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darkxess

Using the Takistan .paa files

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Ok, if I were using the Takistan .paa files, such as:

s_satout_co.paa

sky_mostlycloudy_lco.paa

tk_forest_nopx.paa

tk_pole_co.paa

tk_trava_co.paa

(just naming a random few)

Well, would this cause my map problems if I were to use them directly?

or would I need to uncode/unlock whatever first?

Thanks

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i have used those paa's successfully without any modifications. If i remember correctly i have only added basic corresponding rvmats for the ground textures etc.

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i have used those paa's successfully without any modifications. If i remember correctly i have only added basic corresponding rvmats for the ground textures etc.

[you did just, copy and past them in to your map right?]

I opened your map just now mate, and I noticed you renamed things from "tk" to "tb" ... so its ok to rename them? or you need to open it in photshop

etc first then save-as ? or just rename normally by just pressing rename with right click? the reason im asking this is because of slow loading times in my

new map! its annoying, lol. Still not found the fault. :(

Edited by DarkXess

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yeah, not sure why i did that, maybe for possible modification like color tweaking. i changed just the filename, no resave in PS.

Sorry cant help with config and debug stuff. I can barely get my own configs etc to work, i'm more of the artistic side then the scripting side...

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The "tk" prefix in the filename is just a "tag" - short for "Takistan"... Chernarus texture files are tagged "cr"... Sgt Ace retagged the ones he used in his tutorial to "sm" - as everyone who's done the tutorial should remember...

It's just filenames, and the files themselves are just graphics files - nothing special...

The main reason people bother with this sort of "tagging" thing - and you should too - is to avoid conflicts with other islands using these same files...

Notice how in the tutorial Sgt Ace added "sm" to almost EVERYTHING... Clutter & Surface definitions too... that's because he basically copied the Chernarus ones, changed them to suit what he wanted, then replaced all the "cr"'s with "sm"'s...

If he hadn't done that, then when the game runs it would have loaded Chernarus - with all those "cr" referenced things, then loaded the Sgt Ace Tutorial island - also with all those "cr" references... DIFFERENT ONES...

The game can't handle two sets of identical named stuff - it goes with the "last loaded" - which is always the "extra loading user stuff".....

The end result? - Chernarus uses Sgt Aces clutter definitions - or maybe even none at all!...

Not good...

It happened a lot in the early days until people learned to retag stuff as they "copied" it from the main BIS islands... otherwise - conflicts... avoid this by routinely retagging everything with your own distinctive "tag", or a recognisable project-related prefix like BIS use... anything to make that differentiation from the original... just in case the original and your project get loaded at the same time on someones machine - then you won't have to deal with those endless "I used your island and now Utes has no grasssssss!" whines ;)

All very interesting, and worthwhile knowing, but I really don't think it's anything to do with your loading times problem...

Like PVP_Scene and others keep saying - the single, number one, primo cause of slow loads in-game is bad, incomplete or no binarization.....

You've posted a couple of different errors in different threads which are definitely P:\drive or Binarize-related...

The full-on "Exception / Fault" one looks like a crash - not sure about that, but one of the others "mismatch between .exe and Data", thats a common one which basically says - "The BIN folder on P:\ and the arma2oa.exe you're using aren't from the same version"....

That all sounds like your P:\drive isn't set up correctly...

I've avoided OA object almost entirely so far, so I can't really advise on using them - but others seem to be coping OK with them, so it must be possible to get all these extra things set up correctly...

I'd look anew at your P:\ drive setup if I were you...

B

Edited by Bushlurker

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