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plumose 219

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Everything posted by plumose 219

  1. plumose 219

    lines in terrain

    ive got visable lines in terrain joins ,can any body tell me how to make this a bit better please,i set my base at 40.0x40.0m map at 512x512 .
  2. plumose 219

    Adjusting water?

    can i adjust the heigth in my map once it has been sorted by viz,all do i have to start every think again.
  3. plumose 219

    Adjusting water?

    im trying to add water in mine,every time i make a map in geo control all i get is land,even when i lower the terrain .so how do u do it lol
  4. plumose 219

    png into V3

    is there anyway i can import png into V3,if so hows it done.thanks
  5. plumose 219

    map in to game

    Now that ive manage to get my map working in v3 and all layers are there and created ,please can any body tell me how to get it working in game,only i get this come up thanks so much plum Â
  6. plumose 219

    map in to game

    do i have to change layers png files in to paa files.
  7. plumose 219

    v3 shut down

    please can any one tell me why v3 shuts down when i put in the last mask_lco layer in,it saids v3 has to shut down.please help! and i like to say thanks to AnIm8oR_8 for getting me this far good work sir.
  8. plumose 219

    v3 shut down

    do u put png files in your data folder or paa files ,to make it work in v3 thanks.
  9. plumose 219

    textures

    please can any body tell me how to get textures in v3.
  10. plumose 219

    png into V3

    @AnIm8oR_8 neither mate ,i took the rvmat from sxl_desert map,and data and layers from that as well.i change the name in the rvmat file which was sxl_desert to my map name. but if u pbo the sxl_desert ,theres is a folder called 1saralite, in that has the folders data and layers with the paa files,shall i change that to my map name. thanks for your help.
  11. plumose 219

    png into V3

    @AnIm8oR_8 thanks for that bud,but still cant get textures in the map ive change png to paa.can u tell me what a pew file is and does. could that be it??? Â Â thanks.
  12. plumose 219

    png into V3

    ive used the configs from desert map and got my map working,so i used the rvmatt file and textures from the same map,but still no textures on my map,ive changed the rvmatt file to my map name too in text editer.can anyone tell me what im doing wrong please
  13. plumose 219

    png into V3

    should rather be <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">cutscenes[] = {"CEEBp2007_Intro1"}; provided you insert this to your config: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgMissions {  class Cutscenes  {   class CEEBp2007_Intro1   {    directory = "ca\CEEBp2007_Intro1\data\scenes\introanim.CEEB_p2007";   };  }; }; ("directory" contains path to cutscene directory, can be different) I think classes Subdivision and WhiteNoise can be ommited (you seem to use some debinarized config for Rahmadi as reference, maybe it would be better to try SampleMap config). Thanks for that edge
  14. plumose 219

    png into V3

    @ fasad ive done what u said ,and ive think im getting it know , ,but im not getting map showing when u select map at beginning thanks .
  15. plumose 219

    png into V3

    @ fasad is this the one u mean these configs, #define ReadAndWrite 0 #define ReadAndCreate 1 #define ReadOnly 2 #define ReadOnlyVerified 3 class CfgPatches { class CEEB_p2007 { units[] = {}; worlds[] = {CEEB_p2007}; requiredVersion = 0.1; }; }; class DefaultLighting; // External class reference class DefaultLighting_CA : DefaultLighting {}; class CfgWorlds { class DefaultClutter { scaleMin = 0.9; scaleMax = 1.4; }; class DefaultWorld; // External class reference class Intro : DefaultWorld {}; class CEEB_p2007 : Intro { access = 3; cutscenes[] = {"DesertIntro1"}; description = "CEEB_p2007"; icon = ""; worldName = "\CEEB_p2007\CEEB_p2007.wrp"; pictureMap = ""; pictureShot = ""; plateFormat = "ML$ - #####"; plateLetters = ABCDEGHIKLMNOPRSTVXZ; longitude = -40; // positive is east latitude = -40; // positive is south class Grid //OFP style Aa00 - JJ99 { //colorGrid[]={0,0,1,1}; //colorGridMap[]={0,0,1,1}; offsetX=0; offsetY=0; class Zoom0 { zoomMax=0.2; format="XY"; formatX="Aa"; formatY="00"; stepX=256; stepY=256; }; class Zoom1 { zoomMax=1.0; format="XY"; formatX="A-"; formatY="0-"; stepX=2560; stepY=2560; }; } startTime = 8:30; startDate = 07/06/2007; startWeather = 0.1; startFog = 0.0; forecastWeather = 0.3; forecastFog = 0.0; seagullPos[] = {1272.84, 150.0, 14035}; centerPosition[] = {2500, 2500, 300}; ilsPosition[] = {2545, 3000}; ilsDirection[] = {0, 0.08, 1}; ilsTaxiIn[] = {2495, 2725, 2495, 2850, 2508, 2860, 2508, 3000, 2520, 3010, 2545, 3000}; ilsTaxiOff[] = {2545, 2445, 2520, 2425, 2495, 2445, 2495, 2725}; drawTaxiway = 0; class ReplaceObjects {}; class Sounds { sounds[] = {}; }; class Animation { vehicles[] = {}; }; class Lighting : DefaultLighting {}; clutterGrid = 1.11; clutterDist = 55; noDetailDist = 40; fullDetailDist = 5; minTreesInForestSquare = 3; minRocksInRockSquare = 4; class clutter { class GrassGeneral : DefaultClutter { model = "ca\plants\clutter_grass_general.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.75; scaleMax = 1.0; }; class GrassFlowers : GrassGeneral { model = "ca\plants\clutter_grass_flowers.p3d"; }; class GrassLong : GrassGeneral { model = "ca\plants\clutter_grass_long.p3d"; affectedByWind = 0.6; scaleMin = 0.6; scaleMax = 1.1; }; class GrassSevenbeauty : GrassGeneral { model = "ca\plants\clutter_grass_sevenbaeuty.p3d"; affectedByWind = 0.2; scaleMin = 0.7; scaleMax = 1.1; }; class GrassYellow : GrassGeneral { model = "ca\plants\clutter_grass_yellow.p3d"; affectedByWind = 0.2; scaleMin = 0.7; scaleMax = 1.1; }; class GrassDesert : GrassGeneral { model = "ca\plants\clutter_grass_desert.p3d"; }; class ForestFern : GrassGeneral { model = "ca\plants\clutter_forest_fern.p3d"; affectedByWind = 0.1; scaleMin = 0.9; scaleMax = 1.1; }; class SmallRocks : GrassGeneral { model = "ca\rocks\clutter_stone_small.p3d"; affectedByWind = 0; scaleMin = 0.9; scaleMax = 1.1; }; class FlowersColor : GrassGeneral { model = "ca\plants\clutter_smetanka.p3d"; }; class FlowersWhite : GrassGeneral { model = "ca\plants\clutter_white_flower.p3d"; }; class MushroomsHorcak : GrassGeneral { model = "ca\plants\clutter_horcak.p3d"; affectedByWind = 0; scaleMin = 0.85; scaleMax = 1.25; }; class MushroomsPrasivka : MushroomsHorcak { model = "ca\plants\clutter_prasivky.p3d"; }; class MushroomsBabka : MushroomsHorcak { model = "ca\plants\clutter_babka.p3d"; }; class MushroomsMuchomurka : MushroomsHorcak { model = "ca\plants\clutter_muchomurka.p3d"; }; }; class Subdivision { class Fractal { rougness = 5; maxRoad = 0.02; maxTrack = 0.5; maxSlopeFactor = 0.05; }; class WhiteNoise { rougness = 2; maxRoad = 0.01; maxTrack = 0.05; maxSlopeFactor = 0.0025; }; minY = 0.0; minSlope = 0.02; }; class Ambient { class BigBirds { radius = 300; cost = "((1 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)"; class Species { class Hawk { probability = 0.2; cost = 1; }; }; }; class Birds { radius = 170; cost = "(1 - night) * ((1 + (3 * sea)) - (2 * rain))"; class Species { class Seagull { probability = 0.2; cost = 1; }; }; }; class BigInsects { radius = 20; cost = "(5 - (2 * houses)) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)"; class Species { class DragonFly { probability = "0.6 - (meadow * 0.5) + (forest * 0.4)"; cost = 1; }; class ButterFly { probability = "0.4 + (meadow * 0.5) - (forest * 0.4)"; cost = 1; }; }; }; class BigInsectsAquatic { radius = 20; cost = "(3 * sea) * (1 - night) * (1 - rain) * (1 - windy)"; class Species { class DragonFly { probability = 1; cost = 1; }; }; }; class WindClutter { radius = 10; cost = "((20 - 5 * rain) * (3 * (windy factor [0.2, 0.5]))) * (1 - sea)"; class Species { class FxWindGrass1 { probability = "0.4 - 0.2 * hills - 0.2 * trees"; cost = 1; }; class FxWindGrass2 { probability = "0.4 - 0.2 * hills - 0.2 * trees"; cost = 1; }; class FxWindRock1 { probability = "0.4 * hills"; cost = 1; }; class FxWindLeaf1 { probability = "0.2 * trees"; cost = 1; }; class FxWindLeaf2 { probability = "0.1 * trees + 0.2"; cost = 1; }; class FxWindLeaf3 { probability = "0.1 * trees"; cost = 1; }; }; }; class NoWindClutter { radius = 15; cost = "(20 * (windy factor [0.1, 0.2])) * meadow * (1 - rain) * (1 - sea) * (1 - forest) * (1 - houses)"; class Species { class FxWindPollen1 { probability = 1; cost = 1; }; }; }; class SmallInsects { radius = 3; cost = "(12 - 8 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)"; class Species { class HouseFly { probability = "deadBody + (1 - deadBody) * (0.5 - forest * 0.1 - meadow * 0.2)"; cost = 1; }; class HoneyBee { probability = "(1 - deadBody) * (0.5 - forest * 0.1 + meadow * 0.2)"; cost = 1; }; class Mosquito { probability = "(1 - deadBody) * (0.2 * forest)"; cost = 1; }; }; }; class NightInsects { radius = 3; cost = "(9 - 8 * hills) * night * (1 - rain) * (1 - sea) * (1 - windy)"; class Species { class Mosquito { probability = 1; cost = 1; }; }; }; }; class Names { class Veg_1 { name = ""; position[] = {2713.62, 2140.92}; type = "VegetationPalm"; radiusA = 50; radiusB = 50; }; class Veg_2 { name = ""; position[] = {2446.09, 3038.29}; type = "VegetationPalm"; radiusA = 50; radiusB = 50; }; class Veg_3 { name = ""; position[] = {2940.52, 2923.19}; type = "VegetationPalm"; radiusA = 50; radiusB = 50; }; }; }; }; class CfgWorldList { class CEEB_p2007 {}; }; thanks
  16. plumose 219

    png into V3

    now ive got the map in V3,how can i get this map to work in the game,i know there is alot to do yet ,but can u give me any idea please. i mean could any body tell me the next step please lol
  17. plumose 219

    png into V3

    In the pbl file you see "world.png" that should be the name of your png grayscale map, so if you name your png world you don't need to change anything in the pbl. Step 2: Save the txt file as something like world.pbl, then it should become a pbl file. Step 3: Make sure your png grayscale is in the the same directory as your pbl. Step 4: Make a new terrain in Visitor (Project--> new) then set the terrain grid size to match your png, example: png is 512 x 512 pixels---> set terrain grid to 512 x 512. Step 5: Set your desired cell size. Step 6: hit okay (or if you know how big your satellite map is you can set that in calculator, can be done later if you wish) Step 7: Go to Project ---> Import terrain from picture and open up the pbl you made. Now you should have your grayscale map in V3 PS: If anyone spots an error feel free to correct. thanks thats helped so much
  18. plumose 219

    png into V3

    hey thanks for that m8.now how can i save to pbl,is there away of doing this.
  19. plumose 219

    png into V3

    well some one told me if i create a map in geo control and save as png ,ill could open it in V3 . THANKS
  20. plumose 219

    map shape

    @ baddo hey thanks bud
  21. plumose 219

    map shape

    is there anyway i can get a island shape in vis 3,like different angles instead of just square thanks
  22. plumose 219

    Map making

    ive just created a desert map with visitor 3,please can any body tell me how to make it work in the game ?
  23. plumose 219

    Map making

    ive just download GeoControl map editing is this any good for arma,can i save ,and what format,
  24. plumose 219

    Map making

    ive just created a desert map with visitor 3,please can any body tell me how to make it work in the game ?
  25. plumose 219

    M240

    @ Col. Faulkner Have u any real images of the M240, rhodesian style camo ? This would be great bud
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