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prowler.wolf

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Everything posted by prowler.wolf

  1. prowler.wolf

    Opinions on Island

    Good man, keep up the good work.
  2. prowler.wolf

    roads2 bridges

    Thanks for clearing that up Synide.
  3. why do you have a namespace in a namespace?
  4. prowler.wolf

    Opinions on Island

    jeeze man, get yourself a flickr or picasa account and stop posting individual links :p nice so far!
  5. prowler.wolf

    Holes in Map after Binarizing

    yup, this seems to be a common problem.
  6. prowler.wolf

    Custom island's intro

    Anyone have tutorials for adding mission intros into your island? Or is it actually easy to create one with moving camera scripts and use it straight from the mission editor? Last time I touched on mission editing I was playing ofp resistance.
  7. My guess is the problem would then fall onto loading times for multiplayer. So far as editing goes it will just slow you down and take up unnecessary disk space. It is generally a good idea not to make your satellite image larger then the given size of your terrain grid size. (keeping it in 1024x1024 grid size with 10240x10240 satellite image size for example) But, it is all up to the editor of the island and his opinion on disk space. My knowledge on the performance side is a little weak to say the least.
  8. amazing, how do night vision goggles perform with the light from the dials?
  9. prowler.wolf

    Clutter and MP

    I'm not entirely sure but I think clutter is synchronized. A way to test this is to place a unit and check the clutter, then reload and see if it was generated in a different position. I tried something similar in A1 with clutter rocks, rule of thumb with rocks and clutter, just don't do it. It just won't look right for what you are trying to achieve that a little extra time placing rocks yourself can produce. Also you might end up with rocks in areas you don't want. (like blocking the door to a house) On my islands I try to keep clutter short except in certain spots like woods or tall grassy fields. The downside to multiplayer on chernarus is not being able to see while prone and your enemy can see you no matter what you do. Making prone targets lose their advantage. Unless a fix for distant clutter is added I try and keep the grass short and place lots of obstacles like rocks and fallen trees ;) Others might have different opinions. I'm curious myself if clutter is the same for everyone in MP
  10. Does anyone else get "Please enter no more then 50 characters." when adding certain objects to visitor3? EDIT durrr, I forgot you could name your objects and the default was the filename(which is too long).
  11. Would they not just devise a system that splits controls for players and ai? Anyways, I really want to see 0-100% throttle and separate brake binds with 'on' or 'off' toggle.
  12. terrain is still terrain, even if it is under water ;)
  13. prowler.wolf

    start wrp

    you can preview with buldozer, but apart from that you need to run binpbo to view your island in game
  14. If you do get permission, you better add trapping. ;) also simulate this and "Call the ball" approach from marshal.
  15. never mind the amount of roadwork that is needed to go along with it.:rolleyes: But the object placement is coming along nicely
  16. Did this during the weekend... South Osettia (10km^2) :cool:
  17. prowler.wolf

    The best way to add roads?

    I don't know what all this fuss is about. My roads were missing textures so all I did was copy the data folder and de-binarized config from roads2 and put them in with the objects bis provided and used the same method for adding roads as in arma1. Gets the job done even if it isn't the prettiest UI in the world. This thread is confusing :\
  18. Great work SgtAce, this will help a lot of people in the future. :)
  19. prowler.wolf

    Bisign

    I have not gone through the process of signing an addon yet, but this might help you. Others are more experienced with this. http://www.ofpec.com/tags/index.php?action=howto_key
  20. prowler.wolf

    Interesting observation

    I have noticed the difference from A1 so I can confirm that the sat image modifies the colors of the close range textures.
  21. prowler.wolf

    Water Color

    Thank you, this is exactly what I am looking for :)
  22. prowler.wolf

    Preparing Data for ArmA2

    http://bravocompany.home.sapo.pt/BayukSettings_big.jpg I forget where I got this picture as it was saved into my bookmarks. Props to the owner of the image. Use BinPBO that came with the tools to binarize your island and use the settings in the image for BinPBO. The other windows are for arma1 and not sure how they translate for arma2 but are very helpful. Make sure at the very least to add ;*.rvmat into your list of files to copy. You can get a config by extracting utes or chernarus and using that config. But someone will have a better one around these forums I am sure.
  23. Yes how very annoying, why could they not just release the arma1 content for arma2? </hint>
  24. prowler.wolf

    Textures

    Double check, triple check and quadruple check your config, rvmats, layers.cfg, etc. You don't really need two threads about textures.
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