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spirit

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Everything posted by spirit

  1. spirit

    Sahrani .pew files

    Go ahead
  2. spirit

    Best Addon Island.

    Personaly for me i like schmaldfelden most, mainly for the accuracy and the overall feeling. leaves me to say taht Watkins is not released yet, all you have is the terrain alpha version So its kinda premature to judge.
  3. spirit

    Best Addon Island.

    Personaly for me i like schmaldfelden most, mainly for the accuracy and the overall feeling. leaves me to say taht Watkins is not released yet, all you have is the terrain alpha version So its kinda premature to judge.
  4. At the moment i am busy with objects placing on the watkins map. I stripped down objects to isolated pbo files (some buildings, some trees etc. All files to the level of png files. All that needs done is somebody with actual feeling for graphics to attach snow and ice to it. Since i am far from an artist, it would be cool if somebody would do that. So what ya get is the png files, you basicly make anything out of it as long as it looks snow/icy. Anybody?
  5. Hmmm dont know if it is of any use but i remember vaguely i had something simular. It happened when i accidently took a binned p3d model from the roads and putted it in my p:\ca\roads dir. The still standing roads disappeared from the map and ingame(after binning) but were visible in visitor. When i dragged the models from bi back in the problem was gone. Not sure if anything related and i kow crap from binning but maybe it helps in any way.
  6. spirit

    Watkin Mountains, Island

    Tx mate, i can go make use of information like that. I need a lot of more inspiration:) Some progress pic. We got snowtracks active. Awesome work by Garlay here at 6thsense. Also started to customize some trees (next week final version will be made by a friend of mine, since the current result is my own crap result, but it needs work technicaly first right:). Coast area south will be having fully snowed trees, rock, some broken ships and some ruined isolated locations. With that we kinda leave the full artic but as said, its all work in progress here:) But then we have another 15 x 15 km untouched area:) Anyway, pics are better then words. Ere is one:
  7. Mmm after all the experts spoke up i can not add a lot All i can think of is that it might be same related problem as here: http://www.flashpoint1985.com/cgi-bin....t=74777 You checked the bin temp for including all files is it? No errors? For me it was not having the bin environment set correctly which resulted in some files not working correclty (missing normal map). So normal pbo worked fine but binned one missed stuff.
  8. Snow tracks made by Garlay for use in Watkins Island. snowtracks
  9. spirit

    custom road texture prob

    Yep, fully working ingame. Tx again:) http://img396.imageshack.us/img396....MG]
  10. Hey ppl, First of all some pics from both visitor and bulldozer from the snowtrack we try produce here. Been using the ces files from bis to change into a pbo called snow_roads.pbo. We have snow_roads.pbo and in that a dir data. Following files in main dir: ces_d??.p3d files (straight parts) ces_d10 ??.p3d files cs_d6konec (end road). Data file has the following: - snowtracks_CA.paa - snowtracks_SM.paa - snowtracks_end.paa - snowtracks_SMDI.paa - snowtracks_NOHQ - ces_snow.rvmat Content rvmat: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">ambient[] = {1.0, 1.0, 1.0, 1.0}; diffuse[] = {1.0, 1.0, 1.0, 1.0}; forcedDiffuse[] = {0.0, 0.0, 0.0, 0.0}; emmisive[] = {0.0, 0.0, 0.0, 1.0}; specular[] = {1.0, 1.0, 1.0, 0.0}; specularPower = 20.0; nextPass = "ca\roads\data\road-pass2.rvmat"; PixelShaderID = "NormalMapSpecularMap"; VertexShaderID = "NormalMap"; class Stage1 { texture = "snow_roads\data\snowtracks_NOHQ.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; class Stage2 { texture = "snow_roads\data\snowtracks_SM.paa"; uvSource = "tex"; class uvTransform { aside[] = {1.0, 0.0, 0.0}; up[] = {0.0, 1.0, 0.0}; dir[] = {0.0, 0.0, 0.0}; pos[] = {0.0, 0.0, 0.0}; }; }; Now the road turns up fine in both visitor and ingame. The AI recognises the road but the settings from the rvmat seem not be used. No matter change of settings, ingame there seems be no difference of use. In bulldozer the rvmats are used, its just ingame where we dont see them being used. See difference in pics. Is there more we need do to make this stuff work?
  11. spirit

    custom road texture prob

    @synide Tx a lot mate. It was indeed a not good environment during binarization. Didnt even know ya could screw up there. Tx for puttin in the right direction. Spirit
  12. spirit

    help wanted

    Hey guys, As i am building more stuff on the watkins island it would be nice if somebody would be willing to help out put some snow and/or artic oriented modelling. Its mostly retexture stuff. Since i am crap at modelling i was hoping to find somebody that wants to help out building. Cheers, Spirit
  13. spirit

    Al Kfrir - Afghanistan

    I agree on the above poster. What you think of the results is ofcourse what the forums are for. But i dont see why anybody giving free time to make stuff needs be fully put in place. People that dont enjoy it can simple delete it is it? Leaving words for improvements for the maker is a good thing but going completly on somebody will get you only one thing: no more new island makers. I also dont see why number of hours spend seem to be a factor. For all i care schmalfelden came out of a ripoff from a old commodore C64. Its about the island maker that enjoys making it and about him sharing the results. For your and his enjoyment. There is no fame to be gain here. Some "feedback" i see here and in the comments in the different mirror locations is the shame here and not publishing something some dont enjoy. The islands leave lots of room for improvement but its up to the island maker to choose if he wants to spend that time and its up to the gamers to find out if they want to use that map. There is no hard words needed. Anyway, as a amateur island developer myself, ur free to contact and i be happy to give you my little knowledge. However, if you as a island maker think ur island is fine like it is, the please dont give a rats ass what others think of it. This what is been seeing today makes you start to wonder why release something for the community at all.
  14. spirit

    custom road texture prob

    Hey mate, I go put this information over to my friend who made the roads for me this far. I tried both unbinned and binned. Get back later
  15. This topic can be delete, some error by the forums produced this one. Read previous same title topic. Tx, spirit
  16. spirit

    How do you recreate Snow!!

    Yes snowland has its problems indeed. Although i aint sure what you mean with simulate dept. Keep in mind that estimate distance in real life snow environments and estimate dept there is just as problematic, so in that way it actualy is nicely simulated. Been goofing around with snow tracks, gives better distance estimating.
  17. spirit

    How do you recreate Snow!!

    No expert in any matter but i happen to have around 25 snow textures for my watkins map. Not that they are all that good ( is still havent exactly found what i need) but ya can pm me and i be happy to send you a zip file of it.
  18. spirit

    Watkin Mountains, Island

    Tx for the feedback guys. I do agree it looked to clean. I decided to do a re-over and it feels better this. Check out. Comments welcome. Needs more shit but this is more like it i gues. I do like to add the oil theme, sort of a theme for war. If they truly work in the artic, who knows i aint an expert but it looks cool:D
  19. spirit

    Watkin Mountains, Island

    Yep i screwed up there. Next version it will be all fine. It conflicts with other stuff. Sorry for that people. Couple of choices now: - Update the config according to the info given by Sickboy at http://www.flashpoint1985.com/cgi-bin....1272273 - Move watkins pbo to addons if ya want goof around with it. (And move away when using something else). - Delete Watkins and simple wait for the final version. Icemotoboy has been showing his awesome units and they tag along the Watkins delivery. Check out USEC Snow Units Some work in progress pics from goofing around with the super radar.pbo files. Not sure if this is i wanna go use it(after permission). Just goofing around here a bit. Harbor and oilreferiny. All work in progress. Except from building more stuff on it, Watkins Mountains seems bug free on the current version. Cheers and tx for reading.
  20. spirit

    Visitor 3 Quick Tutorial

    Tx for fast respons mate! Few facts here: Watkins itself is not in the p:\ca but in the p:\ directory. So its same as advice. I dont want to directly select a p3d but that is how visitor works right. We can also go p:\ca\buildings and select an object there. All i want to know is how do you then get the queens gambit objects selected and working in game? Where i need put to see it ingame? There is a pbo called radar. I did unpbo it and put the radar dir in p:\ and in p:\ca. Any of the objects called there work in visitor but dont show up ingame. I have queens gambit installed ofcourse. Lol was no queens gambit:P Got put in wrong direction by our mod, it has it in 6th-queensgambit dir but that one seems no longer in use. So it could never find the radar.pbo. Its needs be placed in P:\
  21. spirit

    Visitor 3 Quick Tutorial

    Just a quick question. I have this pbo file called radar.pbo. Has quite nice some oil objects in it like refinery etc. (queens gambit??). I see them fine in visitor when i place them at either the p:\ or at the p:\ca dictory. But both give me the message cannot find ...radar\....p3d. So all objects are gone ingame. Where should i correct that? Should i define the addon in the config or i simply missed out on the correct location?
  22. spirit

    Watkin Mountains, Island

    Havent noticed that on our server but i go check if i goofed up mate. If its problematic just dont use it as its just an alpha release for fun. Stable and finalized version coming later. In the alpha release i didnt actualy bother looking into clutter and/or sounds so i might have easily goofed up there. I check when back from work:)
  23. Did an ingame test with the console. Used the command: surfaceType (getPos player) Standing in snow gives : #sneeuw. In other words, the correct surface type as defined. Now it might be that my sound mod does not have a sound to snow attached right or even worse arma doesnt. Who knows. Now the odd part. Standing on rotstwo it returns #sneeuw. In other words the major surface type there is snow. Crap how can that be? Standing onr rotsone give back #rotsone and indeed returns rock sound. Now my question remain (if i assume snow sound is obscured by sound mod of even arma) how can it be that it return #sneeuw as major surface at location rotstwo? Mmmmmm
  24. Realy nobody has a clue? I have only one texture that works and when i put it on files=* then indeed all i go i hear sound. Now strange enough i only hear it when on the defaulted mask area. I saw the visitor picks the most common color in the mask and makes it black right? It is that one that works, no other. I dont mind sharing the source if somebody wants take a look. There is no secret in it:)
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