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> How to create addons for OA?, And, of course, with 3Ds Max 2011?
SGJackson
post Sep 7 2010, 20:08
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Hay guise!

I barely learned how to make addons for ArmA1, now, is it different in OA? (I bet it is)
I'm really good at 3Ds Max 2011, and I'd like to know some things:

1- I make a model, I import it to O2? Or is there other program used for OA?
2- How to wrap textures in a way that they're all connected in a single file and when I apply it in O2 it automaticly adjusts to the model?
3- What would be an example of a config.cpp that places the addon in the 'Empty' section?

Thanks!
 
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