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subroc

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Everything posted by subroc

  1. Hi, my mapconfig is based off the takistan config, but i added some more clutter types from chernarus and changed some ground textures. the problem is that in my forrest areas (leslist) wich should be filled with clutter i only get 3 types of mushroom, cant really see the problem in the config. thought i´d post it here to see if anyone can help me spot the problem layers.cfg class Layers { class pisek { texture = "sfp_norrland\data\pisek_mco.paa"; material="sfp_norrland\data\pisek.rvmat"; }; class travajih { texture = "sfp_norrland\data\travajih_mco.paa"; material="sfp_norrland\data\travajih.rvmat"; }; class mesto2 { texture = "sfp_norrland\data\mesto2_mco.paa"; material="sfp_norrland\data\mesto2.rvmat"; }; class leslist { texture = "sfp_norrland\data\leslist_mco.paa"; material="sfp_norrland\data\leslist.rvmat"; }; class skalas { texture = "sfp_norrland\data\skalas_mco.paa"; material="sfp_norrland\data\skalas.rvmat"; }; class skalas2 { texture = "sfp_norrland\data\skalas_mco.paa"; material="sfp_norrland\data\skalas.rvmat"; }; class fieldtravajih { texture = "sfp_norrland\data\fieldtravajih_mco.paa"; material="sfp_norrland\data\fieldtravajih.rvmat"; }; }; class Legend { picture="sfp_norrland\Source\mapLegend.png"; class Colors { /// color names should correspond to surface layer names pisek[]={{255,255,0}}; travajih[]={{150,180,80}}; skalas2[]={{80,80,80}}; leslist[]={{170,180,70}}; skalas[]={{120,120,120}}; fieldtravajih[]={{170,190,80}}; } }; class clutter class clutter { class MushroomsHorcak : DefaultClutter { model = "ca\plants2\clutter\c_MushroomHorcak.p3d"; affectedByWind = 0; scaleMin = 0.85; scaleMax = 1.25; }; class MushroomsPrasivka : MushroomsHorcak { model = "ca\plants2\clutter\c_MushroomPrasivky.p3d"; }; class MushroomsBabka : MushroomsHorcak { model = "ca\plants2\clutter\c_MushroomBabka.p3d"; }; class MushroomsMuchomurka : MushroomsHorcak { model = "ca\plants2\clutter\c_MushroomMuchomurka.p3d"; }; class BlueBerry : DefaultClutter { model = "ca\plants2\clutter\c_BlueBerry.p3d"; affectedByWind = 0.05; swLighting = 1; scaleMin = 0.85; scaleMax = 1.3; }; class RaspBerry : DefaultClutter { model = "ca\plants2\clutter\c_raspBerry.p3d"; affectedByWind = 0; swLighting = 1; scaleMin = 0.8; scaleMax = 1.2; }; class FernAutumn : DefaultClutter { model = "ca\plants2\clutter\c_fern.p3d"; affectedByWind = 0.1; scaleMin = 0.6; scaleMax = 1.2; }; class FernAutumnTall : DefaultClutter { model = "ca\plants2\clutter\c_fernTall.p3d"; affectedByWind = 0.15; scaleMin = 0.75; scaleMax = 1.0; }; class SmallPicea : DefaultClutter { model = "ca\plants2\clutter\c_picea.p3d"; affectedByWind = 0.05; scaleMin = 0.75; scaleMax = 1.25; }; class TK_GrassDry : DefaultClutter { model = "ca\plants_E\Clutter\c_GrassDesert_GroupSoft_EP1.p3d"; affectedByWind = 0.7; swLighting = 1; scaleMin = 0.7; scaleMax = 1.0; }; class TK_GrassDryLong : DefaultClutter { model = "ca\plants_E\Clutter\c_GrassDryLong_EP1.p3d"; affectedByWind = 0.85; swLighting = 1; scaleMin = 0.75; scaleMax = 1.0; }; class TK_GrassGreen : DefaultClutter { model = "ca\plants_E\Clutter\c_GrassGreen_EP1.p3d"; affectedByWind = 0.7; swLighting = 1; scaleMin = 0.85; scaleMax = 1.1; }; class TK_GrassGreenLong : DefaultClutter { model = "ca\plants_E\Clutter\c_GrassGreenLong_EP1.p3d"; affectedByWind = 0.8; swLighting = 1; scaleMin = 0.75; scaleMax = 1.0; }; class TK_BrushHard : DefaultClutter { model = "ca\plants_E\Clutter\c_Brush_Hard_EP1.p3d"; affectedByWind = 0.4; swLighting = 1; scaleMin = 0.9; scaleMax = 1.3; }; class TK_BrushSoft : DefaultClutter { model = "ca\plants_E\Clutter\c_Brush_Soft_EP1.p3d"; affectedByWind = 0.8; swLighting = 1; scaleMin = 0.75; scaleMax = 1.4; }; class TK_PlantsViolet : DefaultClutter { model = "ca\plants_E\Clutter\c_Plants_Violet_EP1.p3d"; affectedByWind = 0.7; swLighting = 1; scaleMin = 1.0; scaleMax = 1.25; }; class TK_PlantsWhite : DefaultClutter { model = "ca\plants_E\Clutter\c_Plants_White_EP1.p3d"; affectedByWind = 0.7; swLighting = 1; scaleMin = 0.85; scaleMax = 1.1; }; class TK_Weed1 : DefaultClutter { model = "ca\plants_E\Clutter\c_Weed_1_EP1.p3d"; affectedByWind = 0.65; swLighting = 1; scaleMin = 0.65; scaleMax = 1.0; }; class TK_WeedThistle : DefaultClutter { model = "ca\plants_E\Clutter\c_Weed_Thistle_EP1.p3d"; affectedByWind = 0.7; swLighting = 1; scaleMin = 1.0; scaleMax = 1.25; }; }; class cfgsurfaces class CfgSurfaces { class Default {}; class Water {}; class sfp_grass : Default { files = "leslist_*"; rough = 0.2; dust = 0.15; soundEnviron = "forest"; character = "sfp_ForestFirClutter"; soundHit = "soft_ground"; }; class sfp_highgrass : Default { files = "fieldtravajih_*"; rough = 0.1; dust = 0.1; soundEnviron = "dirt"; character = "sfp_FieldGrassClutter"; soundHit = "soft_ground"; }; class TKAsfalt : Default { access = ReadOnly; files = "tk_asfalt_*"; rough = 0.001; dust = 0.1; soundEnviron = "concrete_ext"; character = "Empty"; soundHit = "concrete"; }; class TKBeton : Default { access = ReadOnly; files = "tk_beton_*"; rough = 0.01; dust = 0.08; soundEnviron = "concrete_ext"; character = "Empty"; soundHit = "concrete"; }; class TKHlina : Default { access = ReadOnly; files = "tk_hlina_*"; rough = 0.1; dust = 0.8; soundEnviron = "dirt"; character = "Empty"; soundHit = "soft_ground"; }; class TKPlevel : Default { access = ReadOnly; files = "tk_plevel_*"; rough = 0.11; dust = 0.7; soundEnviron = "drygrass"; character = "sfp_WeedsClutter"; soundHit = "soft_ground"; }; class TKPole : Default { access = ReadOnly; files = "tk_pole_*"; rough = 0.12; dust = 0.6; soundEnviron = "grass"; character = "sfp_FieldGrassClutter"; soundHit = "soft_ground"; }; class TKPolopoust : Default { access = ReadOnly; files = "tk_polopoust_*"; rough = 0.01; dust = 0.9; soundEnviron = "dirt"; character = "TKDesertClutter"; soundHit = "soft_ground"; }; class TKSkala : Default { access = ReadOnly; files = "tk_skala_*"; rough = 0.3; dust = 0.5; soundEnviron = "rock"; character = "Empty"; soundHit = "hard_ground"; }; class TKSkalniSterk : Default { access = ReadOnly; files = "tk_skalni_sterk_*"; rough = 0.15; dust = 1.0; soundEnviron = "rock"; character = "Empty"; soundHit = "hard_ground"; }; class TKSterkNaDno : Default { access = ReadOnly; files = "tk_sterk_na_dno_*"; rough = 0.2; dust = 0.0; soundEnviron = "rock"; character = "Empty"; soundHit = "hard_ground"; }; class sfp_Valouny : Default { access = ReadOnly; files = "skalas_*"; rough = 0.15; dust = 0.4; soundEnviron = "rock"; character = "TKMountainsClutter"; soundHit = "hard_ground"; }; class TKTrava : Default { access = ReadOnly; files = "tk_trava_*"; rough = 0.11; dust = 0.5; soundEnviron = "drygrass"; character = "TKGrassClutter"; soundHit = "soft_ground"; }; class TKDlazbaOld : Default { access = ReadOnly; files = "tk_dlazba_old_*"; rough = 0.001; dust = 0.1; soundEnviron = "concrete_ext"; character = "Empty"; soundHit = "concrete"; }; class TKForest : Default { access = ReadOnly; files = "tk_forest_*"; rough = 0.01; dust = 0.9; soundEnviron = "dirt"; character = "TKForestClutter"; soundHit = "soft_ground"; }; class TKMoutain : Default { access = ReadOnly; files = "skalas_*"; rough = 0.01; dust = 0.9; soundEnviron = "dirt"; character = "TKMountainsClutter"; soundHit = "soft_ground"; }; }; class cfgsurfacecharacters class CfgSurfaceCharacters { class sfp_ForestFirClutter { probability[] = {0.4, 0.1, 0.1, 0.15, 0.05, 0.003, 0.005, 0.008, 0.004}; names[] = {"BlueBerry", "FernAutumn", "FernAutumnTall", "SmallPicea", "RaspBerry", "MushroomsHorcak", "MushroomsPrasivka", "MushroomsBabka", "MushroomsMuchomurka"}; }; class TKGrassClutter { probability[] = {0.89, 0.03, 0.02}; names[] = {"TK_GrassDry", "TK_BrushHard", "TK_PlantsWhite"}; }; class TKDesertClutter { probability[] = {0.06, 0.05, 0.005, 0.005}; names[] = {"TK_BrushSoft", "TK_BrushHard", "TK_PlantsWhite", "TK_WeedThistle"}; }; class TKForestClutter { probability[] = {0.05, 0.2, 0.05}; names[] = {"TK_BrushHard", "TK_GrassGreen", "TK_Weed1"}; }; class TKMountainsClutter { probability[] = {0.1, 0.05, 0.01, 0.01, 0.01}; names[] = {"TK_BrushHard", "TK_BrushSoft", "TK_PlantsWhite", "TK_WeedThistle", "TK_PlantsViolet"}; }; class sfp_WeedsClutter { probability[] = {0.6, 0.1, 0.15, 0.05, 0.05}; names[] = {"TK_GrassDry", "TK_GrassDryLong", "TK_Weed1", "TK_WeedThistle", "TK_BrushHard"}; }; class sfp_FieldGrassClutter { probability[] = {0.6, 0.3, 0.02, 0.01, 0.02}; names[] = {"TK_GrassGreen", "TK_GrassGreenLong", "TK_PlantsWhite", "TK_PlantsViolet", "TK_Weed1"}; }; };
  2. i personally think that is a question for the mission maker. its fully possible to make it persisten with respawn in the mission, i made domi version making use of ace radios so that when you picked it up you got the drapers airsupport options.
  3. I would really like to see lower riverbanks and more vegetation around the rivers, a little mangroove style. it would be a waste to see all those rivers and no midnight pbx insertions :)
  4. subroc

    PAA Transparency

    my suggestion is to always save your PS work as tga ande export it to paa in texview2. we have seen this problem alot in SFP, seemes like kegetys paa plugin isnt 100% compatible with arma2 paa´s
  5. subroc

    JTD_Mines 0228 beta

    TRexian: if you find anything useful in my scripts feel free to use them, i wont be making any updates on my addon.
  6. First of all, cheers for the ace2 release and for releasing the core as standalone (i´ve got a 10GB/month limit on my connection) I d/l ace yesterday (18:00GMT) and ran a quick test all went fine, i ran a update with the six updater today (17:00GMT) and continued to test but today i experience random 1sec lockups when im playing. Its like 1 sec freeze every 3rd minute or so, any out-of-control do loops in progress?
  7. hehe ok noted. English isnt my first language so..
  8. Was glad to see that the analouge th/br was in the 1.03 release. Too bad it wasnt applied to helicopters at the same time. Now i still cant use it as i dont have a second set of hotas to connect and i still like to fly both planes and helis. I hope this was just a miss in the release because i cant see any problem in adding them to helis also. Best Regards Subroc
  9. well, my hotas has 4 axes, but if i map my throttle to the analouge thrust/brake i cant use it for the heli and if i map them to both analouge and digital thrust the jets cant use analoge th/br (controller conflict) *edit - Yeah i _could_ use a second joystick as a second throttle just for the helis, but that seems a little overkill also. (+ i dont have any more room on my desk)
  10. subroc

    SFP5: Distant Conflict

    I would like to quote monty python: "The parrot is not dead, it´s pining for the fjords" The work is as the_shadow said at a painstakingly slow pace for many reasons. We have had many people saying that the ACE requirement was a bad idea for sfp:dc and the swedish mod community is busy surviving the cold, dark swedish winter (and maybe waiting for Arma2). But i would like to say that the mod is not quite dead yet. Im trying to iron out some of the bugs that was in the semi-internal beta release, but im no scripter nor a modeller so this will take time. But im doing my best harassing the ones that originally made the models/configs/script to at least put out a somewhat bugfree sfp:dc
  11. subroc

    SFP5: Distant Conflict

    You tested revision 15 without ACE right? Many problems has been fixed for the Sfp5: Distant Conflict version, such as the glock and the 7,62 errors The wierd shadows on the captive is because of using hiddenselections to minimize the number of models. dunno if its possible to work around. You should really try the DC version with ACE, The revision 15 was a bit of a bastard "last release before sfp5:dc"
  12. First of all i must say good job to the ace team, i was/am a big fan of wgl for ofp. really like the medic/backpack/crewserved system but my question is: are there any plans for a sortof ACE core release? (just all nifty config/scripting) when i look in my ace addonfolder it seems like 1.65GB are just models of soldiers/vehicles/lotsa m4. My personal opinion is that this could scare some people from dl this great addon. I think that WGLs strength was its config and scripts and if you want to play it with lots of cool models there were replacements packs.
  13. subroc

    FDF Mod 1.0 for ArmA

    some feedback on the Pogada map: first of all, a beatiful map, probably best in arma sofar, also counting sahrani main problem i discovered: no asphalt runway on airbase, it seemes like a decent size base should have asphalt in my opinion. also when i autoland the plane crashes into the hill west of the runway 100% of the time.
  14. subroc

    Suchoi Su-30 Mk[X]

    it looks like the hud is showing 6 ch-29 and 4 r-73, i thought that is only was possible to have one type of missile on a plane in arma
  15. subroc

    FFN MOD

    this addon is amazing, now its fun to just pit two platoons against each other in any town and watch them hammer it out. the only thing that i think is a bit annoying is the "body armor" i´ve hammered ai with 10+ 7,62 and he´s still standing, plus getting numerous shots with ak myself without even getting wounded. i see your point in having this but right now it feels a bit arcadish. and maybe tone down the chance of smoke being thrown on contact.
  16. subroc

    Vilas' addons

    I can only agree. To make one of those weapons with that level of detail is impressing, but to make all those.. im speechless.
  17. subroc

    Russian Voice Pack!

    to bad, but it seemes like bis had some thought of implementing this from the beginning with the femalevoices variable, but from what i understand that does not work now as there is no variable that defines if a soldier is male or female
  18. subroc

    Russian Voice Pack!

    I have noticed that the blufor/racs also use russian language in maybe 50% of the time. Is there any way to fix this? I see in the config that you use the "woman=1" variable to separate which side the unit is on, does this really work. I can´t find that variablename in original arma Cfgvehicles.hpp. Why i ask is because im trying to make a swedish voicepack based on your config but i cant get it to work so that racs/blufor speaks only swedish and opfor still speaks english
  19. subroc

    importing roads

    well as i understand the road is imported and snapped to the "key part of road" that is selected when you choose to import a net. what i can under stand from the exported file is that a T crossroad would look like <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> | ca\roads\sil6 ..etc - //end of part A | ca\roads\sil25 ..etc - //end of part B | ca\roads\sil6 ..etc - // end of part C my thought was that it would be possible to select a "key part" in the program, build the road with splines from that and export the roadnet than jump in to Visitor and insert a similar "key part" (T cross or whaterver used) and import the file. so maybe it would not be possible to make a completly finished roadnet in "The program" all ready to import. but it would make it a whole lot easier to place long roads.
  20. i sat and played with one of my many unfinished maps and discovered that the export net button in the road tool was pretty handy and this gave me some ideas. I found that it is possible to export a roadnet from one map and import it to another map, you just have to set up the same typ of road as in the original map. The exported roadnet is plain text: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> - //marks the beginning of the road ( ca\roads\sil10 50 //right turn of type sil10 50 | ca\roads\sil12 //straight road sil12 ) ca\roads\sil10 25 //left turn sil10 25 - //end the road Now to my idea. would´nt it be possible to make a program where you could import you satmap as an background image, choose what type of road to lay, draw the road over the background (with splines for example) then export the splines and let the program konvert it to a plain txt file that could be imported in visitor. wouldnt this be very neat? so i hope someone with a little more knowledge in programming could take up this idea.
  21. subroc

    Claymores finally released

    Thats probably because the vehicle were driving past it too fast. As i understood the tripwire is simulated by a trigger with 1m thickness, so if the target is moving past it too fast it will fail to trigger. Havent tested it but setting the vehicle speedmode to limited would probably make the trigger work
  22. subroc

    Map WIP: Savine Vode

    nice! its great to see that more and more realworld locations finds its way into arma, from what i can see in the picture this is a upcoming must-have
  23. Does anyone know if the clutter is placed random on the map? I have an untested idea of easy-to-place forrest: Define a number of trees as clutter on a given ground texture eg. forrest fern, paint up the mask_lco with the defined colour >> ready to use forrest! but im unsure if the placement of clutter is local to each client and the performence hit with clutter compared to individual trees.
  24. I haven´t seen a fully equipped hazmat team but GranQ has released a Lithuanian soldier with gasmask. Lithuanian soldiers
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