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colddna

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Everything posted by colddna

  1. how do i get items to react to slope when importing from xcam to TB, i finally got mine imported but no item that i set to follow slope is actually doing that
  2. colddna

    slope behaviour

    Ehhh hahaha okay I'm gonna have to game plan this then and make projects per town and then do it that way
  3. colddna

    slope behaviour

    So pretty much turn slope completely off for now
  4. colddna

    Clutter Distance

    i love those trees which ones are those? and your map is looking good too
  5. colddna

    slope behaviour

    because i am really not going to alter 587k items in TB if i did it in Xcam, just strait up fuck that hahaha
  6. colddna

    slope behaviour

    gotta be an easier way thou that is just double the work if you want to use 3rd party stuff, it just doesnt make since
  7. colddna

    werid error in PboProject

    i figured it out, for some reason i had (structures_f_bootcamp) in my template library but i didn't have any objects placed on the map from that library and i guess it did not like that
  8. scanning for jobs to do.... Processing DNA\oahu scanning wrp for binarised p3d's Invalid argument p:\temp\E: cannot copy E:\a3\structures_f_bootcamp\Ind\Cargo\Cargo20_vr_F.p3d to p:\temp\E:\a3\structures_f_bootcamp\Ind\Cargo E:\a3\structures_f_bootcamp\Ind\Cargo\Cargo20_vr_F.p3d failed to copy to temp preprocessing files produced an error
  9. my roads show up fine in TB and bulldozer but for some reason they don't in the game all my objects show up here is all my documents, im just lost at the minute so any help would be great and also i am using all mikeros tools so i know im good on that LAYERS class layers { class dna_sands_beach { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "dna\oahu\data\dna_sands_beach.rvmat"; }; class dna_grass_green { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "dna\oahu\data\dna_grass_green.rvmat"; }; class dna_steep_grass { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "dna\oahu\data\dna_grass_steep.rvmat"; }; class dna_lush_grass { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "dna\oahu\data\dna_grass_lush.rvmat"; }; class dna_lushgrass1_steep { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "dna\oahu\data\dna_grass_steeplush1.rvmat"; }; class dna_lushgrass2_steep { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "dna\oahu\data\dna_grass_steeplush2.rvmat"; }; class dna_cliff_face { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "dna\oahu\data\dna_cliff_face.rvmat"; }; class dna_cliff_steep { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "dna\oahu\data\dna_cliff_steep.rvmat"; }; class dna_pebbles_rock { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "dna\oahu\data\dna_pebbles_rock.rvmat"; }; class dna_coastal_rock { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "dna\oahu\data\dna_coastal_rock.rvmat"; }; class dna_side_rock { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "dna\oahu\data\dna_side_rock.rvmat"; }; class dna_concrete_road { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "dna\oahu\data\dna_concrete_road.rvmat"; };}; class Legend{ picture = "dna\oahu\source\mapLegend.png"; class colors { dna_sands_beach[]={{230,230,120}}; dna_grass_green[]={{140,220,80}}; dna_steep_grass[]={{140,220,70}}; dna_lush_grass[]={{120,230,80}}; dna_lushgrass1_steep[]={{110,220,80}}; dna_lushgrass2_steep[]={{110,225,80}}; dna_cliff_face[]={{120,120,120}}; dna_cliff_steep[]={{80,80,80}}; dna_pebbles_rock[]={{175,161,131}}; dna_coastal_rock[]={{120,122,122}}; dna_side_rock[]={{120,121,120}}; dna_concrete_road[]={{0,0,255}}; };}; CONFIG #define _ARMA_//Class config.bin{class CfgPatches{ class oahu { units[] = {"oahu"}; weapons[] = {}; requiredVersion = 1.0; requiredaddons[]={"A3_Data_F","A3_Roads_F","A3_Structures_F","A3_Map_Data","AiA_StandaloneTerrainPack_Core"}; version = "17/10/2015"; fileName = "oahu.pbo"; author = "CoLDDnA"; email = "CoLDDnA"; };};class CfgWorlds{ class CAWorld; class Stratis: CAWorld { class Grid; class DefaultClutter; }; class oahu: Stratis { cutscenes[] = {}; description = "Oahu"; pictureMap = "dna\oahu\data\imagery\oahu_landsat.paa"; pictureShot = "A3\map_Stratis\data\ui_Stratis_ca.paa"; worldName = "dna\oahu\oahu.wrp"; startTime = "11:00"; startDate = "07/06/2035"; startWeather = 0.2; startFog = 0.0; forecastWeather = 0.6; forecastFog = 0.0; centerPosition[] = {20480,20480,0}; seagullPos[] = {20480,20480,0}; longitude = 65; latitude = -34; elevationOffset = 2000; envTexture = "A3\Data_f\env_land_ca.tga"; minTreesInForestSquare = 2; minRocksInRockSquare = 2; //newRoadsShape = "\dna\oahu\data\roads\roads.shp"; ilsPosition[] = {1024,1024}; ilsDirection[] = {0.5075,0.08,-0.8616}; ilsTaxiIn[] = {}; ilsTaxiOff[] = {}; drawTaxiway = 0; class SecondaryAirports {};class Sea { seaTexture = "a3\data_f\seatexture_co.paa"; seaMaterial = "#water"; shoreMaterial = "#shore"; shoreFoamMaterial = "#shorefoam"; shoreWetMaterial = "#shorewet"; WaterMapScale = 20; WaterGrid = 50; MaxTide = 0; MaxWave = 0; SeaWaveXScale = "2.0/50"; SeaWaveZScale = "1.0/50"; SeaWaveHScale = 2.0; SeaWaveXDuration = 5000; SeaWaveZDuration = 10000; }; class Grid: Grid { offsetX = 0; offsetY = 40960; class Zoom1 { zoomMax = 0.15; format = "XY"; formatX = "000"; formatY = "000"; stepX = 100; stepY = -100; }; class Zoom2 { zoomMax = 0.85; format = "XY"; formatX = "00"; formatY = "00"; stepX = 1000; stepY = -1000; }; class Zoom3 { zoomMax = 1e+030.0; format = "XY"; formatX = "0"; formatY = "0"; stepX = 10000; stepY = -10000; }; }; clutterGrid = 1.2; clutterDist = 250; noDetailDist = 65; fullDetailDist = 15; midDetailTexture = "A3\Map_Data\middle_mco.paa";#include "cfgClutter.hpp" class Names { #include "oahu.h" }; loadingTexts[] = { "Oahu is known best for its ICE.", "Kapolei is where the slum stay for the coldest dna.", "HELL is among you if you follow the sounds of the wind.", "Homeless in Oahu are always tan!." }; };};class CfgWorldList{ class oahu{};};class CfgMissions{ class Cutscenes { };};//SURFACES#include "cfgSurfaces.hpp" ROAD LIB class RoadTypesLibrary { class Road0001 { width = 10; mainStrTex = "dna\oahu\data\surf_roadtarmac_main_road_ca.paa"; // lowercase! mainTerTex = "dna\oahu\data\surf_roadtarmac_main_road_end_ca.paa"; mainMat = "dna\oahu\data\surf_roadtarmac_main_road.rvmat"; map = "road"; order=1; }; class Road0002 { width = 8; mainStrTex = "dna\oahu\data\surf_roadtarmac_main_road_ca.paa"; // lowercase! mainTerTex = "dna\oahu\data\surf_roadtarmac_main_road_end_ca.paa"; mainMat = "dna\oahu\data\surf_roadtarmac_main_road.rvmat"; map = "road"; AIpathOffset = 2.5; order=2; }; class Road0003 { width = 3; mainStrTex = "dna\oahu\data\surf_roaddirt_road_ca.paa"; // lowercase! mainTerTex = "dna\oahu\data\surf_roaddirt_road_end_ca.paa"; mainMat = "dna\oahu\data\surf_roaddirt_road.rvmat"; map = "track"; AIpathOffset = 0; order=3; }; class Road0004 { width = 2.5; mainStrTex = "dna\oahu\data\surf_roadtarmac_highway_ca.paa"; // lowercase! mainTerTex = "dna\oahu\data\surf_roadtarmac_highway_end_ca.paa"; mainMat = "dna\oahu\data\surf_roadtarmac_highway.rvmat"; map = "main road"; AIpathOffset = 3; order=4; }; class Road0005 { width = 1; mainStrTex = "dna\oahu\data\surf_roaddirt_path_ca.paa"; // lowercase! mainTerTex = "dna\oahu\data\surf_roaddirt_path_end_ca.paa"; mainMat = "dna\oahu\data\surf_roaddirt_path.rvmat"; map = "track"; AIpathOffset = 0; order=5; }; class Road0006 { width = 10; mainStrTex = "dna\oahu\data\surf_roadconcrete_city_road_ca.paa"; // lowercase! mainTerTex = "dna\oahu\data\surf_roadconcrete_city_road_end_ca.paa"; mainMat = "dna\oahu\data\surf_roadconcrete_city_road.rvmat"; map = "track"; AIpathOffset = 2.5; order=6; }; };
  10. colddna

    roads not showing up in game

    I bow down to your fresh eyes my man thank you it works now
  11. colddna

    roads not showing up in game

    well shit how did i miss that
  12. colddna

    Strange road ends

    Hey rof what settings u got on your map as in scale 2048 x 10 or????
  13. omg it worked thank you man
  14. below i added my configs, but i just can not figure out why my shit is not showing up i narrowed it down to just one clutter and i have no idea anymore any help will be appreciated http://pastebin.com/yaxRg0Fv clutter http://pastebin.com/33kGjwLh layers http://pastebin.com/AA4QsFuh surfaces http://pastebin.com/zBqbtrCN config
  15. Okay yah, will do thanks man
  16. I am not sure if this is the right place for this post but i just got to know, so i am starting to plan out my objects and building and what not but i am toren between TB and x-cam or other 3D editor for placing objects. which one is better for the engine as in performance like TB placing objects VS 3rd party (x-cam and others) ?
  17. Ah okay I will try to pack from the oahu folder and see if it makes a difference, and shit you never know it may be it and I'll change my layers to the tag format but I'll try the packing from oahu, wish I had a computer at work that can do it all I can do is retype my configurations and then put on a thumb drive go home and test, and once I get home in like 5 Hours I'll test it and resend my compiled configuration so hopefully it works then I can move on. TB just bending over the public and sticking it to them with no lube, the public just taking it and saying I wish there was an easier way
  18. I pack from the dna folder
  19. Or it may be I have dna _grass_green_* but it should be dna_grass_* right so that it matches the layers class name, I dunno I'm lost now, Iol gotta love the challenge
  20. Do you have your clutter in your project folder at all?, I think it might be my clutter file messing it up because mine matches your pretty good but I did notice you are putting the cfg surfaces character name different then me and that is probally were mine is going wrong can u give me an example of yours pls
  21. class layers { class dna_sands_beach { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "dna\oahu\data\beach.rvmat"; }; class dna_grass_green { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "dna\oahu\data\grass_green.rvmat"; }; class dna_cliffface { texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt); material = "dna\oahu\data\soil.rvmat"; }; }; class Legend { picture = "dna\oahu\source\mapLegend.png"; class colors { dna_sands_beach[]={{243,237,105}}; dna_grass_green[]={{97,165,22}}; dna_cliffface[]={{106,88,68}}; }; };
  22. class CfgSurfaces { class Default{}; class dna_grass_green_Surface: Default { files = "dna_grass_green_*"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.15; soundEnviron = "grass"; character = "dna_grass_green_character"; soundHit = "soft_ground"; lucidity = 4; grassCover = 0.5; }; }; class CfgSurfaceCharacters { class dna_grass_green_character { probability[] = {0.99}; names[] = {"grass_green1"}; }; }; still nothing :/
  23. So my question is the files line, that points to the actual file name?
  24. class Clutter { class grass_green1: DefaultClutter { model = "a3\plants_f\clutter\c_StrGrassGreen_group.p3d"; affectedByWind = 0.6; swLighting = 1; scaleMin = 0.7; scaleMax = 1.0; }; }; class Names{}; }; }; class CfgWorldList { class oahu{}; }; class CfgMissions { class Cutscenes{}; }; class CfgSurfaces { class Default{}; class dna_grass_green_Surface: Default { files = "dna_grass_*"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.15; soundEnviron = "grass"; character = "dna_green_grass_character"; soundHit = "soft_ground"; lucidity = 4; grassCover = 0.5; }; }; class CfgSurfaceCharacters { class dna_green_grass_character { probability[] = {0.99}; names[] = {"grass_green1"}; }; }; here is my clutter and surfaces and it is still not working
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