Jump to content

greecelightning5

Member
  • Content Count

    22
  • Joined

  • Last visited

  • Medals

Community Reputation

12 Good

1 Follower

About greecelightning5

  • Rank
    Private First Class

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. greecelightning5

    Mask issues

    So I'm starting to think I didn't get my P drive set up properly here. Every time I try to wipe it and start over to get a clean start the drive is populated with the stuff I had before. I was wondering if there was a wiki or something somewhere on how to get a proper start over.
  2. greecelightning5

    Athena - An ARMA 2nd Screen Application

    I've noticed some communities saying they have been using this. As a whole how has it performed? Has it killed the fps for everyone or has it really been unnoticed? What kind of benefits have yall as a community seen from using it?
  3. greecelightning5

    Mask issues

    I thought it was. Maybe worth running ArmA3p havent run it in a while and we have had tanks drop.
  4. greecelightning5

    Mask issues

    This is what the error tells me when I click on generate layers Layers generation - unable to load the file "P:\" Can't load image from file 'P:\': file does not exist Layers generation - PNGOVerlapV3Style.cpp boolV3PictureDataMod::LoadFromFile( cont char*filename = "P:\") Unable to open the image file. Layers generation - Unable to load the file "P:\".
  5. greecelightning5

    Mask issues

    So I have built a new map and am trying to put it in TB. There seems to be an issue with my code for my mask and I'm not seeing it. Hoping someone else can see what the issue is. Layers.cfg class Layers { class TBWC_grass_green { texture = "a3\map_data\gdt_grass_green_co.paa"; material = "GRC\TBWC_exile\data\gdt_grass_green.rvmat"; }; class TBWC_beach { texture = "a3\map_data\gdt_beach_co.paa"; material = "GRC\TBWC_exile\data\gdt_beach.rvmat"; }; class TBWC_marsh { texture = "a3\map_data\gdt_marsh_co.paa"; material = "GRC\TBWC_exile\data\gdt_marsh.rvmat"; }; class TBWC_mud { texture = "a3\map_data\gdt_mud_co.paa"; material = "GRC\TBWC_exile\data\gdt_mud.rvmat"; }; class TBWC_seabed { texture = "a3\map_data\gdt_seabed_co.paa"; material = "GRC\TBWC_exile\data\gdt_seabed.rvmat"; }; class TBWC_stony { texture = "a3\map_data\gdt_stony_co.paa"; material = "GRC\TBWC_exile\data\gdt_stony.rvmat"; }; }; class Legend { picture = "maplegend.png"; class Colors { TBWC_grass_green [] = {{ 140, 195, 80 }}; TBWC_beach [] = {{ 230, 230, 120 }}; TBWC_marsh [] = {{ 200, 170, 100 }}; TBWC_mud [] = {{ 120, 121, 120 }}; TBWC_seabed [] = {{ 120, 120, 121 }}; TBWC_stony [] = {{ 80, 80, 80 }}; }; }; a pic of my data folder data folder
  6. greecelightning5

    Buildings not showing up in game

    So after using Eliteness to look at my ,wrp Terrain Builder says it exported 66350, but Eliteness says it only has about 66294. This is the difference of the buildings that aren't showing up. I have reexported the .wrp a couple of times to make sure. So I'm not sure whats going on.
  7. I go in TB and put down buildings, use buldozer to place them how I want them, export the .wrp file and then binarize it to test it in my game. Go into my game and open my map and my buildings aren't there. I can't figure out why. Im sure its probably something small I'm probably not doing write. Could use any help your willing to throw my way. If you need anymore info ask and I'll try to get it.
  8. I had the same error and ran arma3p again and it got rid of that.
  9. greecelightning5

    Terrain not showing up in editor

    I fixed mine. The line in my $PBOPREFIX$ had a typo in it. Now it's showing up in my editor.
  10. greecelightning5

    Terrain not showing up in editor

    Cool. Thanks. Hopefully we can help each other out.
  11. greecelightning5

    Terrain not showing up in editor

    Yes. When I have Terrain Builder up and then click the buldozer button it loads up fine.
  12. I'm following the PMC tutorial on making my first map and have run into a snag. I've used pboProject to pack it and get no errors. Then when I load the mod up as usual it loads fine and I can see it in my list of active mods, but when I go to the editor and try to select it I can't. If I open another map and look at the config viewer I can also see it in config world and worldlist, all of this I have been told means that the pbo is right. Playing around I have found that changing the class line in CfgWorldList will make it show up as a selectable map but without a name and when I click on it nothing happens. Pic of my terrain folder https://picload.org/image/rciwoooi/mapfolder.png also a copy of my config.cpp class CfgPatches { class tut_tutorial_terrain { units[] = { "tut_tutorial_terrain" }; weapons[] = {}; requiredVersion = 1; requiredAddons[] = { "A3_Map_Stratis" }; }; }; class CfgWorldList { class tut_tutorial_terrain{}; }; class CfgWorlds { class Stratis; class tut_tutorial_terrain: Stratis { cutscenes[] = {}; description = "TUT Tutorial Terrain"; worldName = "\tut\tut_tutorial_terrain\tut_tutorial_terrain.wrp"; author = "PMC"; icon = ""; previewVideo = ""; pictureMap = ""; pictureShot = ""; newRoadsShape = ""; centerPosition[] = { 2560, 2560 }; ilsDirection[] = { 0, 0.08, 1 }; ilsPosition[] = { 0, 0 }; ilsTaxiIn[] = {}; ilsTaxiOff[] = {}; drawTaxiway = false; class SecondaryAirports{}; class ReplaceObjects{}; class Sounds { sounds[] = {}; }; class Animation { vehicles[] = {}; }; class Subdivision{}; class Names{}; }; }; Any help would be appreciated
  13. Dragon - tried your fixes and still a no go. m1lk - since I don't know what that is going to say no. Should I start over from square 1? Feel like that is the only option right now. Sorry for the delay. School is starting in a couple of days and I'm trying to get ready for it.
  14. So I have a feeling now that the problem now lies in my Surfaces and Clutter files. So in the interest of saving a bit of time I don't have much in there would yall mind looking at it and tell me where I need to make changes before I throw a bunch in there class CfgSurfaces { class Default { }; class Water { }; class GdtStratisConcrete: Default { access=2; files="gdt_strconcrete_*"; character="Empty"; soundEnviron="concrete"; soundHit="concrete"; rough=0.050000001; maxSpeedCoef=1; dust=0.15000001; lucidity=0.30000001; grassCover=0; impact="hitConcrete"; maxClutterColoringCoef=1.35; }; }; class CfgSurfaceCharacters { class StratisForestPineClutter { probability[]={0.050000001,0.012,0.0099999998,0.1,0.050000001}; names[]= { "StrBigFallenBranches_pine", "StrBigFallenBranches_pine02", "StrBigFallenBranches_pine03", "StrGrassDryGroup", "StrGrassGreenGroup" }; }; class DefaultClutter; class clutter { class StrBigFallenBranches_pine: DefaultClutter { model="A3\Plants_F\Clutter\c_bigFallenBranches_pine.p3d"; affectedByWind=0; swLighting=0; scaleMin=0.30000001; scaleMax=0.69999999; }; class StrGrassDry: DefaultClutter { model="A3\plants_f\Clutter\c_StrGrassDry.p3d"; affectedByWind=0.5; swLighting=1; scaleMin=0.80000001; scaleMax=1.2; }; };
  15. Yeah the only reason I added the P:\ was because it didn't work with just TestMap\.......
×