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kubi

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Everything posted by kubi

  1. Hi, I 90% finished my first island, named after the hills around my place, Pilis. It is 25x25 km with a real elevation map. The main (sil) and secondary (asphalt) roads are real with ~25..100 m error. Cities and villages are real too (et least their coordinates). I used no addons, only resistance objects are in it. You can download it from here. Screenshots coming soon... Please comment it. BR, Kubi
  2. kubi

    Projekt Gardinas Island

    Hi Alex, Do you make your island editor tool available?
  3. kubi

    Roads

    Ohh, that means that road placer window will remain a modal dialog, and we wont see the road "growing" when we place down a road element? IMHO, road placement is an easy job, but I have to see it right at the moment I place the element. Without that it is almost impossible...
  4. kubi

    USGS seamless site issues

    Hi, I use this: ftp://e0srp01u.ecs.nasa.gov/srtm/version2 and global mapper+wilbur+gimp+wilbur+wrptool (for OFP)
  5. kubi

    Roads

    Guys, Have you figures out how to build a road eficiently? When I use a select start point - ctrl clik for end point method the road it a joke... A 3 years old child draws a better road :/ It is possible to set the "costs" for curves and other things. Is there any proper setup for that?
  6. kubi

    Roads

    Hi, Thank you JFK, I'll try this method. I saw something "max slope" or similar in a dialog somewhere. Maybe that will help placing roads. And if you do not want to create too long segments, maybe it is better... I'll try this tonight.
  7. kubi

    Roads

    My "technique" (as i remember from yesterday night after 13 hours of work): - Install the full package. Find the roads in CA\... Move them to P: drive if you need (I had to move all the thing to an other drive, why can't the installer place all the things in a place selected by user?! -open road tool -create a road type (Why isn't there any pre-generated? Do we have to do it for every island?) with name "XXX" and adding some straight/curve/other parts. -in the object window select "Road..." - Selecto your road type "XXX" - Click (or doubleclick?) on map. Put down _any_ part. - Click (or double?) on it. A dialog opens. On the bottom right there are buttons. Use them. (*1) -> New dialog opens. (A modal one! L.O.L.) - Select a road element, and put it by button. No, you can't see the road "growing", just in the lest listbox. Press apply. Then you will see your road. (*1) You can build your road in both direction. Maybe there is a more sophisticated way to build roads. Automatic solution just selecting key points? Don't know...
  8. kubi

    Roads

    Nah, new version is just out. Road placement works, but... Why I can't see the road growing when I place the elements? Why I can't move the map during it (modal dialog window)? For the first try it is a bit uncomfortable. I give it a second chance, but no more :/
  9. kubi

    Creating a New "Island"

    i'm trying to reveal the secret of roads http://deadeye.pytalhost.com/manual/index.php?topic=241.0 http://deadeye.pytalhost.com/manual/index.php?topic=243.0
  10. kubi

    Tutorial for Visitor3 ?

    I've laid some hundred km of road in wrptool for OFP. It isn't so bad However, I did not try it with visitor2 (visitor3 still not have proper roads?)
  11. kubi

    Tutorial for Visitor3 ?

    Guys, Where can we get good (and realistic) satellite maps? We can have digital elevation maps from here: ftp://e0srp01u.ecs.nasa.gov/srtm/ GlobalMapper8 can read them and export to many formats. Maybe satellite maps from google maps? Is there any other sources?
  12. kubi

    Visitor3 scripts

    Yep, I think that this script interface is a very good idea. Random vegetation script is a good idea. I like very much those groups on Nogova, but is is very boring to place the groups one-by-one :/
  13. I have seen a demo (lost the link) about a city generator script. It was building a city using a single type of house. It was growing like a tree, making very nice result. If anybody have a script like this, do not hesitate to share In map making the only thing I hate is the city building... Or any ideas to make island making easier are very welcome.
  14. kubi

    Visitor3 scripts

    You are right, but the city placer script could be used in visitor too... I'll try to implement it on saturday/sunday... Do not let to disappear again http://kronzky.info/ucs/
  15. kubi

    Tutorial for Visitor3 ?

    Hi, Edge, will you release the unbinarized format of road elements (at least one or two type) before the weekend? It would be nice to have them, so I could start to work on a small test island...
  16. kubi

    Tutorial for Visitor3 ?

    Good job! Did you try to place roads? Only one texture was used? Publish the source code?
  17. kubi

    Tutorial for Visitor3 ?

    Ok, then please let me know, how to add road elements to road networks. When i try to add a straight/curve/end element (e.g. sil25 or so) it says that it is not a road element, some points are missing...
  18. kubi

    Tutorial for Visitor3 ?

    Hi, Did anyone succeed on placing roads? I can place buildings, trees, bushes and roads one-by-one. But when I want to define a new road type to build a road network, I can't add any road element. Visitor3 says that some named points are missing from the road element. What is this?
  19. kubi

    1.08 Troubleshooting thread.

    Hi, I had the problem with securom, but solved it. Just turned on windows2000 compatibility mode in shortcut's properties.
  20. Hi, Great news! What you have done is just enough for WRPTool See the problem at http://tactical.nekromantix.com/forum/viewtopic.php?t=21143 So can you convert arma objects to the form of ofp objects? Do you have a short C(++) code that can do the mass work? I do not care the information loss if i can see the rought grid of the objects in WRPTool Br, Kubi
  21. kubi

    Drago Island relased!

    Hi, Great work man! Could you share with us, how you did that? I have tried this way: http://armed-assault.blogspot.com/ But in wrptool the object size can't be seen, it makes it very hard to work... So, could you post a short tutorial (assuming that the reader is familiar with OFP island editing)?
  22. kubi

    Operation Freeworld

    That's because you stole that one from us dutchies No, you all stole it from hungarian
  23. kubi

    Operation Freeworld

    Hi! Good news Will the island editor tool use SRTM data, or some converted format? Like this: ftp://e0srp01u.ecs.nasa.gov/srtm/ For OFP I use this, but I have to translate and edit the files through GlobalMapper, Wilbur, Gimp, Wilbur again and then WRP tool... But it worth the work, because the island will be real
  24. Hi, Please only those write to this topic who _has_ Arma. Write your hardware configuration as precise as possible, and how much FPS you have. After that some general impressions. So, mine: Amd64 3200+ (2200MHz), 512 cache, slot 754 K8NE deluxe motherboard 1GB DDR400 (single channel) AGP Ati 9600xt, 128MB Very low detail, AA off, VD 1200m, 1600x1200 -> ~2 FPS Very low detail, AA off, VD 1200m, 800x600 -> ~10 FPS As the detail was set to the lowest possible level, all the textures were crappy. Sometimes the hill was only a filled poligon, did not have texture at all. The traffic sign from 10m was only a blurred spot. It is impossible to aim with m16. As my LCD has 1600x1200 native resolution, 800x600 was very ugly, especially because AA was off. So, this configuration isn't enough at all.
  25. kubi

    Highway !

    Good job man! New roads are definietly needed, because OFP had only a small set. If it would be ready 1 month ago, I'd use it on my island... Do you plan to make a bridge too? It would be nice Best regards, Kubi
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