Jump to content

lunatic SMC-1

Member
  • Content Count

    30
  • Joined

  • Last visited

  • Medals

Everything posted by lunatic SMC-1

  1. Nope. I've tested it before my post (so on Dec. 21st) The quick fix came out before and I've just doublechecked: my game is on 1.2.1.169
  2. Still seems to be broken in 1.2.1 on PC AND on the freshly released PS5 version. Bohemia please fix this and give some answer here. This is a no go in my eyes. I know, most people might play arma games in MP, but as Reforger is allready missing a proper SP campaign at least the progress in your only SP experience should work. I'm also a bit shocked how this could slip your playtests for the PS5 version. Clearly you must have done playtests for that before shipping.
  3. Hey, I just was wondering how I can Log in with my Bohemia Interactive Account on PS5 / connect my PC and PS5 accounts. The Q&A page of Arma Reforger says: With other questions there Bohemia also states when something is not available specifically on PS5 (e.g. mods) So I guess it should be possible somehow to connect accounts/log in on PS5? Would be really neat if I could make use of the cross-platform progression.
  4. lunatic SMC-1

    XBOX Controller Sensitivity Issue

    I just stumbled across this problem today as well, but I didn't want to use xpadder or anything similar. In case anybody else landed here on search for a solution, here's one, wich doesn't require a third party tool: In Arma Joysticks/Joypads share the sensitivity. So the more Joysticks you have ever "registered" within Arma the more the sensitivity will be split/ devided (these joysticks don't even have to be connected at the same time for this to take effect) - In my case the xbox controller was once connected as "xbox 360 wireless receiver for windows", once as "Xbox 360 Wireless Receiver for Windows" and a third time as "wireless controller". So how to get rid of those and get back a decent sensitivity? Step 1: In Arma3 go to your Joystick Settings and have a look, how your controller in use is called (Pay attention to upper cases!) Step 2: Close A3 and go to your "Users\YourUserName\Documents\Arma 3 - Other Profiles\YourProfileName" folder on your HardDisk. Step 3: Open up the file "YourProfileName.Arma3Profile" with a textedit tool like notepad and search for the entries that look like this: Step 4: Remove all the Joystick classes that you won't use - (keep that one with the "name" that you have kept in mind from your A3 settingsscreen). It seems as if the entry "offset" is progressing in steps of "256" ( =>256,512,768,1024,etc.) - I'm not sure if this is important but I adjusted it after removing joystick classes inbetween just in case. Step 5: Save and close "YourProfileName.Arma3Profile", Restart A3 and enjoy the higher sensitivity.
  5. BARIGA EDIT: 1.4 out: - repacked content for better filesize - fixed objects not showing on ingame map - minor changes to placement of some trees (wich were ranging too far into roads) (older version also included:) - Replaced bulletproof bushes with custom made (non bulletproof) bushes. - Added signature and bikey steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=886316372&searchtext=bariga Armaholic download: withSIX download: ArmA3.de Mirror also avialable (still 1.2): DESCRIPTION: This terrain is completely fictional and not based on any realworld location. I tried to acchieve a look that differs from other terrains, as it is always nice to have some variation. Background: The area of Bariga had to be evacuated because of an incident in a research facility nearby. Nobody ever returned and the evidence of the escape in a hurry still can be found all arround the settlements. ----------------------------------------------------------------------------------------------------------- some specs: size: 25 km² about 300000 objects (mostly plants though ;-) ) custom terrain-textures ----------------------------------------------------------------------------------------------------------- This is my first terrain ever, so please be dulgent ;-) SCREENSHOTS: And as requested... SATELLITE IMAGE
  6. This weird thing happened to my textures after I reset the texture-location to work without "P:\" in object builder. In buldozer everything looks fine but after packing the addon the texture doesn't show any transparency anymore. Can anyone please tell me: what have I been doing wrong?! (As long as the texture assignment was reffering to my project drive the textures did look fine ingame as well. - of course that's no solution when you want to publish your work :-P)
  7. In case anybody else comes across this problem. My solution for now is to split the content into 2 pbo files. One unbinariezed pbo, wich contains only the bush and another binarized pbo containing all the rest to keep filesisze small.
  8. Okaaaaay Problem found! (no solution though) If I uncheck "binarize" when packing the addon with addonbuilder the textures look correct ingame as well. Even though this sounds a littelbit like nonsens to me. This would mean that addons aren't supposed to be binarized?! But it has to, to become small.
  9. OK... now it's getting really weird... For testing puropses I just replaced my own .paa and rvmat files with those of a cup model. I didn't change anything except filenames and paths (including texture/material assignment in object builder). And the result is the same unfortunate one: So it seems as if I am doing something wrong with the model or while packing (I doublechecked - *.p3d, *.paa and *.rvmat files are listed to be packed into the pbo) Do I have to set some special settings for the polygons in object builder? Do I have to set something special in any config file?
  10. Thank you for trying to help me, da12thMonkey. I allready have set up the P: drive in objectbuilder as texturepath. And I don't reference to any paa or rvmat file from the base game or another mod. As you can see on the ingame/eden screenshot the texture is found (otherwise it would be just a grey object) but the transperency appears black. That's why this is so confusing to me. (btw: I also tried to use different pixel and vertex shaders in the rvmat but the transparency still becomes black)
  11. So I've got a small problem with my terrain. There are a lot of bushes wich have collision. Usually that's totally fine but when there are big fields of bushes, those will block shots far too good. (making infantry within those fields nearly invulnerable) So I'd like to turn off the collision on those bushes to offer better gameplay. Is this possible at all? And if so, HOW do I do it? I haven't found any setting or option. (Of course I could rework all fields so that they just consist of a texture with those bushes added as clutter. But I wanted them to be good spots for hiding. And clutter will disappear on lowest gfx setting ingame, wich completely ruins the purpose of those dens bush-fields)
  12. Sure. I would have done that allready, if it were ;-) So maybe I have to get into object creation earlier than I thought :-P Thank you anyway.
  13. lunatic SMC-1

    Terrain: Bariga

    You guys over at armaholic are awesome! Just to let everyone know here: The update was put on armaholic by them. So BIG shout-out to the admins there! Offering that much of service (at such a speed as well) is something - especially when thinking of how much files are available there!
  14. lunatic SMC-1

    Terrain: Bariga

    Just to let you guys know: I'm working on transforming Bariga into an island (getting rid of those infinite stripes on mapborders!) Unfortunately I've got a lot to do at my everyday work at the moment. That's why the progress is so slowly.
  15. lunatic SMC-1

    Terrain: Bariga

    Check! Added a sat image to the top post ;-)
  16. lunatic SMC-1

    Terrain: Bariga

    Thank you for the feedback. I'm very interested in such thoughts on playability as I don't consider myself a to experienced arma player to judge how usefull the terrain is. So please everyone, suggestions on how to improve the terrain for the everyday arma-live is welcome!
  17. lunatic SMC-1

    Terrain: Bariga

    Sorry, I didn't get what you were trying to say with this sentence. But I would be interested to know, as it seems to adress a playability issue. For the bushes you are right. But for my first terrain I did'nt want to get into modeling as well. So I had to rely on existing assets. Grass on the other hand can be green (my textures are based on photos...so...reality did the mistake then :-P ) You might be right about the high grass - but that is coloured by mixing in the colours of the satmap. All I could do about this is to change how high this mixing value would be (wich leaves the problem, that I relie on existing assets - and I allready talked about those) or to recolour the satmap (wich I honestly don't want to, because I think it looks quiet believeable the way it is atm.) Changing the ground textures would move the look and feel of the map either into the completely snowcovered white type or the no snow green/brown, kind of middle europe style. And that would move the terrain from it's inital goal: having a map looking different than allready existing ones. I'm sad to read, that you don't like the look that much (as it seems) but I appreciate your honest feedback. In the end it's always helpfull to get another angle of view.
  18. lunatic SMC-1

    Terrain: Bariga

    Thank you for the update Foxhound and miller. Added both links to the top post :-)
  19. lunatic SMC-1

    Terrain: Bariga

    Lol. I didn't know that. This could cause some confusion. :-D Thanks for the positive feedback so far, everyone.
  20. lunatic SMC-1

    Bulldozer wont move

    I've had the same problem. Updating my drivers didn't change anything. If this doesn't help you either, here's what solved the problem for me: In the Arma 3 Tools go to "Preferences -> Buldozer Configurator" - there check the "Use Buldozer from the install directory of the game" an hit "apply configuration"
  21. lunatic SMC-1

    X-Cam 1.0 for Arma 3 released

    Did you create your roads with the line tool in terrainbuilder? Than you can add a row to your database properties called "ORDER" as float - there you can set a value of "0" or "1" lines set to "0" will be drawn over those set to "1" Nevertheless this doesn't have to do anything with x-cam ;-)
  22. lunatic SMC-1

    X-Cam 1.0 for Arma 3 released

    First of all...x-cam is a great tool. This makes things so much easier and it has so much grat functions. SUPER! But I've got a small problem with one of those functions. In ASL mode I change pitsch and bank of an object but the values don't seem to be exported. At least pitch and bank are gone when I import the objects into terrainbuilder. What am I doing wrong???
  23. I've started my first terrain and I got along with most stuff quiet well. But there is one thing I can't figure out how to change it. When I export my terrain and load it in ARMA3 the fog can't be adjusted. No matter what fog density I set in the environment settings in eden. I assume there are some settings in the config files wich define how much fog is possible overall but I just can't find it. I hope someone here on the forums can help me.
  24. lunatic SMC-1

    No fog on custom terrain

    OK. first of all. Thanks for the superquick respond. Unfortunately the build cancelt with the errormessage: " CfgConvert task failed. config.cpp, line 67: '/CfgWorlds/bischofsroding.':'{' encountered instead of '=' Config: some input after EndOfFile. " I tried to find the problem by myself but I no real coder and therefore I just couldn't figure out what to change to make it run propperly (at one point I ended up getting flickering fog-coloured rectangles and on others the terrain just didn't appear in the list of terrains anymore :-P ) PS: I didn't have too much time to spent on this project lately. That's why this respond took me so long.
  25. lunatic SMC-1

    No fog on custom terrain

    Yes, of course:
×