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brenden0309
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Removing Map Objects in MP
brenden0309 replied to peeta's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So, with this does a function need to be made in the description and have the function script point towards the initserver.sqf? because just having it as is did not fix our issue. -
The Mega Help Me Thread V2
brenden0309 replied to gingerlikeme's topic in ARMA 3 - TERRAIN - (BUILDER)
can you send a copy of your cfg? -
[Source Files] Jackson County Community Project WIP
brenden0309 replied to schultzit's topic in ARMA 3 - TERRAIN - (BUILDER)
That is very strange, what I recommend doing and is what I did is change all the roads into shapefiles and leave the intersections as the models there and you can get the road texture from the e76_roads addon folder in data -
The Mega Help Me Thread V2
brenden0309 replied to gingerlikeme's topic in ARMA 3 - TERRAIN - (BUILDER)
http://tactical.nekromantix.com/wiki/doku.php?id=arma:config:cfgsurfaces -
The Mega Help Me Thread V2
brenden0309 replied to gingerlikeme's topic in ARMA 3 - TERRAIN - (BUILDER)
Oh well for your cluster you're missing a set of entries that assigns the clutter to the surface. With the configuration I can't say because I have never seen a configuration look like the or inherit from anything like that -
[Source Files] Jackson County Community Project WIP
brenden0309 replied to schultzit's topic in ARMA 3 - TERRAIN - (BUILDER)
I'd just place then down your self and if it's the model that's not showing up select a different road piece like the one before or after the missing piece. -
[Source Files] Jackson County Community Project WIP
brenden0309 replied to schultzit's topic in ARMA 3 - TERRAIN - (BUILDER)
do you as well have the E76 addons in you main P Drive? For future interactions when using custom addons you extract them to the main P Drive dir. -
[Source Files] Jackson County Community Project WIP
brenden0309 replied to schultzit's topic in ARMA 3 - TERRAIN - (BUILDER)
The issue y'all are having is that he didn't send the layers because that would be to big of a size, so that being said you just need to generate the layers. -
Hello all I've recently made a P Drive manager to help keep me organized and not have a million bat files for each P Drive. So that being said here is a code you can insert into a .bat file and edit accordingly to the instructions in the code. Hope this helps you out a little bit! ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: :: :: :: Author: brenden0309 :: :: Description: use this to sort out your P Drives for working on many different projects. :: :: Notes: Throughout the code their are notes telling you what to change to configure this to your likings.:: :: :: ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: cls @echo off SetLocal EnableDelayedExpansion title Arma P Drive Manger ::Enter The Names You Desire You P Drives To be. set name1=Kelleys Island set name2=Unnasigned set name3=Unnasigned set name4=Unnasigned set name5=Unnasigned set name6=Unnasigned set name7=Unnasigned set name8=Unnasigned set name9=Unnasigned set name10=Unnasigned ::Enter Paths Corresponding To The Given Names Above Below. set path1="B:\Map Development\P Drives\Kelleys Island" set path2= set path3= set path4= set path5= set path6= set path7= set path8= set path9= set path10= :start set usr= cls ::For Looks Add/Remove /'s and \'s to your likings to make the program look cleaner.(Do The Math) echo _____________________________________________________________________________________________ echo / \ echo / \ echo / P Drives 1.%name1% 2.%name2% 3.%name3% 4.%name4% 5.%name5% \ echo \ 6.%name6% 7.%name7% 8.%name8% 9.%name9% 10.%name10% / echo \ Tasks: (R)emove P Drive or (E)xit. / echo \_____________________________________________________________________________________________/ set /p usr= Please Select a P Drive or a Task: if /i "!usr!"=="1" goto P1 if /i "!usr!"=="2" goto P2 if /i "!usr!"=="3" goto P3 if /i "!usr!"=="4" goto P4 if /i "!usr!"=="5" goto P5 if /i "!usr!"=="6" goto P6 if /i "!usr!"=="7" goto P7 if /i "!usr!"=="8" goto P8 if /i "!usr!"=="9" goto P9 if /i "!usr!"=="10" goto P10 if /i "!usr!"=="r" goto Remove if /i "!usr!"=="e" goto Endof ) else ( goto start ) :P1 subst p: /d subst P: %path1% echo P Drive %name1% loaded. pause @goto start :P2 subst p: /d subst P: %path2% echo P Drive %name2% loaded. pause @goto start :P3 subst p: /d subst P: %path3% echo P Drive %name3% loaded. pause @goto start :P4 subst p: /d subst P: %path4% echo P Drive %name4% loaded. pause @goto start :P5 subst p: /d subst P: %path5% echo P Drive %name5% loaded. pause @goto start :P6 subst p: /d subst P: %path6% echo P Drive %name6% loaded. pause @goto start :P7 subst p: /d subst P: %path7% echo P Drive %name7% loaded. pause @goto start :P8 subst p: /d subst P: %path8% echo P Drive %name8% loaded. pause @goto start :P9 subst p: /d subst P: %path9% echo P Drive %name9% loaded. pause @goto start :P10 subst p: /d subst P: %path10% echo P Drive %name10% loaded. pause @goto start :RemoveNOp echo no P:\ Drive pause goto start :Remove subst p: /d echo Removed P Drive pause goto start :EndOf Exit
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White Land Created around Camera
brenden0309 replied to Ben Harris's topic in ARMA 3 - TERRAIN - (BUILDER)
Are you using any custom buildings? If so the unpboed mod pack needs to be placed in the main p drive. If your using AIA make a folder called ca in the main p drive and place all the unpboed mod packs from AIA your using for your map And lastly make sure that none of your mod packs are calling to a mod pack you don't have, that could cause loss of textures. -
Road Object Pieces - Buldozer Problem
brenden0309 replied to Mr_Theranger's topic in ARMA 3 - TERRAIN - (BUILDER)
You can just use four lane road textures on wider shape files works great. -
roads not showing in buldozer
brenden0309 replied to wantafanta's topic in ARMA 3 - TERRAIN - (BUILDER)
If the roads arnt showing in bulldozer they won't show in game, your editor.sqs looks fine can you send a copy of your RoadsLib.cfg