spirit
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Everything posted by spirit
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Since i cant find a thread that covers my desire complete i started a new one. I am busy with making all environment changes to Watkins island. I fixed all environment sounds like wind/snow storms etc fine. Now the next step is the sound for walking in snow. Since snow is not a defined sound in the character.pbo i been searching. So what i want? In the config file you can attach sounds to texture right. So say files='SNOW' sound='SNOW'. That stuff. Now i copied some code <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class SoundEnvironExt { snow = {{"\ca\characters\data\sound\rock\run1", 0.000562, 1}, {"\ca\characters\data\sound\rock\run2", 0.000562, 1}, {"\ca\characters\data\sound\rock\run3", 0.000562, 1}, {"\ca\characters\data\sound\rock\run4", 0.000562, 1}, {"\ca\characters\data\sound\rock\run5", 0.000562, 1}, {"\ca\characters\data\sound\rock\run6", 0.000562, 1}, {"\ca\characters\data\sound\rock\run7", 0.000562, 1}, {"\ca\characters\data\sound\rock\run8", 0.000562, 1}, {"run", {"\ca\characters\data\sound\rock\run1", 0.000562, 1}}, {"run", {"\ca\characters\data\sound\rock\run2", 0.000562, 1}}, {"run", {"\ca\characters\data\sound\rock\run3", 0.000562, 1}}, {"run", {"\ca\characters\data\sound\rock\run4", 0.000562, 1}}, {"run", {"\ca\characters\data\sound\rock\run5", 0.000562, 1}}, {"run", {"\ca\characters\data\sound\rock\run6", 0.000562, 1}}, {"run", {"\ca\characters\data\sound\rock\run7", 0.000562, 1}}, {"run", {"\ca\characters\data\sound\rock\run8", 0.000562, 1}}, {"walk", {"\ca\characters\data\sound\rock\walk1", 0.000562, 1}}, {"walk", {"\ca\characters\data\sound\rock\walk2", 0.000562, 1}}, {"walk", {"\ca\characters\data\sound\rock\walk3", 0.000562, 1}}, {"walk", {"\ca\characters\data\sound\rock\walk4", 0.000562, 1}}, {"walk", {"\ca\characters\data\sound\rock\walk5", 0.000562, 1}}, {"walk", {"\ca\characters\data\sound\rock\walk6", 0.000562, 1}}, {"walk", {"\ca\characters\data\sound\rock\walk7", 0.000562, 1}}, {"walk", {"\ca\characters\data\sound\rock\walk8", 0.000562, 1}}, {"sprint", {"\ca\characters\data\sound\rock\sprint1", 0.000562, 1}}, {"sprint", {"\ca\characters\data\sound\rock\sprint2", 0.000562, 1}}, {"sprint", {"\ca\characters\data\sound\rock\sprint3", 0.000562, 1}}, {"sprint", {"\ca\characters\data\sound\rock\sprint4", 0.000562, 1}}, {"sprint", {"\ca\characters\data\sound\rock\sprint5", 0.000562, 1}}, {"sprint", {"\ca\characters\data\sound\rock\sprint6", 0.000562, 1}}, {"sprint", {"\ca\characters\data\sound\rock\sprint7", 0.000562, 1}}, {"sprint", {"\ca\characters\data\sound\rock\sprint8", 0.000562, 1}}, {"crawl", {"\ca\characters\data\sound\rock\crawl1", 0.000562, 1}}, {"crawl", {"\ca\characters\data\sound\rock\crawl2", 0.000562, 1}}, {"crawl", {"\ca\characters\data\sound\rock\crawl3", 0.000562, 1}}, {"crawl", {"\ca\characters\data\sound\rock\crawl4", 0.000562, 1}}, {"standup", {"\ca\characters\data\sound\rock\up1", 0.000562, 1}}, {"standup", {"\ca\characters\data\sound\rock\up2", 0.000562, 1}}, {"standup", {"\ca\characters\data\sound\rock\up3", 0.000562, 1}}, {"standup", {"\ca\characters\data\sound\rock\up4", 0.000562, 1}}, {"laydown", {"\ca\characters\data\sound\rock\down1", 0.000562, 1}}, {"laydown", {"\ca\characters\data\sound\rock\down2", 0.000562, 1}}, {"laydown", {"\ca\characters\data\sound\rock\down3", 0.000562, 1}}, {"laydown", {"\ca\characters\data\sound\rock\down4", 0.000562, 1}}, {"bodyfall", {"\ca\characters\data\sound\rock\fall_to_ground1", 0.000562, 1}}, {"bodyfall", {"\ca\characters\data\sound\rock\fall_to_ground2", 0.000562, 1}}, {"bodyfall", {"\ca\characters\data\sound\rock\fall_to_ground3", 0.000562, 1}}, {"bodyfall", {"\ca\characters\data\sound\rock\fall_to_ground4", 0.000562, 1}}, {"swim", {"\ca\characters\data\sound\swim\swim5", 0.017783, 1}}, {"swim", {"\ca\characters\data\sound\swim\swim6", 0.017783, 1}}, {"swim", {"\ca\characters\data\sound\swim\swim7", 0.017783, 1}}, {"slide", {"\ca\characters\data\sound\sliding\sliding1", 0.000562, 1}}, {"slide", {"\ca\characters\data\sound\sliding\sliding2", 0.000562, 1}}, {"slide", {"\ca\characters\data\sound\sliding\sliding3", 0.000562, 1}}, {"ladder", {"\ca\characters\data\sound\ladder\ladder11", 0.000562, 1}}, {"ladder", {"\ca\characters\data\sound\ladder\ladder12", 0.000562, 1}}, {"ladder", {"\ca\characters\data\sound\ladder\ladder13", 0.000562, 1}}, {"ladder", {"\ca\characters\data\sound\ladder\ladder14", 0.000562, 1}}}; }; }; I expected this code to be able to enable sound when choosing SNOW as sound to mask. However nothing happens. Anybody knows a way of defining a custom sound for characters for walk, crawl etc in the right way without overwriting the default ones ofcourse. There is no error or something, it just doesnt work. All i try do here is take the standard rock code and renamed it to SNOW. When that works i can simple change sounds for my own desire.... Anybody? Tx in advance for reading/answering!
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If any of the winter map makers here is interested we can combine forces and deliver as a winter package. I also can need some some help with some stuff. So if some like to do that, please:)
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Hello, I have just created some textures by my self as well...but there are photographys only, so the end result is not as nice as yours. So I´d like to know whether you worked with specular, bumb and normal maps. If you did though so I´d like to know whre to get such a tool for my Photoshop from. I already got Kegeteys paa plugin, but not the needed one to create the specular maps. I´d apreciate it if you could tell me. regards Memphis Send me a pm where to send this to mate, is send ya a texture. I use gimp with normal map plugin.
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Really nice ! Any tips for the tracks ? I would be very interested in that. Hey mate, the tracks were made by Panda (on my request for Watkins)from 6thsense where i play. Its a pbo file that i can send ya. You can then use them as roads as normal. Works fine. send me pm when ya want it. I am very delayed with watkins cause i have trouble with my new computer:(
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Some picks from the watkins i made snowandrock snow and unit and some trees got also some realy nice snow textures if ya like. The pic with units does not have the latest snow textures as the snow and rock btw. But it shows the trees/track. I started finishing this island again as i got a new computer that kept me busy a bit:) All textures made myself btw.
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Watkins Mountains WIP Release Alpha out. The island is a fictional island with in mind the Watkins Mountains, Greenland. ->www.armaholic.com ->www.armedassault.info Be advised that this is WIP release. Its being released to get input on what to build where and on the fact that i lack time to deliver the total package soon. Its a good playable map but has few issues, check the known issues. The final product will be delivered in a later moment in time. There are no objects on the map yet, please feel free to give idea’s on what to build where. The island has been tested at http://www.6thsense.eu at the private area. About the island: · It is huge · It has huge mountains · Its AI and player unfriendly · Shows no respect to anybody · Its HUGE (did i mention that already?) The above is all for stay and will not be changed. This is rough terrain Spirit www.6thsense.eu
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wrong post, sorry. Removed it.
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Hey people, Received some pm's about the status. The project is still on people but i got a new computer that kept me busy a little. next week i start to finish this project again. For the pm's i got: Thanks for showing your interest people!
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!SOLVED! Took me a while as a non config wizard but i now got it working. I can define any sort of sound and attach it to the configsurfaces. Means i am finaly free of the default sounds. Created a new sound wtkn_snow and i works fine. Needed to create a shitload of wss files but its worth it:) And i dont overwrite anything:) Only odd thing is that the sound seems to travel endless:( Amazin how how hard they can make it to make a footstep sound. If anybody knows how that can happen then pls. And yes the sound SNOX is just an example going here. Now only thing i need find out where ya define the travel of sound. Maybe just the volume of walk 3-4 or what ever... Now you can hear a squad moving in the snow from the other side of the watkins:) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgVehicles { /*extern*/ class Man; class CAManBase: Man { soundEnviron[] = {}; class SoundEnvironExt { snox[] = {{"\ca\characters\data\sound\rock\run1", 0.000562, 1}, {"\ca\characters\data\sound\rock\run2", 0.000562, 1}, {"\ca\characters\data\sound\rock\run3", 0.000562, 1}, {"\ca\characters\data\sound\rock\run4", 0.000562, 1}, {"\ca\characters\data\sound\rock\run5", 0.000562, 1}, {"\ca\characters\data\sound\rock\run6", 0.000562, 1}, {"\ca\characters\data\sound\rock\run7", 0.000562, 1}, {"\ca\characters\data\sound\rock\run8", 0.000562, 1}, {"run", {"\ca\characters\data\sound\rock\run1", 0.000562, 1}}, {"run", {"\ca\characters\data\sound\rock\run2", 0.000562, 1}}, {"run", {"\ca\characters\data\sound\rock\run3", 0.000562, 1}}, {"run", {"\ca\characters\data\sound\rock\run4", 0.000562, 1}}, {"run", {"\ca\characters\data\sound\rock\run5", 0.000562, 1}}, {"run", {"\ca\characters\data\sound\rock\run6", 0.000562, 1}}, {"run", {"\ca\characters\data\sound\rock\run7", 0.000562, 1}}, {"run", {"\ca\characters\data\sound\rock\run8", 0.000562, 1}}, {"walk", {"\watkins\sounds\walk1", 0.000562, 1}}, {"walk", {"\watkins\sounds\walk2", 0.000562, 1}}, {"walk", {"\watkins\sounds\walk3", 0.000562, 1}}, {"walk", {"\watkins\sounds\walk4", 0.000562, 1}}, {"walk", {"\watkins\sounds\walk5", 0.000562, 1}}, {"walk", {"\watkins\sounds\walk6", 0.000562, 1}}, {"walk", {"\watkins\sounds\walk7", 0.000562, 1}}, {"walk", {"\watkins\sounds\walk8", 0.000562, 1}}, {"sprint", {"\ca\characters\data\sound\rock\sprint1", 0.000562, 1}}, {"sprint", {"\ca\characters\data\sound\rock\sprint2", 0.000562, 1}}, {"sprint", {"\ca\characters\data\sound\rock\sprint3", 0.000562, 1}}, {"sprint", {"\ca\characters\data\sound\rock\sprint4", 0.000562, 1}}, {"sprint", {"\ca\characters\data\sound\rock\sprint5", 0.000562, 1}}, {"sprint", {"\ca\characters\data\sound\rock\sprint6", 0.000562, 1}}, {"sprint", {"\ca\characters\data\sound\rock\sprint7", 0.000562, 1}}, {"sprint", {"\ca\characters\data\sound\rock\sprint8", 0.000562, 1}}, {"crawl", {"\watkins\sounds\crawl1", 0.000562, 1}}, {"crawl", {"\watkins\sounds\crawl2", 0.000562, 1}}, {"crawl", {"\watkins\sounds\crawl3", 0.000562, 1}}, {"crawl", {"\watkins\sounds\crawl4", 0.000562, 1}}, {"standup", {"\ca\characters\data\sound\rock\up1", 0.000562, 1}}, {"standup", {"\ca\characters\data\sound\rock\up2", 0.000562, 1}}, {"standup", {"\ca\characters\data\sound\rock\up3", 0.000562, 1}}, {"standup", {"\ca\characters\data\sound\rock\up4", 0.000562, 1}}, {"laydown", {"\ca\characters\data\sound\rock\down1", 0.000562, 1}}, {"laydown", {"\ca\characters\data\sound\rock\down2", 0.000562, 1}}, {"laydown", {"\ca\characters\data\sound\rock\down3", 0.000562, 1}}, {"laydown", {"\ca\characters\data\sound\rock\down4", 0.000562, 1}}, {"bodyfall", {"\ca\characters\data\sound\rock\fall_to_ground1", 0.000562, 1}}, {"bodyfall", {"\ca\characters\data\sound\rock\fall_to_ground2", 0.000562, 1}}, {"bodyfall", {"\ca\characters\data\sound\rock\fall_to_ground3", 0.000562, 1}}, {"bodyfall", {"\ca\characters\data\sound\rock\fall_to_ground4", 0.000562, 1}}, {"swim", {"\ca\characters\data\sound\swim\swim5", 0.017783, 1}}, {"swim", {"\ca\characters\data\sound\swim\swim6", 0.017783, 1}}, {"swim", {"\ca\characters\data\sound\swim\swim7", 0.017783, 1}}, {"slide", {"\ca\characters\data\sound\sliding\sliding1", 0.000562, 1}}, {"slide", {"\ca\characters\data\sound\sliding\sliding2", 0.000562, 1}}, {"slide", {"\ca\characters\data\sound\sliding\sliding3", 0.000562, 1}}, {"ladder", {"\ca\characters\data\sound\ladder\ladder11", 0.000562, 1}}, {"ladder", {"\ca\characters\data\sound\ladder\ladder12", 0.000562, 1}}, {"ladder", {"\ca\characters\data\sound\ladder\ladder13", 0.000562, 1}}, {"ladder", {"\ca\characters\data\sound\ladder\ladder14", 0.000562, 1}}}; }; }; };
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Just saw something odd. In the code of characters.pbo the sound of snow is already defined and it also points to the ca\ sound shit to a place called snow. Now the odd thing is, there is no snow sounds in that dir. I might be in some luck by just making a pbo that puts all that stuff in the "standard" location since there is nothing to overwride
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Clutter not working.. can't spot error in cpp
spirit replied to opteryx's topic in ARMA : MAP EDITING (VISITOR)
Cheers for the answer mate. What i dont udnerstand is that rock type one always starts to sound like rock when ya walk on it. Its only the other rock part that has the problem. I go update my mask to only one color of rock and see if it then works. If it works its not a segment limimation but something else. Strange stuff. -
Cool to see a mission on my island thingy mate. Be advised you have a alpha map there. In few weeks i publish my final map. Good luck!
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Final snow and rocktexture. Final tweaks on snow tracks. Finalized the trees on the island. Placed track. Created small (ruined) locations. About 2 to 3 weeks more work before release. Final snow and rock textures http://img377.imageshack.us/img377....MG] Final tweaks on snow tracks. http://img204.imageshack.us/img204....MG]
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Clutter not working.. can't spot error in cpp
spirit replied to opteryx's topic in ARMA : MAP EDITING (VISITOR)
Is there anybody out here that might give a hint on why a surface can be dominant to another? Its close to the last thing i need to do for finishing my island and i realy am totaly clueless .... All of the above i have already made according to standards so no conflicts occur with anybody else. Still the sound of the snow surface keeps coming up with one of the rock surfaces. I realy dont get it. -
That is interesting stuff mate Maybe use some textures from the ruined objects/garbage objects?
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That looks awesome!
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lol do the tutorial:)
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Import the heigtmap in L3DT, generate a massive sat map by any texture you like (desert climate) and alpha map. That is if you want a more detailed sat map easy way.
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This game borders on being a farce.Need AI mod.
spirit replied to BeerHunter's topic in ARMA - GENERAL
Well you think in real life you would be able to sneak in a camp unseen and blow up the armor with satchels and live after 1 night of practise? There is ur sim Anyway, yep it has it flaws and problems. No game will ever be like real life. Arma just goes as close as they achieved. Its a good game. -
Cheers for the link. That is usefull stuff! Anyway about the plug in and scripting stuff i am busy with some idea's. The thing about l3dt is that it generates stuff based on definition. So for snow to be in an area it is definined on where a material like snow would be. Now the thing with vegetation can be quite simular. For example: Define Tree A -> mark a p3d object. Settings: - Ground material : mud, grass (basicly ur mask) - Minimum height : 200 m above sea level (example - Maximum height : 500 m above sea level - Density : 1 / 10 square meters (example on density) - Max slobe (english word here???): Basicly if it goes down to fast or up , max and min setting. Then a lot of more complex settings ... Not important to get the idea. Define forest A Tree A Tree B etc etc BAsicly the group settings for combined layout. Now you can generate the stuff based on the settings. So the right tree/forest, vegetation will be placed by the script based on your setting. That in advance of the generation thingy here.
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i dont think this looks naturalWhy you dont just use the Random Object Placer script. Its exact this what you need.. you can load diffrent object types and natural&artificial objects. Link doesnt work for me mate and the website is hard to read for me:) Can ya find it again? Wasnt thinking of realism here, sounded more of a lot of random shit:)
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Cheers Malick. I hope some mission makers can pick it up like you said, this terrain requires indeed different approuch and for that i hope different missions. At the moment i am busy with putting snow texture on all objects used so watkins will ship with. wtk_snow_plants.pbo wtk_snow_objects.pbo wtk_snow_rocks.pbo wtk_snow_buildings.pbo Any object used is currently being retextured in a way it wont conflict with the current existing ones. That will take a while. Can use some help with that:) Some work in progress pic ere: And a second one. Still busy with the trees as i am not fully in love with the result yet:) http://img218.imageshack.us/img218....MG] http://img145.imageshack.us/img145....MG]
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There is no script for that as i know off. However, i assume you are talking objects here and not clutter right? You can hoever abuse the forest scripts a bit. But i dont think you mean one object on different locations but a random sort of object in a random posiition right? Ur working on a realtime map generator? Anyway, its not that hard to do mate, just click on an object. Place it at 6 different prositions, select them all and happy copy paste. Not sure what ya need it for but happy pasting mate Pretty soon i go relese my plugin i wrote for l3dt. That would give a lot of functionality in l3dt instead of the use of visitor. I aint that in love with that tool:) I think you would be able to do it with my plugin.
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Well the idea itself is tempting i gues but bombing the shit out of everything usualy ends the game is it? But then the question remains: Mate, if you want to model a B2 bomber and bomb the shit out of everything, by all means do it!
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Crap i wanted to show some work in progress but i made the wrong thread i gues. Sorry, i look for the right one