ghost77788
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Posts posted by ghost77788
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Goodday Bohemia,
I was wondering if the announcement that all tanoa assets would become available to all members of arma 3, also ment that those assets would be coming out of ebo format to pbo format?
As that was the reason to release them to all players, as they couldnt play on some terrains that did use them in some way or another.
This making it easier for the people making those terrains and expanding the arma universe with them.
Thank you for all the hard work.
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To use TP you actually have to export the heightmap out of TB because TB adds the coordinates(200000,0) it needs, otherwise the shape roads file doesnt know where to make the adjustments.
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Has anyone else experienced issues with mikeros tanoa objects.
So i build a project with xcam, exported it to TB, viewed it in buldozer but when i get in game its all f**** upped.
tanoa walls are following elevation when in xcam i didnt use follow slope function.
Buildings are lower then they are in xcam or in buldozer.
So im at the point where im going to quit, even after having placed more than 50000 objects in xcam for my terrain.
Because i used a lot of tanoa objects for diversity and if they all act this way where i have no idea if they are wrong only after having crunched my terrain its just to much work to do it for each single object.
(roughly 100sec * 10000 objects).
PS when im in buldozer and i select a object a new option is added to properties with this in it : follow elevation or keep absolute position.
Only problem is that i can only change it while in buldozer and when i close buldozer it reverts back.
Thank you for reading this rant.
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OK update: Apparantly the "maxClutterColoringCoef" had to be added to each individual surface withing cfgsurface and not in the general config area.
So now only thing left is the sat map shining through as shown in the image above.
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Hello everyone,
So im having an issue with my clutter color as wel as my ground texture color.
When asking on discord Ice let me to this site https://community.bistudio.com/wiki/Arma_3:_Visual_Upgrade#Ground_Blending
However after crunching my terrain multiple times with different settings for these values my clutter is still showing mayor color difference because of the underlying sat map even at close range, same goes for ground texture.
Does anyone know how exactly to manipulate these settings so that my clutter is the same color, especially for close range viewing. basically that my satmap doesnt shine through as much as it is now.
Thanks in advance.
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UPDATE*** Mikero has fixed the problem. So just install the newest version and everything should work again.
Thank you mikero
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Still confused.
The name of my wrp is the same as the name of my class aswell as the name in cfgworldslist
but it still doesnt go anywhere during crunching
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So i just updated pboproject to version 2.11.6.24.
And now everytime i try to crunch my terrain it stops with the following message(no warning label):
<searching for cfgworlds.nameofwrp>
there is class tiad_greece.wrp in cfgworlds
Now i mention the update because it didnt have a problem before the update.
So my question is did anything change in regards to the wrp setup in the config,cpp or is this a pboproject bug?
Thanks for the help.
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Jakerods suggestion works for me:
It might have to with map coordinates. Where your .asc that you imported into TB has the old coordinates in it and then you move it to E-200000 and N-0.
And your shapefile is trying to be applied to that E-200000 and N-0, but your asc still has the old coordinates.
And by exporting from TB on your .asc the new coordinates are applied and the shapefile now will have the same coordinates and be applied correctly.
Hopefully that made some sense, also if im wrong on any of this please correct me. Nothing worse then bad info.
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Goodday antonstryuk,
i wrote additions to your amazing ares mod.
and i was wondering if you woul like to include them or if i may upload them to armaholic.
thank you
here is the link to them https://www.dropbox.com/s/mbvbd7u1s735jpu/ares_zeusExtensions.pbo?dl=0
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2016-01-03 23:47 Posted by Ghost77788
Hey i just saw your 1.4.1 video and it really looks good, i do have a suggestion that units on the first floor have a small "+" sign next to their number to make it clear that they are higher then other units and for other floors just add another +.
Also couldnt you add a parameter to check which ground position is closest to the units current location and select that instead of always position 0.
But all in all it really looks great.2016-01-04 00:07 Posted by Ghost77788
Sorry back again i found this in a post about closing doors in a area and it had this in the script:
_doorPos = _building selectionPosition (format ["Door_%1_trigger", _doorNum]);
https://forums.bistudio.com/topic/170813-arma-3-close-doors-in-radius/
https://community.bistudio.com/wiki/selectionPosition
hope it helps to visualize the door positions in the interface. -
Hey everyone,
i was just wondering why when you get out off a helicopter (UH80) cargo seat you are put on either side randomly.
Also are there position selections used for the get out action on helicopters to set the person on that spot.
I ask this because it would be nice to be able to get out either left or right with 2 action menu commands.
I got this to work with addaction entries on the helicopter however i had to disable collision with the helicopter otherwise i couldnt position the person close to the door of the helicopter.
So i was just wondering when i press the get out action what that action uses to set the person on either side of the helicopter and why it is random.
I would like to add a get out right and left action via : class UserActions. But not use a comprehensive script that has to disable collision and rather use a point (if there is one) that the get out action uses.
Thank you very much for helping me out.
Sincerely,
Ghost77788
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Hey Inlesco,
thank you for your quick response.
Yes i have set up a fired eventhandler which waits for the projectile to go below a certain height.
The istouchingGround command doesnt work with the projectile.
But thank you for response, it made me rethink the issue.
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Hi everyone,
I was just wondering if it were possible to reduce the ridiculous bounce that all 40mm smoke shells have.
thank you for taking the time to answer my question.
Sincerely,
Ghost77788
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Hey Kerodan, thanks for the help on the first issue that did the trick
And i will go over my lib.cfg
thanks again
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Hi everyone,
in advance thanks for the help.
i have 2 issues regarding road placement via polylines:
1. when placing the lines there are no issues, however when i try to move and snap one point to another so they are connected this happens allot,not always, but allot.
http://i.imgur.com/nhXVavy.png
as you can see the entire line shifted to god knows where and i cant get it back. so i would have to ctrl+z and start over.
2. my roads in bulldozer have a white texture
http://i.imgur.com/ga0P1In.png
i read in a other post that someone resolved it because of "spaces unwanted", however i dont know what this means.
Again thanks for the help and hope someone has a solution.
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Had the same problem, only way to fix it was to follow the atlas guide and do everything except the arma3p from mikero and manually extractpbo addons and move them to p
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question: did you make a new profile
can you open mission.sqm in notepad
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I also fixed my buldozer flash screen problem, i reinstalled arma3tools and this time i didnt install arma3p or futura and now buldozer works again and i guess i have to move everything manually.
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ok i have an update: i fixed the controls issue aswell as the error with objectbuilder. i had to run the buldozerconfigurator ands that solved it.
So the only difference with the none working version is that i didnt run arma3p from mikero, so maybe there lies the problem.
So how do i get the objects to the p drive to place in terrainbuilder manually.
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great that it works again, now im just hoping that the next update will fix my broken buldozer
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Hey sabre maybe dumb question but have you tried copying the file from arma 3 folder to p drive
---------- Post added at 19:21 ---------- Previous post was at 19:20 ----------
also i read somewhere that that file needs to contain 107410 instead of 233800 or something
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I have run as administrator, i have used the mount p from the tools aswell as the armaswitcher.bat from the atlas guide by jakerod
i have install reinstalled about a dozen times with verying methods always same result
---------- Post added at 16:49 ---------- Previous post was at 15:59 ----------
Ok i removed arma 3 tools and mikero entirely even regedit and reinstalled it, i didnt install mikero arm3p and now the window opens however the controls dont work and if i launch object builder and do buldozer it keeps saying modules bootcamp f requires as_ui_F_Curator and then the error attach failed pops up
X-Cam 1.0 for Arma 3 released
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Tanoa objects have been released from ebo to pbo.
Now all we need is a xcam file to see them in game.