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valdark

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About valdark

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  1. Yeah, a lot of this confusion comes from the fact that BI documents the need of third party software on the BI wiki https://community.bistudio.com/wiki/Terrain_Processor:_Tutorial
  2. valdark

    Clutter problem

    You seem to have issues with case sensitivity. Try making all references lower case in both cfgClutter and cfgSurfaces for simplicity.
  3. valdark

    Problem with PboProject

    Before you crunch select Noisy Output and see if the log gives you a better idea of what went wrong.
  4. Thanks for this, I was wracking my brain today trying to solve this issue.
  5. valdark

    Changing sea color problem

    Make sure your plane is propperly UVmapped. That could be the cause of the stretching.
  6. valdark

    Changing sea color problem

    try deleting the additional line breaks from your cfgMaterials. Using notepad++ i've found that an extra line break can cause things to go awry. so that This: class CfgMaterials { class Water; class NAM_water: Water { PixelShaderID = "Water"; VertexShaderID = "Water"; ambient[] = {0.0,0.025,0.05,0.5}; diffuse[] = {0.01,0.03,0.05,1.0}; forcedDiffuse[] = {0.0,0.0,0.0,1}; specular[] = {0.12,0.12,0.12,1}; specularPower = 100; emmisive[] = {0,0,0,0}; }; }; Becomes This: class CfgMaterials { class Water; class NAM_water: Water { PixelShaderID = "Water"; VertexShaderID = "Water"; ambient[] = {0.0,0.025,0.05,0.5}; diffuse[] = {0.01,0.03,0.05,1.0}; forcedDiffuse[] = {0.0,0.0,0.0,1}; specular[] = {0.12,0.12,0.12,1}; specularPower = 100; emmisive[] = {0,0,0,0}; }; };
  7. valdark

    "GetTexture" ?

    Why not use a simple alpha map?
  8. valdark

    Is there a mask palette limit?

    I just recently found this out myself. Such a timesaver. Have you had any luck setting up custom textures and Climates?
  9. Try running CCleaner. If you've had other Arma tools for previous versions at any time in can bork your settup. It did with mine.
  10. Thank you for taking the time to review my question. This may sound unusual but I am looking to create an environment class that operates with the same visual properties of the underwater environment but I do not wish this to inheret any other water properties. What I am looking to reproduce is an area specific fog and shadow effect as if creating a pond object but without any physical change to the characters or vehicles passing through the area. I am not looking to configure scene specific mission parameters for this effect so the global fog effect will not suffice and I wish to alter the color properties without affecting my water effects. Any assistance or info on where I should begin my search in how to accomplish this would be greatly appreciated.
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