

madine75
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Everything posted by madine75
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Hmm, what are they called? EDIT: Your referring to the roads2.pbo that comes with arma2 - not the tools, right? I'm having one of those days...
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I've only had Arma2 just long enough to finish the campaign and have played a few hours online and I'm still wondering where all these scripting errors and show-stopping bugs and crashes are? I'm yet to have the game crash for a reason I couldn't pin down to other causes, such as my graphics card being overclocked too far. I did have 1 audio related glitch that went away when I adjusted my audio settings. Having read all the tales of woe that people have posted, I was very happy, and the patch made it better..
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Baucau Airfield, East Timor - Terrain for ArmA 2
madine75 replied to OChristie's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
To Simon C and others suggesting CAA1, yeah, a 2Gb+ download is the appropriate answer.. Not everyone has net access with large data allowances, so it may have been a good idea to mention that. Back OT, as an Aussie, this map sounds like a great oparea to me, but until a standalone version is released, I won't be using it.. -
I found it.. That's why I was asking if it was meant to be there.. I'll wait for others to reveal it's location. My lips are sealed.
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I get bad lag with this map too. It looks great, and could be great for some small CQB stuff as well as cutscenes. I have a fairly old machine, but larger maps do not cause the same lag. I also wondered if there was supposed to be a toilet out in the open towards the south of the Island...
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You might be waiting a while.. Â If I remember the discussion from earlier in the thread, there are two "warheads" in the package. The default one, which is the one loaded on the launcher, which doesn't knock down the trees and has a lighter load on the system, and the second warhead, which can be detonated by using the "fall2.sqs" or "exp2.sqs" scripts, which does knock down the trees, but is much heavier on the system. I hope I got that right, Gigan..
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Elimination of Mouse-Auto-Center while driving
madine75 replied to madrussian's topic in ARMA - ADDONS & MODS: DISCUSSION
I'd hazard a guess and say that your VB app is grabbing the general Windows mouse - whilst Arma is grabbing the mouse via DirectInput, at least while the menus are not open. -
Schmalfelden, Germany Map
madine75 replied to Nicholas Bell's topic in ARMA - ADDONS & MODS: COMPLETE
I think the Sample Map he mentioned is the one available here: BIS Sample Map -
3D Heightmap Editor Recommendations?
madine75 replied to Nicholas Bell's topic in ARMA : MAP EDITING (VISITOR)
There sure are a quite a few terrain editors out there.. However, having tested somewhere around 15-20 of them recently, I've been very disappointed. I'm yet to find a tool that allows easy edits of heightmaps. Most of the tools I've used have only had very basic tools for editing the heightmap. After my playing, I've settled on a suite of tools consisting of Wilbur, for the basic stuff, and L3DT for the more intensive stuff. What fine control were you lacking? I find that the control is quite good in L3DT, not perfect, but the best of the tools I'd tested. I also quite like the fact that you can create an image that can be used as a mask with some work, it will also create a reasonable sat map if you have the RAM.. -
I was having lag and general slowness after I upgraded to v1.14, and tried the profile trick first. When that didn't give me any additional speed, I uninstalled everything. Then I re-installed ArmA, followed by QG and then the 1.14 upgrade. I then reinstalled all my 3rd party addons to their own mod folder. After doing this procedure, I gained anywhere up to 10 frames. I have a Athlon 3200+ with 1gb RAM and a 256mb 7600GS, so it's not the beefiest machine, and I play with most settings on High and a VD of around 1500 at 1024x768@75Hz. I also find v1.14 to be far more stable and less likely to crash than previous versions.
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I've just used L3DT to create an island and have imported it into V3 without too many issues. I'd suggest double checking the minheight and maxheight values in the pbl, and make sure they similar to the values in L3DT. I was also able to create a Sat map, and the basis for my sat mask.. Makes life much easier..
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I'm looking at the Pro version at the moment, although I'm looking at using for real terrains. Seems good so far, but I think the sat map will need a little work before it can be used in ArmA. I'm also wondering if the "Terrain Attributes" map can't be used in some way as the mask layer..
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I'm also doing my first steps in Visitor right now but I think im able to help you a bit... So you already got your textures working in buldozer but you see only the desert texture where you expect to see more ? Check your layers.cfg for path errors and compare again the color values with your mask_lco. Also the Mask_lco should contain only clearly defined colors ( no blur effects) . And for additional information about Mask and Sat I would recommend reading this tutorial. Dunno if this helps you - Good luck Hmm, could be. If I use the samplemap.pew file supplied in the samplemap zip, it imports and works perfectly. It's only when using the my_samplemap.pew file that I created as per the tutorial that I seem to end up with a desert island..
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I'm following the "Visitor 3: Making of Simple landscape" tutorial and I've got a question.. I've set up the project and and Imported both the terrain and Sat and Mask textures, so far so good. When I fired up Buldozer, it created the textures OK and continued to load. The question I have is, is the island supposed to me almost entirely desert? I only get a small section of green on the northern slop of the hill in the NE of the island. Am I doing something wrong?
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So what? Chances are that it won't get seen in the English forums.. Personally, I'd rather have several versions of an add-on from various people, in case "perfect F117 absolute complete" is not really the case.. No offense, but the F117 from the guy i mean, really looks x-times better than a tried-to-import from a old OFP Model. Also i have the opposite opinion of yours - i don't think we need to reinvent the wheel every time, in others words: Its a waste of time to make a model X times. Picture: http://www.legion-x.de/include/bilder/Addonworkshop/tsf.jpg He said he will release it probably at 7th of this month, and yes you will see it here or at least at Armaholic.com, because the german Arma-players are the biggest bunch of all Arma-Players Best Regards, Christian Hmm, couple of things to say in response to this.. Firstly, why bag someone who appears to be learning how to create addons? There's nowhere near the number of addon makers for Arma as there are for other games, even OFP. Secondly, I've seen screenshots of WIP addons before, and read about "release dates" and for some reason they never get released. I'll believe it when I see it..
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So what? Chances are that it won't get seen in the English forums.. Personally, I'd rather have several versions of an add-on from various people, in case "perfect F117 absolute complete" is not really the case..
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What makes a good "battle space" ?
madine75 replied to paragraphic l's topic in ARMA : MAP EDITING (VISITOR)
I think this would be a great island.. There seems to be good mix of low hills and flat areas, with a few clusters of buildings. The island appears to have a reasonable road network which is always a bonus - you know where not to drive. The only thing I might add would be an offshore island or two - just large enough for a small "base" and a chopper pad or two.. I mostly play SP and do a little SP mission making. I'm currently doing a couple of missions with the ADF mod, with a "Peacekeeping" slant, as the ADF seem to do a bit of that in the South Pacific. -
In his posts on the OGN forums, Aussie stated that he was trying to make it look like a particular part of Australia (Yarra Valley, Vic) and he has captured that fairly well..
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Must have mods...what ist it and why?
madine75 replied to Sedarine's topic in ARMA - ADDONS & MODS: DISCUSSION
Any of the mods already mentioned are good. I'm also looking forward to a complete release of ADF, as well as Gnat's naval vessels.. -
Symbiot, I had written a long and convoluted selection of comments in reply to some of your posts in this thread but really only have this to say: If all you're going to do is spray crap about other peoples addons, then STFU. Criticism is fine, as long as it's constructive, but your comments were far from constructive. The air cushion landing craft looks OK, but it's 1 vessel for one team, not a selection of vessels for both teams.. No you are not an old complaining fart, you're a tool. People like you are the reason people get pissed off with modding for games and don't bother.. Go spray your verbal diarrhea elsewhere. Gnat, I think these look great and having naval vessels will add greatly to the game. Looking forward to the release..
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I've got an older Athlon 2500+ and a 7600GS, which is hardly a high spec machine, and I play ArmA just fine. It was also playable on the 9600Pro I had in the same box previously. I don't consider ArmA a game that's really suitable for the casual gamer. I must confess, I've got a G15 keyboard and I've mapped some of the radio commands to the G-keys, but I like the default key mappings for the most part.
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Hey Gnat, any updates on the ships?