macfifa
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10 GoodAbout macfifa
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this what it looks in the game but i had changed it as you see in the pic 651657,3451946
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in terrain builder did you setup the library from a3 folder or another one ? and also make sure that all object are in maps boundaries
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you used a copy vergepost_f.p3d in your project this will not work just refrence the object where it is in A3 foulder
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no reply after some playing with the grid class i make 10m x 10m grid with actual Universal Transverse Mercator as in the pic
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hi all My map size is 12288 m and the lower left point in real live is 51657,51946 in altis config.cpp class grid:grid { xoffset = 0; yoffset = 30720; in my map the yoffset value came from adding 51946 and 12288 = 64234 but the xoffset is a problem after alot of testing the value is 48357 why? class grid:grid { xoffset = 48357; yoffset = 64234; and the game give me the lower left point as in real live 51657,51946 can some one explane why the xoffset value is like that ? res 4096 x 3 m = 12288 m
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lamp fake flare like navigation lights
macfifa replied to macfifa's topic in ARMA 3 - MODELLING - (O2)
i solve this now there is another issue,the airport lamp sample in arma 3 samples is not complete becouse i try to study it and there is a huge diff. between the sample lamp and A3 lamp in game the high LOD is missing and there are a white emmisve plates that do not show in the sample lamp are the BI company doing that in perpose and why? how can i learn what to do to make a lamp works -
lamp fake flare like navigation lights
macfifa replied to macfifa's topic in ARMA 3 - MODELLING - (O2)
color[] = {1000,650,400}; Land_LampDecor_F color[] = {1000,1000,1200}; Land_LampHalogen_F color[] = {700,600,500}; Land_LampHarbour_F color[] = {1100,700,500}; Land_LampShabby_F color[] = {2500,4000,6000}; Land_LampAirport_F (all the value above are under 1200 but here there are 3 value above 1200) if someone know what is going on plx explane to me i want to make a lamp in arma and these numbers does not make any sense -
I want to make a street lamp with fake flare like the runway navigation lights and after looking i found that these nav. lights have something called light_1_source in there p3d file i dont know what is it and how i make one becouse in config.cpp there a class animationsources that uses it to make the fake texture glow light hope you understand me
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thx again no reply, i find the solution it is in the class MarkerLights in the CfgVehicles , the lights are now on after i changed the config.cpp but i put 50 lights from two types and only 20 from them are active at the same time from each type i wonder why? i have changed the intensity and flareMaxDistance with no affect at all i hope someone will help this time.
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hi all I just place a navigation lights (NavigLight_3_F) on my runway by TB set the time to 23:00 and the lights are not on. what am i missing here?
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hi I am new at making terrain and i am having problem with the clutter and tried alot to solve it but no luck the clutter i used not showing on the game here my simple setup cfgClutter class maz_Grass: DefaultClutter { model = "A3\Plants_F\Clutter\c_Grass_Tall_Dead.p3d"; affectedByWind = 0.0; swLighting = 1; scaleMin = 0.7; scaleMax = 1; }; cfgSurfaces class CfgSurfaces { class Default{}; class Water{}; class maz_Grasstp: Default { access = 2; files = maz_grasstp*; rough=0.11; dust=0.1; soundEnviron = "drygrass"; character= maz_grassy; soundHit = soft_ground; }; }; class CfgSurfaceCharacters { class maz_grassy { probability[] = {1}; names[] = {maz_Grass}; }; }; layers.cfg class Layers { class maz_grasstp { texture = ""; material = "\hatzerimairbase\data\maz_desert.rvmat"; }; }; class Legend { picture="\hatzerimairbase\source\maplegend.png"; class Colors { maz_grasstp[] = {{207,115,0}}; }; }; edit : I followed a tutorial for the name of the classes and i should have at least 4 or 5 layer then the clutter works fine also there is an arrow showed up in the bottom left corner of my map in the game not buldozer
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ACE3 - A collaborative merger between AGM, CSE, and ACE
macfifa replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
i found the mistake i have downloaded a new copy of Altis 360 Degree Training Course and it didnot have AB module enabled i thought it is enable by deafult thx man -
ACE3 - A collaborative merger between AGM, CSE, and ACE
macfifa replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
hi after last update i dont find my set zero adjustment option in ace ->equipments and also that range table only have one column it seems that AB is not working for some reason game 1.46 ace 3.1.1 -
IDF ( Israeli defense forces ) units,complete
macfifa replied to excess3's topic in ARMA 3 - ADDONS & MODS: COMPLETE
do this class CfgFactionClasses { class HAMAS_faction ------------------------>this name { displayName = "HAMAS"; author = "Excess3"; icon = "HAMAS_Faction\hamas.paa"; // Needs to be 16x16 in resolution and it needs to be in the form of a PAA. priority = 1; = 0; // opfor }; }; class CfgGroups { class East { class HAMAS ---------------------> and this name must be the same { name = "HAMAS"; class Infantry { name = "Mujahedin group"; class Mujahedin { name = "Hamas squad"; side = 0; faction = "HAMAS_faction"; rarityGroup = 0.3; class Unit0 i did ti long ago and i m playing with alive every thing is ok -
ACE3 - A collaborative merger between AGM, CSE, and ACE
macfifa replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
hi i do not know if some one noticed it befor when i use mini titan with AP missile the titan locks but the rocket goes away and works normal with AT missile. is it normal in AP missile to do so?