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Auss

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Everything posted by Auss

  1. Auss

    Russian Railways mod

    You have made my day my friend, this is indeed awesome news I cant wait :) yes please for new rails, this is fantastic!!!
  2. Auss

    Russian Railways mod

    looks fantastic well done, I noticed the old Arma 2 locomotive in one vid, would you guys be releasing this at all in the future? If so I would be adding train tracks to Australia island as that loco is very similar to the trains used here for pulling ore.
  3. Ive tried the CUP buildings on Australia and they look much nicer great work, I did notice the apartment blocks (Planek) have moved approx 2-3 meters though
  4. Auss

    Exporting objects

    the white trees are showing because the object cannot find its textures, simple rule for P drive P:\A3 <---- Arma 3 object folders P:\CA <----Arma 2 object folders p:\ <--------Third party addons
  5. i had the same issue with a project over 10k I broke the project up into smaller pieces and saved them as prefabs, This got me under 10K object count, I then exported the original project and binarized it, then added the prefabs back and exported those. worked fine. If you use the second TB method on a large project you will have hundreds of files to import depending on the amount of different types of objects used in the project.
  6. i'm looking forward to this, nice work
  7. yeah nice work Ritchie i like some of the clutter types you have made there very nice and I gotta say the roads are looking good too :)
  8. and what will I replace the 1.9 million objects with?
  9. Hey all, I'm having a problem with 2 doors that I'm wanting to animate, I've used a door model from the arma 2 unbinarised pack and have managed to animate it to open and close fine, all the lods work and shadows etc, It works great in the editor but as soon as I add it to my island then binarize the island, the doors stop working, I dont get the open door user action. I'm using Mikeros pbo project, I've declared the config in the pbo project setup. can someone see what I'm doing wrong. config.cpp http://pastebin.com/RFabLg8p model.cfg http://pastebin.com/iBpFfdHG#
  10. everything dissapears at a distance, its how the engine works, even your pipe will as it switches LODS, good luck
  11. It wont work, the reason is at a distance the objects on top will disappear leaving u with an exposed tunnel, i've tried the same method :(
  12. You need to pm the maker of the buildings
  13. problem solved class name was wrong :)
  14. 1: Error message on start-up: “Cannot Load Texture Ca\misc3\wf\data\black.pacâ€; This appears to be harmless, and may be an All in Arma Terrain Pack (AiATP) issue. thats caused by a warfare building possibly a bunker or sand bag, check your addons and remove WF content.
  15. Nope, no special scripts or modules needed, as long as you have the AIA pack loaded 1st then @australiaV4.04 then everything should work correctly.
  16. Have you got the addons loading in the correct sequence? AIA pack must be loaded before @Australia
  17. Found that tree and removed :)
  18. I've never really understood that logic that a maps too big, why not simply use the parts of the map u need? As for your question of separating sections of the map it's not possible
  19. Been trying to locate the object/addon that causing that error for a while now, not a major problem but it does fill up the RPT with rubbish.
  20. Version 4.04 is now available on steam
  21. 4.04 is available for download from www.ausisland.com i'm off fishing for a week :)
  22. To be honest I'm feeling rather tired after many years of making this thing
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