorials and easy to understand documentation makes that pretty hard.
Who is this aimed at?
Noobs, Novices and beginners. They need the most help. If you want a strong and long lived community you need to pass on skills and knowledge to the new guys.
Is this going to be in really technical language?
Some technical language in inevitable. Its a very technical subject, but the main aim is to provide easy to understand materials in clear English (default community language) with easy to understand explanations.
Will you be writing tuts for 3DS Max, Maya and others?
I don't propose to go into huge detail about using any specific tool other than O2. But if people would like to write specific tuts for PS/Gimp/3D Max/MODO or any other tool feel free - we'll add them to the pool of knowledge - but for the moment I think the main focus should be on basic info and the game engine and BIS toolset.
How is this going to work?
What I would like to propose is that anyone wanting to help out pick a topic and write a quick tut. You can send it to me or post it in the relevant ArmA2 Editing Section. I'll pick it up from there and add it to the new pool. After that I am going to collect them all together and post them on a simple website for easy access.
Who is responsible for this project?
Well I'd rather not have to project manage it and chase people, Im hoping people will support this initiative but I dont mind spending time coordinating. If others want to help out im more than happy to share the load.
Who is going to write the tutorials?
Anyone that wants to help out (and knows what they are talking about) is welcome to contribute. So far several people have expressed support and a few have already begun offering tuts.
Where is this going to be hosted?
If there is a high enough demand I may create a new domain for it. Or get one of the big news sites to host it for us. In the short term I will collate it all on a subdomain of RKSLStudios.info site but I hope other community news and mod sites will mirror the info too. I'm not interested in creating a monopoly or dividing the community, just resources for new modders.
At this point I'm intending on writing it all out in HTML within a Joomla CMS framework that allows the topics to be converted to PDF format for ease of hosting elsewhere or use offline.
Why not use the Biki?
Well my first response to that is because the built in search functionality is crapBut I'm not exactly against using it. However personally I find MediaWiki difficult to use when creating complex content. You never know, if someone with Mediawiki skills turns up with plenty of time to help we may use it.
What about using Dev Heaven?
"DevHeaven is a place for experienced devs to learn, share, discuss and collaborate" In several recent conversations I've had with Sickboy about Dev Heavens aims he has stated that it wasn't intended for beginners. From my other contacts with several 'new to ArmA modding' groups they seem to find DH's setup quite intimidating and not exactly easy to use. After several forum discussions and private chats it was suggested that a simple website format would probably be more appropriate for beginners.
This "Beginner's guide to ArmA Modding" Project isn't really aimed at competing with Dev Heaven. We aren't aiming at supporting established modding teams. We wont be hosting people's projects or creating another community its purely to provide information.
Can I request tutorials?
Yes you can. There is no guarantee it will get written but It will be added to the list and hopefully someone will write it for you. I'm looking into ways to make requesting a tut easier. I'm just trying to work out all the mechanics of the process at the moment.
Where do we start?
Like so many people in the community I have spent a lot of time in the last 4 years helping people via PM and email. And I've often found myself resending or repeating these mini tuts, its time consuming and more than a bit frustrating too. repeating that same things over and over. So given all the information I've got stored in emails and PMs I've started compiling them into a series of FAQs and guides. Topics range from quick 2 minute explanations of rvmats to long rambling essays on modelling standards. I cant see any reason why we shouldn't collect those snippets of info and collect them all together in a simple easy to reach form.
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Suggested Topics
I'm writing a simple framework for the site at the moment. But so far I've compiled a very quick list of topics. So far I've split them in to FAQ/Mini Tuts, a "Novice Themed" series of Tuts much like Bressb's for OFP, Scripting and more advanced Features:
RED = Unassigned
BLUE = Assigned
BLACK = Complete
FAQ - Quick How to guides.
- Setup O2 for ArmA2 (pre official tools) - scubaman3D
- Setting up your projects
- namespace
- required files
- Best Practice
- Modding Tags and why you need to use them - Rock
- Texture Naming standards (ref wiki but explain in more detail if appropriate)
- Respect IP/Community rules explained - Rock
- Modelling standards - Rock
- Coding conventions
- What other tools you need
- Model.cfg a simple guide
- RVMATs and how to use them -Soul Assassn
- How to create diffuse/CO textures -Soul Assassn
- How to create Normal Maps -Soul Assassn
- How to create Specular Maps -Soul Assassn
- How to create Ambient Occlusion Maps -Soul Assassn
- Explanation of shaders (in RVMATs) and what they do. -Soul Assassn
- Un packing PBOs and binary files
- Packing PBOs and Binarisation - eg Using namespaces and BinPBO
- Basic guide to config and inheritance
- What are Hidden selections and how are they used - Myke
- Reskinning ArmA2 addons using hidden selections- Myke
- Modelling Limits - poly count, max size, Section count and why its so important - removed and included in modelling standards
- UV unwrapping - what is it and how to do it.
- UV unwrapping in O2
- Event handlers and how to use them
- Creating Factions and Vehicle classes (Do we need to establish a "community standard"? eg national classes? US, UK, French, German etc) - Myke
Basic Modelling in O2 tut series
Prefaced by "Best Practice Guide" taken from info above
- Buildings
- Required Lods and what they do
- Animations
- Partial/Animated damage
- Config
- Basic Armed Car
- Required Lods and what they do
- Standard Animations and naming
- Config
- Turrets and weapons
- setting up custom animations (RTM)
- Damage system
- Destroyed Model
- Boats (As above)
- Helicopters
- Required Lods and what they do
- Flight model setup - RKSL-Rock
- Turrets and weapons
- Using weapon proxies - Myke
- Damage system
- Plane (As above)
- Weapons proxies explained (creating/using)
- How to make a bomb/missile etc.
- What lods you need
- Community standards for weapons (Myke's IAWS?) - Myke
- Using Object proxies
Basic Island creation guide - (working with Visitor 3?)
- Guide to Project setup
- Terrain data
- Sat mask creation
- Layer mask creation
- Adding BIS objects
- Adding 3rd party objects
- Configs
- Packing and Binarisation
Simple scripting tuts
- How to use a script to animate something
- Basic Scripting practice
- Practical guide to using code in missions and addons with examples
- Basic Dos and Donts
Advanced Feature tuts:
- Wobbly Antennas to vehicles (RKSL/BW Mod Terp) -RKSL-Rock
- RKSL Dynamic Rotor System - RKSL-Rock
- Animated 3D HUDS (Working with opacity masks) - RKSL-Rock
- Working with Multiple turrets
- Setting up addons for multiple skins
So, if you want to help, speak up. Or if you want to request a tut we can add it to the list. Any suggestions or offers of help would be appreciated.
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But I'm not exactly against using it. However personally I find MediaWiki difficult to use when creating complex content. You never know, if someone with Mediawiki skills turns up with plenty of time to help we may use it.
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[FRL]Myke



