lato190
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Posts posted by lato190
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On 10/30/2019 at 10:04 AM, Jove Chiere said:Well @lato190...
These tests have already been done, with CUP and JBAD. The problem is much deeper, since CUP models use self-centering and those of ToH do not. For that reason the models do not fit and the buildings appear moving. Even canceling the self-centering value, the doors appear badly throughout the map. It has a bad solution, you should edit the buildings from the Terrain Builder, and that is very intense work.
wait, have you also tried re-exporting the map from terrain builder after you replaced the building models?
maybe the map needs to be re exported
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19 hours ago, RoF said:Why are you changing the sizes? That's going to mess with the scale, an TB won't even adjust the vertical scale...
As for buldozer, did you setup the P drive correct?
https://pmc.editing.wiki/doku.php?id=arma3:tools:setup-p-drive
And the map frame settings are wrong, it should be 1m/px for sat / mask. And 30 cell will look like something from the 90s... You really need to do a guide instead of just clicking on things and hoping for the best
ive fixed it by myself, ive forgot to generate layers. Now it works.
im changing the size in l3dt to make it fit for the map size. Dont worry everything works now. And as i said in my post: ive set up everything correct. P Drive was setup and it was not the problem.
It looks fine in Buldozer now, similar to the south asia terrain from tkoh. Its a private project that i wont release anyway, so it doesnt matter if it looks like from the 90s (which dont IMO, if south asia terrain is fine, then this terrain is fine looking too)
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hello, ive set up everything correct, and i use the stuartisland source files which is availabe in public. Everything works, however, as soon as i change the map size to 122km, i get this in buldozer:i can move the camera but its just black with a white linehere are mapframe settings:as i said, just when i change the map size i get this black screen with white line, otherwise everything is set up correctly and i can see everything in buldozer.(goddamn BI why is modding your games a mess full with bugged tools)EDIT: Fixed it by myself, forgot to generate layers
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23 hours ago, zukov said:i repeat again ... at the left williams old vanilla character and at right a fijan... please BI work on the skins
they want the community to fix it.
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thank you, yes it works now.
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okay and is there a way to get all the cfgclutter, cfgsurface, config etc out of the wrp/pew ?
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another idea for replacing Tkoh south asia buildings with CUP version is (but has to be done by each person to its own):
you could use some pbomanager, open both toh core and CUP core pbo, and transfer the middle eastern buildings from CUP core over to toh core pbo and rename them to fit toh core pbo names (they are a little different but almost the same)
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okay guys i need your help. I bought the Mikero tools for 35 dollars and im very interested in the convertwrp tool, but all i get when i convert the wrp is another wrp in 8WVR format. But i need .Pew file. Im trying to convert SouthAsia map to pew.
i can open the 8WVR wrp in terrain builder, but i dont have any mask, terrain, satmap etc. Nor can i go into buldozer with it.
If i cant convert it to pew, any way to get the terrain, masks etc out of it ?
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thank you very much, gonna try it later
EDIT: Works great, thank you 😄
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please can you release the south asia map without roads? because some of us using many mods and its sad we are not able to play this great map with all the goodies.
and i noticed that many roads that are placed are not really needed or need new placed (roads going through buildings etc)
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https://uncovered-west.blogspot.com/p/bombing-of-tokyo.html
a less known event, with more deaths than hiroshima and nagasaki nukes
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another idea which probably has been posted here before:
a chance to give player the ability to look into the inventory of zombies with a chance to find something there (like, normal zombies carry simple stuff in their inventory like empty can etc, while zombie soldiers can carry grenades or magazines) ? or give player the ability to loot dead zombies with the space button ? -
hey haleks, not sure if i reported it already, but 2 things were caught on my eye:
1. seems like zombies dont attack or dont do any damage to vehicles. Maybe you can add an option in future to make them attack vehicles with damaging them or give them some sort of power to flip a vehicle after a few hits (like in zombies & demons).2. When placing any static gun with a guy using it, zombies run to him but avoid attacking him, they make a big circle around him but nothing more happen
other than that, i love your mod. Especially the background music is nice. Maybe you can add an bar that shows which track is playing and when the track ends, like in ZPS (top of that screenshot, shows "subway" the name of the track and the bar showing at which
minute/second the track is until end)btw, is there an option to add our own music ?
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19 hours ago, il_padrino said:Here's a screen with a couple of new things. 😉
what terrain is that?
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On 24.6.2018 at 3:40 AM, tpw said:Hi mate
The issue is that TPW SKIRMISH only uses "car" class vehicles, by design. Armoured stuff has a different class (tank).
Try changing the script as below:
tpw_skirmish_fnc_cartypes =
{
private ["_str","_cfg","_side"];
_str = (_this select 0) splitstring "*";
if (count _str == 1) then {_str = _str + _str};
_side = _this select 1;
_carlist = [];
_cfg = (configFile >> "CfgVehicles");
for "_i" from 0 to ((count _cfg) -1) do
{
if (isClass ((_cfg select _i) ) ) then
{
_cfgName = configName (_cfg select _i);
if ( ((_cfgName isKindOf "car") || (_cfgName isKindOf "tank"))&& {getNumber ((_cfg select _i) >> "scope") == 2} && {[_str select 0,str _cfgname] call BIS_fnc_inString} && {[_str select 1,str _cfgname] call BIS_fnc_inString} && {!(["civ",str _cfgname] call BIS_fnc_inString)}) then
{
_carlist pushback _cfgname;
};
};
};ok ive tried this but still only mrap spawns. Anyway, can you do an alternative version of skirmish mode which include spawn for all vehicles (trucks, apc, tanks, boats, static weapons etc) and all types of one vehicle categorie (means, your skirmish mode only spawns the hunter from the car categorie, while all the others are left out) ?
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@eggbeast: do you still accept donations in order to buy new vehicle/weapon models ?
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so if i understand correctly: all ships in the current NAVY mod that is on workshop, will NOT be included in this release. In other words: we will lose them?
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thank you im gonna try it
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i have some questions:
1. does this mod include its own vehicles, or retextures of CUP vehicles? or both?
2. are the uniforms etc... retextures too? or has this mod its own uniform, helmet etc.. models which are not included in other mods?
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16 hours ago, HazJ said:Are you getting any errors? I assume you are using latest 1.0 version as well, right?
No i wasnt getting any error and yes i use 1.0. But now it works because im using trigger. When i used gamelogic, nothing happens.
Samplemission on stratis works too, it was my mistake because i played for only about 10 seconds. But strange is that it does not work for me with gamelogic, because in the description it says we can use it with gamelogic...but im happy with trigger too, its basically the same effect: everywhere where i go, it spawns units, which i wanted to have
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ambientcombat script doesnt work for me. Nothing spawns, even on sample mission.
On tanoa, just 2 crashing UAVs spawned, nothing more
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hmmmm ive tried to add armored vehicles to make them spawn, because its pretty boring just to see the same MRAP spawn on all 3 sides, yet it does not recognize any tank/anti-aircraft vehicle, ive added theyr classnames into the .hpp like the readme says, aswell into the skirmish.sqf:
from // GET VEHICLES FROM CONFIG:
// Default to NATO/CSAT/AAF if no vehicles found if (count _carlist == 0) then { switch _side do { case EAST: { ["o_mrap","O_APC_Wheeled_02_rcws_F","O_T_MBT_02_cannon_ghex_F"] call tpw_skirmish_fnc_cartypes;
and from those //SELECT BLUFOR/OPFOR section:
case 4: { //CSAT _unitstring = "o_soldier"; _carstring = "o_mrap","O_APC_Wheeled_02_rcws_F","O_T_MBT_02_cannon_ghex_F";
would be cool if you could add other vehicles like anti-aircraft/armored/APC and boats too or if you could help me out adding them
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Since arma 3 major development come to its end with tanks dlc, are former modders interest to come back?
Some modders stopped because of major changes in patches/dlc and broke alot mods and modder has to change it everytime. In future we will see only stability/bug fix patches, so no major changes/new features after tank dlc.
Any former modder here still active and think about a come back ?
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WW1- Over the Top 1914-1918 for ARMA 3
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
can you give us an changelog? my steam downloaded one 1.5 mb update from arma workshop, i doubt that the update is 1.5 mb, right ? must be another mod then