rstratton
Member-
Content Count
650 -
Joined
-
Last visited
-
Medals
Everything posted by rstratton
-
any chance u can make these go faster than 120kmph? or is it a "game engine limitation"?
-
odd
-
Well for the xform I selected all objects, went to the hammer and hit reset xform and then reset selected. I'm not sure what you mean by collapsing the stack for each object, I'm that much of a noob at this. I tried to export obj the other day and got an error so I gave up on that. I think you are right about the fuselage, I just made it out of splines and then a surface modifier in max and it looked ok. Work is slowing me down a bit but I appreciate your help. IIRC, in the modify or edit menu to your left, you will see a list of modifiers on each object as you select them. you should at least see the modifier 'reset xform'. When you click on the modifier, the object should go funky colours with some seemingly meaningful gizmos on them. If you right click on the reset xfrom modifier, a context menu will pop up. Choose 'collapse all'. Also, in the view options, be sure to tag 'backface culling' to make sure that all of your objects are the right side in. Lofts and such can turn inside out depending on how you drew the curves (depending on their start and end points). If you find that your meshes are inside out, you'll have to edit their normals. I think that those options are in either the editable poly or editable mesh building modes. like plaintiff1 said u need to go and collapse the modifier stack for each object if you reset xform on multiple objects
-
3ds file format is fucked anyways
-
one thing i notice is you need to break each face of the block into seperate elements. in o2 that means sharp edges
-
O2 freezes while importing on vista
rstratton replied to Jantemplar's topic in ARMA : TOOLS TROUBLESHOOTING
easy fix. delete that peice of shit vista and install windows xp -
4 letters explains it M.P.A.A. dammit no more quicksilverscreen com
-
could u plz write a tutorial on how to edit and add a modified weapon model to arma. it doesnt have to be very detailed about the actual editing of the model just stuff that u must do and how to create a config
-
u have any idea how hard it is to find one of those at a decent price?
-
Arma II Integration of valve's 'Steamworks'
rstratton replied to The_Captain's topic in ARMA 2 & OA - SUGGESTIONS
the good points outweigh the bad points i say. -
sara_dbe1 is not porto. porto is desert2.pbo
-
if your rvamt files call for .png textures it will not run on a dedicated server. i hate having to unpack every new island and change hundreds of files to get the thing to run on my server
-
ive got a program called earth sculptor that allows u to create terrain in 3d and export it as a heightmap. pm me for details
-
did they say how deep the water is where the cables were cut?
-
What I meant by detail was texture defintion. I was saying that there is not enough pixels to represent your sensor ball adequately. The result is blurry and muddy. You can increase the size of the sensor ball in proportion to the rest of the UAV in the UV space without sacreficing any performance. why? when u can just make a higher resolution texture
-
if the scripts were that big of a secret i wouldnt even had mentioned any scripts lol. anyhow nice models , cant wait to play with the new toys
-
just wondering if there was any plans to transfer this mission to sakakah?
-
How can I install addon properly to a server?
rstratton replied to fabiantronc's topic in ARMA - MULTIPLAYER
on a server i was admin for i had overwrote the plants.pbo with the one from durgs mod and it worked fine -
is the view geometry what the ai sees?
-
the ai can see and shoot right thru the pipes
-
they are from the la samula island if you have it. they are the large rusty pipes that u can walk thru
-
i have some objects which the ai can walk thru and see thru, what do i need to do to the models to fix those issues?
-
try this MaxMsgSend=2048; MaxSizeGuaranteed=1024; MaxSizeNonguaranteed=256; MinBandwidth=1131072; MaxBandwidth=10000000; MinErrorToSend=0.0001; MaxCustomFileSize=1000000;
-
u would be a hero in my book if you were to make plugins to import/export p3d's for 3ds max
-
what do these files contain, and how do u read them?