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Thread: Mondkalb's "How to create an Addon from scratch"

  1.   Click here to go to the next Developer post in this thread.   #1

    Mondkalb's "How to create an Addon from scratch"

    Well, here we go:

    In the follwoing I will explain to you in ten easy steps how you plan an addon, create the model, create the textures, put the textures on the model, how to get a working door in it, how to implement a proper damage simulation, how you get this addon to Arma 2 and how you can release it:

    Mondkalb's Addon Tutorial.

    I hope this tutorial will spawn many new addonartists and even more high quality addons to this great Arma2 Community!
    A .PDF version of this file is already in progress, and currently I am on page 45 and half of the pictures aren't included yet. So expect a 60 page Manual on how to start an Addon from scratch.

    This is an unoffical tutorial.
    Last edited by Mondkalb; Jan 3 2012 at 21:08.

  2. #2
    Very nicely done!

    You still need to adapt the formatting for the wiki in some parts.
    Mainly for model.cfg and config.cpp.

    You miss one very important part:
    Always one has to use a sublevel for a model addon, like p:\MyTag\MyTag_Addon.
    This is key to binarize an addon correctly.

    Aspects you might want to add:
    * Sign all your addons with an individual key, to allow server admins rule out addons
    * Even doable to sign every release with a new key to rule out old addons
    * Addon/Pbonaming.
    * Copyright/permission.

    Again very well done and thanks for putting this into the BIKI.

  3. #3
    Lovely! Thanks for doing it, otherwise i would have felt the urge to do that... but honestly it wouldnt be nearly as neat and compleat as your tutorial is!
    Kudos.

  4. #4
    Good work on this manual, these are the type of things which gets new makers involved

  5. #5
    Quote Originally Posted by kju View Post

    You miss one very important part:
    Always one has to use a sublevel for a model addon, like p:\MyTag\MyTag_Addon.
    This is key to binarize an addon correctly.
    Really? :S it always binarized fine for me straight from the addon folder

    In any case good job man!

  6. #6
    Wow - a really teasing thing it is ...

    By the by:
    Found a whole german phrase in there ... sure it's something redundant.
    Before we were forced to use "just another datacollecting and advertising imposing machine on users machine like steam" my signature went like this for many, many years:
    "There was once a dark age when players were herded like cattle down rigid gaming paths - and Bohemia Interactive Studios were the Che Guevara types who set them free." Watch n' listen: Thank you, Bohemia for fascinating games since 2001. Engine: Win8 32-Bit on AMD64 6000 X2 (2 x 3100 MHz) * NVidia 9600 GT 1024 MByte * 1920 x 1080 pixels * 27'' TFT * RAM 3 GByte - it all works very smooth especially because of SSD!

  7.   Click here to go to the next Developer post in this thread.   #7
    BI Developer Mondkalb's Avatar
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    Aug 15 2005
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    Prague
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    Author of the Thread
    Thanks to all of you.

    I'll try to get the typos and formatting-errores fixed during this weekend.

  8. #8
    Thank you very much Mondkalb...

    even if i have to redo some of my models now...

  9. #9
    Very good Mondkalb.

    A2: US Marines v1.2 | Force Recon v1.2
    I keep having people ask me if I'm going to 'port' my work from A2 to A3. I'm not going to 'port' anything. Will I be making new original work? Possibly.

  10. #10
    Excellent, I'll be using this. Great work so far.

    One suggestion, it might be good to have a list of programs that are required at the beginning.

    YOUTUBE CHANNEL, OFP/ARMA Movie Maker since 2005

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