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Everything posted by Auss
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You have made my day my friend, this is indeed awesome news I cant wait :) yes please for new rails, this is fantastic!!!
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please explain :)
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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.
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Community Upgrade Project - CUP_Terrains
Auss replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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 -
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
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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.
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works fine
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2017mod - full conversion mod
Auss replied to kleutscher's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
i'm looking forward to this, nice work -
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 :)
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and what will I replace the 1.9 million objects with?
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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#
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Working on Subterrainian stuff. Suggestions/advice requested.
Auss replied to linuxmaster9's topic in ARMA 3 - TERRAIN - (BUILDER)
everything dissapears at a distance, its how the engine works, even your pipe will as it switches LODS, good luck -
Working on Subterrainian stuff. Suggestions/advice requested.
Auss replied to linuxmaster9's topic in ARMA 3 - TERRAIN - (BUILDER)
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 :( -
You need to pm the maker of the buildings
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problem solved class name was wrong :)
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Sugar Lake [67 sq km river delta terrain]
Auss replied to major_desync's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
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.
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Have you got the addons loading in the correct sequence? AIA pack must be loaded before @Australia
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Found that tree and removed :)
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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
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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.
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Only a cold
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Version 4.04 is now available on steam
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4.04 is available for download from www.ausisland.com i'm off fishing for a week :)
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To be honest I'm feeling rather tired after many years of making this thing