Jump to content

Victim_913

Member
  • Content Count

    70
  • Joined

  • Last visited

  • Medals

Posts posted by Victim_913


  1. Is there a way to grab small objects in TB? First of all, the tb controls suck. I hate having to keep looking at the keyboard, going to page up and page down, back to w and z and the mouse etc. But as I try to grab anything small to move them in the bulldozer I can't. Even selecting them in the tb 2d, they get let go of in bulldozer. Only big buildings can be selected in tb and still be selected in bulldozer.

    I had a game once that let you lock objects once selected. That way if you click somewhere else, the object will still be selected unless you specifically un select it.

     

    Anything like that? or a way to grab them? And I am aware of map builder, but i'm looking for specifically official tools right now.

     

    Oh, and is there any magic that will assemble buildings with multiple sections. Like the hotel. Is there something where I can selct all the parts, and push a button that will put the pieces together automatically?

     

    Thanks


  2. Thanks. That last reply jarred something loose in my head. When I first searched, I ran into a couple threads about different addons where the folder name kept changing. It lead me to think that the initial folder inside p: could have any name. When I started doing it correctly I noticed that the "jbad structures" didn't work because I didn't have it as the correct name "jbad_structures". Seeing that I did everything in the last reply, that was the only difference.

    Thank you. So it also got mgb kill houses working too by looking in the .CPP as in last reply.

    • Like 1

  3. I've followed instructions that I found in numerous posts about getting jbad buildings into terrain builder. The problem is that every different way I try, I only get untextured buildings. Just white and black.

     

    When I create library I check off the two boxes "create new library from directory" and  "include subdirectories". it says the source directory is:

     

    P:\jbad\Jbad_Structures

    I also tried:

    P:\jbad

     

    I have unpbo'd all the pbos from that mod. I created a folder in P; that I named jbad, and put all pbos there. I used bankrev for unpbo.

     

    What am I doing wrong? thanks


  4. I've been making a terrain and when I got to the point of placing objects, I went in to the layer

    manager, objects tab, created a layer, placed buildings on that layer and everything was fine. I

    even tested hiding the layers etc. to make sure it worked. I created another layer and put

    buildings on that too.

    When I last saved everything was there. I closed the terrain builder, restarted my computer. When I

    loaded my terrain, the objects were gone. The object layers were still there. My library templates

    were still there.

    When I placed the objects, the library would have a number to show how many of that object I

    placed. When I loaded today, they all had 0 next to it.

    The layers aren't hidden. so I can't figure out where everything went.

    Any ideas? Thanks


  5. I followed Atlas tutorial. When I finished I started my own. I didn't use any of his files, yet I keep seeing a road that I didn't put.

     

    I started by starting a new project. add mapframes, did all the stuff in there. Then created subfolders. then I imported my sat image, height, mask. Nothing else.

    I did it wrong once and I had my imports scattered and comopletely past the mapframe boundries.I previewed bulldozer and saw a blank map, WITH A ROAD.

    Eventually I got my pieces right.  I started 4 new projects. Each time the road is there. Why?

     

    Thanks


  6. Wow, thanks. Great response.

     

    That last one about pointing to the data folder, I was thinking that I had to put textures from the A3 folder into my data folder.  I was thinking that I had to have EVERYTHING I use in my island. But you cleared that up.

     

     But it brings up another question(s).

    The layer.cfg - If I use stock textures How would I go about creating the layer.cfg?

    Also - the map legend and assigning colors to the textures.

        I used L3DT and it created it's own colors. I can use it in gimp to narrow it down or change colors, but how can I generate the legend.

        Some tuts are from arma2 so some differences might confuse, like the cell/textures..etc. Let me see if I have figured this out with my searching.

        I can use 6 textures maximum per cell, or 5 depending on if I want a normal map (what is the normal map for?)

        I have a 512 x 512 size map, In the mapframes properties in the processing tab, it says each cell is 4 meters. That seems small. The terrain size is 2048 m. Does that mean I have 512 cells from one end to another?

    Basically how do I find out how big each square is that I can put 5 or 6 textures in? Cause I think I will need more than only 5 or 6 textures to choose from. Maybe more maybe not, but I need to know so I can figure it out.

     

    Any help is appreciated, thanks.


  7. I've done some of the tutorials on making a map. They are good and tell you where to put everything but some things weren't very clear.

    Most tuts came with content, they tell you where to put it and we're off to the races. But they don't say WHY we put those things there nor do they seem to tell us what the folders are for.

    Maybe I haven't found the best tut, but I think a quick response to this might help other too.

     

    What goes in the Data and the source folders?

    It seems textures go in data.

     

    - In the tutorial, they came with ground textures like sand and dirt, etc. Do I have to find the textures I like and put them in the data folder BEFORE terrain builder?

     

    -What is the A3 folder for? The A3 folder has all A3 content, including those textures. Do I move what I like into one of my folders or do I leave them there?

    Cause If I can point to that folder while in bulldozer, why do I need the data folder?

     

     

    I appreciate any help. A lot of good tutorials, but I can't learn if I am only told what to do rather why I do it. Thanks


  8. I am having the same problem. Exactly.

    How did you set up everything? I was using Atlas tutorial. I used mikeros tools like it says. I don't see buldozer.exe anywhere. And I couldn't open Arma Tools exe or any of it's tools. I verified integrity of tool cache. It replaced missing files and I was able to use tools again. I still don't see buldozer and I believe the tutorial says to have buldozer point to a different location, but I can't change what isn't there.

    I also have devbranch.

     

    Maybe this info helps to figure out the problem. I have a slow connection for a couple days so I can't verify arma3 until a couple days. Maybe one of you can try it.

     

    Plus everytime I restart my computer, the p drive disappears.


  9. When placing a unit in the 2d editor, in the "class" drop down, I have:

    -Advanced Infantry

    -Specops

    -guerillas

    ...etc

     

    But, in the Eden Editor those are all gone. Instead of 5 or 6 classes, It only has

    (men)

     

    All the units are there but the class options are gone. Just men. In the past, it showed all the classes. But not anymore.

     

    Is this a Eden issue or is it human error? Again, the 2d is fine, so i'm wondering if anyone knows what the problem is.

    Thanks


  10. As far as helmet letdowns, something I should have mentioned, If you look at the pictures, I did make regular helmets. Each camo has an AAF helmet also. The classname should be in the classname file. If not let me know.

    *****edit***** Here are classnames for AAF helmets (makes them  look tougher):

    CSAT_A_Helmet

    A=arid, W=woodland, SA=semiarid, D=desert, U=urban

     

    As for NVG. I wasn't sure if AI actually NEED them. They always seem to see fine in the dark. But that wasn't my issue. When I make a mission, I usually make it at a time where scenery looks good. I like the colors near darkness where you can still see. I also see a lot of missions users create to be similar times. Either way.

    The way I saw it was that I found I spent more time removing NVG in the init of units than I would spend adding them. So I just made the default with no visible NVG.

    Putting it in the inventory was strictly for human players. AI can be coded to add them.

    However, if someone wants to create a config to add as an option, go ahead.

     

    If someone wants to make them compatible for something like Alive, again, go ahead. Or let me know what I need to do.

    I will put it on steam workshop. Just haven't looked into it yet.

     

    And one thing you might notice, the units look completely different in the city. I think the streets are so bright, the colors I used make them look blah. And I will also add more "ethnic diversity".

    I do have hex and woodland "army" versions using AAF too. They were done first, so not as good as I want. But I might wait for the green I will use for forest or jungle since the woodland and arid fit in the same kind of environments.

     

    *****I would like some input for colors I should use for vehicles. Im not going to use the same camo colors as the soldiers.

    Also, if you check back here, I will post some pics of the new colors for jungle or forest so you guys can give input.

    • Like 2

  11. I like the map. I really liked the destroyed city. I just finished putting in a lot of work on a mission to have battle in the city. I couldn't figure out why I kept getting shot. From soldiers that were pretty far away too. I thought something was wrong with the game telling me that I was killed by the wrong person. I am very sad to say that I found the problem. You can shoot through EVERYTHING. I was getting killed while prone with nothing but 10 foot tall rubble. Then I went behind walls and shot my guys on the other side. I really wish it worked cause I like that area. But AI not only shoot me, they see me as if I was on an empty battlefield. VERY sad :(


  12. **************************

    **************************

    UPDATE!!!!

     

    Who's ready??

     

    I have finished this mod enough to give to the world. That was a long 1% I had to work on. I ran into a homeless problem right after posting this, but I have managed to get it to release. There is more work to do, but who knows when i'll get to it. So I guess this would be my alpha release. (Maybe someone can let me know the procedure to remove from wip to the complete side).

     

    It requires nothing. I'm not sure how to know if it's zues compatible or anything. I also need to see how to put it on the steam workshop. I just haven't looked into these yet.

    The readme says pretty much everything and I included classnames (need to update).

     

    It's my first mod, so excuse the mess. And let me know if I did something wrong. Thanks.

    http://www.filefactory.com/file/6rtw72a12faz/CSAT_WAR.rar

     

    *************************

    *************************

     

     

     

    I am finally 99% finished with my CSAT mod. It is currently un-named. It started as just a mod to add regular Army units using AAF reskinned in CSAT hex camo and a new woodland hex camo. So I added woodland versions of CSAT skins. Then I got the idea of CSAT guerillas. In creating them, I had created other hex patterns, so I added more reskinned CSAT, etc.....

     

    All I am doing now is creating groups and final touches.

     

    Here's a basic idea of what is in the mod:

     

    -Darker version of both current CSAT units (hex, urban)

    -Semi-Arid (like heli pilot)

    -Woodland

    -Desert

     

    -All 5 hex patterns applied to all types of backpacks, AAF Helmets, boonies, mil caps, and new versions of vests/rigs.

    -5 new balaclavas

    -8-10 new shemags

    -new bandana masks, beanies, caps, etc.

    - new plain colored backpacks and vests

     

     

    CSAT supplied guerillas

    Independent guerillas

     

    ********* All guerilla classes have 4 different models to choose from. For example, a "Rifleman" has a  guerilla 1, 2, 3, and 6 model.

    ********* Almost every guerilla has it's own uniform. Only a few have the same uniform.

     

    I made many different skins for each uniform so that I can pick the best ones. I ended up liking too many of them, so I kept a lot of them. ***** And while I say I wanted to pick the best, the best looking units looked too good to be citizen guerillas. So I toned them all down so that they would better represent the citizens instead of soldiers.

    I have saved a lot of the best for future addition to the mod. I plan on making the good looking guerillas an actual "behind enemy lines" CSAT military units, that would be like a spec ops group that would organize guerillas. The non hex, ones will be turned into a type of militia or a more organized guerilla.

     

    The funny thing is that I started this mod for creating regular army units, they may not be included. yet.

     

    And today is picture day!!!!

    The pictures just show different variations to show the different varieties.

     

    Standard hex (third from left front is bi's version for comparison)

    ARID_zpsyix9hqds.jpg

     

     

    Woodland. There are 2 versions based on vest color. I decided to leave both in the game as separate groups to suit terrain.

    WOODLAND_zpscs354avr.jpg

     

     

    Urban. They blend in a lot more than bi's. You can see bi's in the pic for comparison. There are 2 different uniforms. One is the normal version with blue on  the legs. The second has a tan type color. I did not separate these. So some units have blue, some tan.

    URBAN_zpsgjmo1sf4.jpg

     

     

    Semi-Arid. Same thing as the woodland. 2 different versions of vests. They will be separate groups

    SEMIARID_zpscjbrsg2t.jpg

     

     

    Desert. I found that the desert doesn't blend in to a lot of islands. I guess that's the case in real life. But in game, takistan has a kind of pink-ish/orange/tan. Altis has a gray kind of sand. Shapur turns the units a lot darker, etc. So I guess you can play around with it.

    DESERT_zpsjnvrrbfo.jpg

     

     

     

    CSAT Supported and Supplied Guerillas (again, these are not all of them)

    GUE2_zps8zfja8po.jpg

     

    GUE1_zpslnqv21km.jpg

     

    GUE3_zps82zc5dkf.jpg

     

     

    MORT_zps1qps0j7k.jpg

     

     

     

    Independent Guerillas. They can be added to FIA or CSAT or whoever.

     

    IND2_zpsujhbfz03.jpg

     

    IND1_zpsoqeypl8n.jpg

     

    IND3_zpspyexcqri.jpg

     

     

     

     

    Here are some extras. A couple examples of different backpacks. I still can't figure out why bi would make the CSAT backpacks a completely different color. It's not even just a brighter color. The urban is the worst. It's blue. And the only way they got it to blend was to cover it with dirt. And the hex is orange.

     

    ARIDBACKPACKS_zps1irhlexo.jpg

     

     

    URBANBACKPACKS_zps76fzrwlc.jpg

     

    GUEBACKPACKS_zpshaeuhodf.jpg

     

     

     

     

    These helmets are included but they are not on any units. I'm embracing the bi advanced combat kind of idea so I just added them for those who prefer the regular helmets.

     

    HELMETS_zpssjgwymbf.jpg

     

     

     

    Here's a look at both guerilla armies. You can see, each group of 4 or 5 is for one position (squad leader, team leader, etc)

     

    CSAT

    ALLCSATGUE_zpsg5r95lzy.jpg

     

     

     

    Independent

    ALLINDGUE_zpsfnwenxsy.jpg

     

     

     

    I'm putting final touches on it now. It should be ready any day this week. I will probably release it as a beta so that I can get feedback on what you guys like. I will probably release it all together, but I think I will end up separating it. So that the Guerillas will be one download that can be used independently of the CSAT advanced units. They share a lot of equipment so it would take time renaming etc.

     

    Actually I haven't even decided on the mod name yet. It started as CSAT_ARMY then CSAT_WAR just to have a name.

     

    - I'm thinking of keeping to bi's grouping. So that everything works evenly with bi. But I think I will add different groups. Especially for the Guerillas.

    The structure is squad and fire team with a TL, auto, lat, med, etc. But I think I will group the guerillas un-evenly. It's almost the definition of guerillas to be somewhat un organized. So I may have a squad with 5 rifleman and no auto's, or 2 rifleman and 3 autos, etc. Not those but more of a random grouping.

    I do already have ambush groups. Set up with units ideal for ambushes etc.

     

    ********************

    ********************

    There is one major problem that has come up. Something that would have been nice to realize earlier. That may derail my hope at finishing this. It happens to be an issue that I have complained about since Arma 3 came out. COLOR. The game has too much color. Sky too blue, shadows too dark, containers are pastel colored, cities bright.

    Some community islands make my units dark, but they do that for bi units too. But worst of all is Altis. After almost finishing, I wanted to take pictures in Kavala. That city is super bright. ALL of my guerillas look like mud in Kavala and a lot of other cities. Everything is way too bright. The cement and sidewalks are almost white. I put my guerillas in the city near the hospital and everything is brown. Even my white shirts look brown. Anywhere else and you can see green shirts, brown pants, even yellows and tans, etc. I was worried some of my units were too bright, but those units in Kavala look like garbage.

     

    So i'm trying to decide what to do about it. I planned for my guerillas to do a lot of city fighting but they look like crap. If I make them brighter, that would take a lot more time and then they would be too bright out of the city, just like bi's. So I am up for suggestions. I might add bright versions to go along with regular, but I want to keep the size down.

     

    What I plan to still do:

    -Get the better looking guerillas that I haven't worked on yet to be infiltration teams.

    -I already skinned blufor and Ind vest with CSAT camo. I was going to use them for army units. But I might go with the theme that CSAT is growing and starting to get Western countries to join. So I might have a "foreign legion" type with CSAT camo on western equipment.

    -Vehicles. I will create vehicle skins for the other terrain types.

     

    **I also want feedback now regarding Nightvision. I always take NVGoggles off when making missions. So I want to know if more of you guys want me to keep the Goggles on the units or in their inventory.

    All my recon units will come with NVGoggles in their inventory but not on their heads. If you have a night mission all you have to do is put them on your head. I don't think it matters too much for AI or not.

    So please let me know if the CSAT units should have NVGoggles on head or in inventory. Guerillas have no NVGoggles.

    • Like 10

  13. In the mod i'm creating, I made separate characters for the offroad. My driver is basically a Rifleman lite, But I created a separate character for the gunner. My gunner has a helmet and heavy armor to protect him out in the open on the gun.

    Is it possible to have a manned offroad (or any vehicle) where the driver and gunner (crew) are not the same)?

    Thanks


  14. Since I can't start my own topic, even though I've been a member for 5 years, I'll ask my question on this thread since it somewhat relates, in a way. I'm at the very end of a mod and a part of that mod is retextured FIA units to be CSAT. Using the normal procedures I am only able to give the FIA units MiddleEastern faces but there arms stay white.

     

    This is in my config:

      identityTypes[]=
      {
       "LanguagePER_F",
       "Head_TK",
       "G_IRAN_default"
      };

     

    I also am using the opfor as inheritance

    CSAT_GUE1_SquadLeader: O_Soldier_F

     

    But the arms stay with white skin color. So they have bodies of white people with middle eastern head. How do I fix that? Thanks

×