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> OFP addons to Arma?
CoKane
post Jan 27 2010, 11:09
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Okay okay, I know this question has been asked a lot of times, but I don't quite find the thread for it anymore (and yeah I used the Search mode)

Are there OFP addons which are compatible with Arma? if yes which ones?
And how do you port OFP addons which are not compatible with Arma to Arma? which tools do you use and how do you do it?

I would be very grateful, if someone could answer me those questions, because AFAIK the WIP for a lot of Arma 1 addons has dried up and I could use some new stuff for my maps, so I'd like to give it a try.

Thank you in advance


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D@V£
post Jan 27 2010, 11:59
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Gee, I wish we had one of them doomsday machines.
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Not "out of the box" (or at least, not any I'm aware of), you'll need to modify OFP addons to get them working in ArmA.


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CoKane
post Jan 27 2010, 13:17
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Thanks, too bad, well how do you modify them? is there any walkthrough, guide or something like that?


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D@V£
post Jan 27 2010, 14:22
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Gee, I wish we had one of them doomsday machines.
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Depends on what you're trying to convert.

First, and most importantly, make sure you get the permission of the original addon creator, unless it explicitly states in the addon's EULA that you're free to modify and distribute the addon.

Configs are generally going to have to be completely rewritten, as a lot of inheritance probably won't work (there are classes in OFP that aren't in ArmA, and visa versa, a lot of the classes that are in both games are a lot different)

If you want to convert infantry, you're probably better redoing the models from scratch (too much has changed about infantry from OFP to ArmA to make it worthwhile, it'll take a lot of time to convert soldiers from OFP to ArmA and the end results won't be very good)

Weapon models are as simple as just applying one of the ArmA weapon model.cfg files to the model (even this isn't necessary, but the selections won't work properly if you don't). For extra kudos you should add the magazine to a selection named "magazine". You might also want to modify the textures and create material files for better compatibility.

Vehicles and Aircraft are done in a similar manner. I'm not an expert with vehicles though, so I'm afraid I can't really help you. I'd advise looking at one of the sample models released and modifying the selections on your model to match them, then use the same model.cfg.

ArmA weapon model.cfg:
CODE
class CfgSkeletons
{
  class Default;
    class Weapon: Default
    {
    isDiscrete = 0;
    skeletonInherit = "Default";
        skeletonBones[]=
        {
            "magazine",
            "",
            "ammo_belt",
            "",
            "ammo_belt_bottom",
            ""
        };
    };
    class WeaponRevolving: Weapon
    {
    skeletonInherit = "Default";
        skeletonBones[]=
        {
            "buben",
            ""
        };
    };
};
class CfgModels
{
  class Default;
    class Weapon: Default
    {
        sections[]=
        {
            "zasleh"
        };
        skeletonName="Weapon";
        class Animations
        {
            class magazine_hide
            {
                type="hide";
                source="reloadMagazine";
                selection="magazine";
                minValue=0.200000;
                maxValue=0.250000;
                hideValue=0.100000;
            };
            class ammobelt_hide
            {
                type="hide";
                source="isEmpty";
                selection="ammo_belt";
                minValue=0.000000;
                maxValue=1.000000;
                hideValue=1.000000;
            };
            class ammobelt_bottom_hide
            {
                type="hide";
                source="isEmpty";
                selection="ammo_belt_bottom";
                minValue=0.000000;
                maxValue=1.000000;
                hideValue=1.000000;
            };
        };
    };
    class WeaponRevolving: Weapon
    {
        skeletonName="WeaponRevolving";
        class Animations
        {
            class Revolving
            {
                type="rotation";
                source="revolving";
                selection="buben";
                axis="osa_buben";
                memory="true";
                animPeriod=0;
                angle0=0;
                angle1="rad -360";
            };
        };
    };
    class MyWeaponsModel: Weapon
    {
    };
};


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QUOTE(Major Mike Shearer)
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QUOTE(Brace Belden)
A machine gun is like a woman, I don’t understand it, I’m afraid of it, and one day I’ll accidentally be killed by one.
 
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CoKane
post Jan 27 2010, 16:08
Post #5


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Thanks, that actually helped me alot.
Fortunately, I am more focused on getting Objects from OFP to Arma (Fences and especially Gates)
Unfortunately, you can't help me with this and neither can I lol, Thanks anyways

Okay who can help, tell me to get a few objectpacks converted from OFP to Arma


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War never solved anything, well except fascism, tyranny, slavery, communism, genocide and now we're working on terrorism ;)
 
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D@V£
post Jan 27 2010, 17:59
Post #6


Gee, I wish we had one of them doomsday machines.
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Static objects don't need model.cfg files unless they have moving parts, you should be able to directly convert them.


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The Rules - Nothing too complicated, follow these and we'll have no problems.
Moderation Feedback Thread - Tell everyone how much you hate me love me secretly fear that Mark is watching you while you sleep. secretly wish that Mark is watching you while you sleep.
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QUOTE(Major Mike Shearer)
We can categorically state that we have not released man-eating badgers into the area.
QUOTE(Brace Belden)
A machine gun is like a woman, I don’t understand it, I’m afraid of it, and one day I’ll accidentally be killed by one.
 
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CoKane
post Jan 27 2010, 22:11
Post #7


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Okay let's say I wanna convert that Gatepack (I think it was from mapfact, there was a Nogova Map with new military installations where they used all that stuff, the gates were working though) for Arma 1, then how exactly do I do it? unsure.gif


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D@V£
post Jan 28 2010, 01:37
Post #8


Gee, I wish we had one of them doomsday machines.
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1. Get permission from MapFact
2. Convert the models to a format they can be opened in Oxygen2
3. Create new model.cfg file (for the gates)
4. Rewrite config
5. ???
6. Profit

I should state at this point that I have no idea how to do step 3. Model.cfg files aren't really my speciality.


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The Rules - Nothing too complicated, follow these and we'll have no problems.
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QUOTE(Major Mike Shearer)
We can categorically state that we have not released man-eating badgers into the area.
QUOTE(Brace Belden)
A machine gun is like a woman, I don’t understand it, I’m afraid of it, and one day I’ll accidentally be killed by one.
 
Quote Post
CoKane
post Jan 28 2010, 11:20
Post #9


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Okay thx, willdo (at least try to)

PS: Don't watch to much Southpark, or the Underpants Gnomes will get you weapons_owned.gif lol


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