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Everything posted by ghost77788

  1. ghost77788

    X-Cam 1.0 for Arma 3 released

    Tanoa objects have been released from ebo to pbo. Now all we need is a xcam file to see them in game.
  2. 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.
  3. 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.
  4. ghost77788

    X-Cam 1.0 for Arma 3 released

    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.
  5. 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.
  6. ghost77788

    Ground blending issue

    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.
  7. So i just updated pboproject to version 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.
  8. ghost77788

    Pboproject cant crunch my map

    UPDATE*** Mikero has fixed the problem. So just install the newest version and everything should work again. Thank you mikero
  9. ghost77788

    Pboproject cant crunch my map

    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
  10. 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.
  11. 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
  12. 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
  13. ghost77788

    C2 -Command And Control

    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.
  14. 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
  15. ghost77788

    Bouncing 40mm Smoke shell

    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.
  16. 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.
  17. ghost77788

    Terrain builder road issues

    Hey Kerodan, thanks for the help on the first issue that did the trick And i will go over my lib.cfg thanks again
  18. Can anyone help me, im trying to use buldozer in terrain builder, but it just flashes the buldozer window and then nothing happens. before i ran arma3p i was working normally after i ran it buldozer does nothing anymore not even a error shows, it just flashes, the button is still pressed like its running only not showing. please help here is the buldozer.rpt when i run buldozer via terrain builder ===================================================================== == P:\buldozer.exe == P:\buldozer.exe -buldozer -name=Buldozer -window -exThreads=0 -disableSteam -noAsserts -cfg=p:\buldozer.cfg -showScriptErrors -connect=pipe\26081E,8EDB Original output filename: Arma3Retail_DX11 Exe timestamp: 2015/01/19 18:37:25 Current time: 2015/02/13 13:42:40 Type: Public Branch: Stable Version: 1.38.128937 Allocator: Windows ===================================================================== 13:42:40 ManagerConfig() 13:42:40 Initializing Steam Manager 13:42:40 ManagerConfig() 13:42:40 unable to load cached items meta info. save and update functionality will be broken 13:42:40 Steam Manager initialized. 13:42:40 13:42:40 ==== Loaded addons ==== 13:42:40 13:42:40 D:\Steam\steamapps\common\Arma 3\dta\bin.pbo - unknown 13:42:40 D:\Steam\steamapps\common\Arma 3\dta\core.pbo - 72362 13:42:40 D:\Steam\steamapps\common\Arma 3\dta\languagecore_f.pbo - 78060 13:42:40 13:42:40 ======================= 13:42:40 13:42:40 ============================================================================================= List of mods =============================================================================================== 13:42:40 modsReadOnly = false 13:42:40 safeModsActivated = false 13:42:40 customMods = false 13:42:40 hash = 'FAB37C2D89CDF9B046E12991D397DBD376D5E0E1' 13:42:40 name | modDir | default | origin | hash | fullPath 13:42:40 ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 13:42:40 arma 3 | A3 | true | REGISTRY | a7d8115be5ee6708b69a339f0feb104ae75a610e | D:\Steam\steamapps\common\Arma 3 13:42:40 dlcbundle | dlcbundle | true | NOT FOUND | | 13:42:40 heli | heli | true | NOT FOUND | | 13:42:40 kart | kart | true | NOT FOUND | | 13:42:40 curator | curator | true | NOT FOUND | | 13:42:40 ========================================================================================================================================================================================================== 13:42:40 DX11 - Initializing DX11 engine. 13:42:40 DX11 - Detecting best GPU adapter. 13:42:42 DX11 - Detected best GPU adapter 0 : "NVIDIA GeForce GTX 670", benchmark result = 67.2503, level coef = 1, total result = 67.2503 13:42:42 DX11 - Using DXGI adapter 0. 13:42:42 - adapter description : NVIDIA GeForce GTX 670 13:42:42 - adapter vendor ID : 4318 13:42:42 - adapter device ID : 4489 13:42:42 - adapter subsys ID : 675419234 13:42:42 - adapter revision : 161 13:42:42 - dedicated video memory : 2087387136 13:42:42 - dedicated system memory : 0 13:42:42 - shared system memory : 2147807232 13:42:42 InitSound ... 13:42:42 Error: CoInitilizeEx (XAudio2-1st trial) return 80010106 13:42:42 InitSound - complete ---------- Post added at 14:08 ---------- Previous post was at 13:29 ---------- I dont know if it helps but i also get an rpt when i run arma 3, only i can still play arma without issue.
  19. 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
  20. question: did you make a new profile can you open mission.sqm in notepad
  21. 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.
  22. 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.
  23. great that it works again, now im just hoping that the next update will fix my broken buldozer
  24. 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