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hedcrusha

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Everything posted by hedcrusha

  1. hedcrusha

    Importing a model with textures to O2?

    Got a few building models all ready textured. Try obj format but doesnt seem to show textures!
  2. hedcrusha

    Importing a model with textures to O2?

    I wouldnt be asking if the search turned up anything!
  3. hedcrusha

    Addons ADO© Compagnie.

    Np. I tried to add multiple shots to the other shotgun addon but couldnt get it to work either. I suppose you could higher the recoil and make it very in-accurate at certain distances but make it more powerful as in close quarters. Keep it up though pal. Texturing is class. Looking forward. Hedcrusha
  4. hedcrusha

    Addons ADO© Compagnie.

    Looks bloody awesome if i may say! Also will the shotgun have a spread fire or just a standard one shot like the other weapons?
  5. hedcrusha

    Forest Tool

    Hi trying out the forest tool! Got it working but the only thing im wondering is that if its possible to define hight of trees from min to max also set the tool so it places the trees in random order instead of all in a raw. If anyones used this youll know what i mean. My aim is to place alot of trees within a selected area and and have the trees placed randomly with random oriantation and hight to give that forest feel. If any one can shed some light on this would be helpful. Thanks Hedcrusha
  6. hedcrusha

    Forest Tool

    OOOOOH you diamond! This is great. Ive just placed trees and foilage half over my map and that took ages now this is so much easyer! Thanks man. Hedcrusha
  7. hedcrusha

    PROPER Mods

    Sweet Q very sweet! Keep it up pal. Glad to see my "DOT" in use
  8. hedcrusha

    Forest Tool

    Sweet! But not in my vistor scripts dir. Im using the latest rc3 version and i have no "RandomObjectPlacer.vis". Could you paste the script here then ill copy and save it as a vis! Thanks again. Hedcrusha
  9. hedcrusha

    texture defining

    Aye same here! Got the same prob! Maybe its just an engine limitation!
  10. hedcrusha

    texture defining

    Sweet gj man! I dont suppose youve tried it with trees have you? As ide like to get the collisions working.
  11. hedcrusha

    texture defining

    Ok what i did was change "model = "ca\plants\clutter_grass_general.p3d";" to somthing like "model = "ca\plants\palm_01.p3d";" and all the others as im not quite sure ( or didnt test it enough ) to find which one actualy changed the grass to trees! Another thing also is that the trees render like the grass so i recon playing around with the view settings of the grass to view over longer distance. ATM i think its just using the mesh and texture and not the collision and res settings in the actual p3d. So we need to find away of telling arma to use the model as grass but with all collision and res settings! ( not sure if its possible but worth a try ) Ive also noticed that in sara.pbo the CfgWorlds.hpp defines a desert clutter class which is grass so it may work like the SATMASK were you define a colour and it applies the texture.
  12. hedcrusha

    texture defining

    Ok sorry for the pic! heres a link. Example
  13. hedcrusha

    texture defining

    Got it working but not defining the texture just changing the clutter model. But the collision dont work!!!
  14. hedcrusha

    Addons

    create the addon and make sure your buildings work ingame then extract the pbo of your building addon (just like the default arma pbo's) in P:\Ca\ Blah blah. Boot up vistor add the building from your extracted addon and place them on your map. Your map will know were the building models are at when you put your island in your addons dir. Hope that helped you.
  15. Hi just wondering if anyone could give me a hand on my config. Its realy giving me a headache and everything i seem to do it just gives me the same crap. Ok now to the point. What i want to do is use the dynamic voices from XAM as a standalone addon (For Personel use). Ive made a config and placed the files where they should be and it keeps complaining about cannot find DVUS_aware1 ect. Now this should work. Heres my config if anyone would like to scan it for problems. The files and dir's are exact to the configs paths but it still keeps giving me jip. Any help "WOULD BE APPRETIATED" Thanks again in advance. Hedcrusha P.S. If you want me to send you the actual addon of what im trying to do pm me and ill send it so you can look. If anyones willing to spare a couple of minits to look at it.
  16. map size yes i belive. For Phototshop just export them as a png or JPG in L3DT then open them in PS.
  17. hedcrusha

    WP Insurgents

    Awsome! Testing it out now. Keep it up.
  18. hedcrusha

    Skeleton!!

    Hi im just wondering if its possible to export the BISkeleton to 3d max WITH all components (bones) specified. As in not one whole model in max but how it is in O2 with fingers, head and body ect defined. Any help or info would be great thanks. Hedcrusha.
  19. Well... You can start of by generating a random terrain by selecting "Design/inflate", "Perlin" or "fractal" (which i prefere as i think the sat map is better detailed), OR make one your self using "Blank hightfield". When you get into it youll be using the blank map to create your islands! (Possible to create as many islands as you want in one map) So you want to try and generate one just for testing, well click on "design/inflate" as you can see x 16 and y 16 = 1024x1024 (move the sliders to see this change just under the heightfield resolution). There is an option to use mosaic map wich generates several hightmaps which tile together. The next window lets you edit the features of the map itself bit like terragen. You can aslo pick different climates at the bottom "default climate", and presets you can define new ones or use scottish highlands, or desert mesas, once selected click on load to load the preset. The next window lets you select what you want to generate along with your highfield. I usualy use the onse that i want to use in arma such as heightfield, attriburtes map and texture map. Also if you want to add land or delete land use design map to as this will let you raise and lower land using a pencil tool when generated. Its also handy to have the water map as this will give you water on your satmap for use in arma with textures on and looks pretty dam nice. The next window we have an option to select "make high-res attributes map" If you want top quality use 1 (lowest) upto and possibly higher than 512 (but havent tried as setting it to 16 took long enough) in "am/hf ratio "WARNING WILL TAKE ALONG TIME TO GENERATE DEPENDING ON THE SIZE OF YOUR MAP". Next window is texture settings cause you havent used lught map then this should be unchecked. Keep everything as is except if you want quality use highest AA and Tx/HF ratio set from 1 to 16 or upto 32 for a mosaic map "AGAIN WILL TAKE A WHILE". Next is water level. Keeping everything as is except for checking flood water plane and allows you to set hight and water type! (But i only use water for use with raising and lowering land as you set hight from water level And also water shows on the satmap). Next is water table madelling but havent messed with this. So next it will start to generate your map Depending on your settings it COULD take a while. Example of using "Fratal" setting using all options: As you can see I prefer fractal as the satmap seems to be more detailed. If you want to raise and lower terrain or what ever go to ""operations-design map-generate from HF" this will let you edit the valuse of your terrain. Then it will give you a blacky looking image. Darker green is lowest and lighter is higher. To start adding or lowering terrain click on edit on the tool bar. If you want to add more water check the box at bottom "spec type" then select sea seed from drop down box. Now paint away! If you want to raise or lower land deselect spec type and check "altitude at the top Example -100 or 100 ect. You can add more errosion, terraces and lakes ect. Play around with it and see what you come up with. Now that you've raised or lowerd land above or below sea level go to operations again and re generate the hightfield then texture map ect. Do this every time you make a change to the terrain. There is also a 3D view to see what you land looks like Also you can raise and lower land using this but i find it a bit im-practical. Now your ready to export your hightfield and texture map "file-export-export map" then select the map you wish to export. Exporting the texture map allows you to save it as a png for use with your .PBL file "BUT DONT FORGET TO SET THE WATER LEVEL IN THIS PBL FILE AND THE HIGHT AS THE HIGHT WILL DISTORT YOUR VERTICES". Now Photoshop and vistor time! Enjoy. Hedcrusha. P.s. If you want to pop this into a topic of its own feel free as it will make it easier to find.
  20. @ Crowe, Was going to say the same thing about L3DT! It is great as you get a texture to go with your terrain and can paint roads using custom textures! Try it its the best ive found.
  21. hedcrusha

    Virtual TrainingSpace 2

    Excelence! Looking forward. Keep it up.
  22. ricki ide love your config mate! If you dont mind!!!! Would save me using loadsa painkillers...
  23. hedcrusha

    configs

    Post the whole config! And well see whats wrong.
  24. hedcrusha

    Texture not showing in Viewer?

    Im using the face properties rather than pressing a loading texture ect. No menu comes up when i press left mouse button. Also i cant seem to get arma to load my texture ingame. What dir structure do you use? As my model is in my map dir that ive made so just wondering if i should put the textures in that dir then apply them in O2 then pbo them.
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