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Everything posted by Auss
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Nope not at all. There was no corralation between the mask and sat in Arma1. The sat had no effect on changing texture colors at close range.
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good stuff no more hair pulling and swearing!!!
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its your layers.cfg
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How To Import & Edit Chernarus?
Auss replied to NightHawk2009's topic in ARMA 2 & OA : TERRAIN - (Visitor)
cannot be done without the .pew file -
The new Arma2 ground textures are awesome. Hadnt really seen them much in Chernarus.
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Sydney Opera house has been built (needs texturing) Sydney harbour Bridge has been completed and Ayers Rock is also in the island. Heres a pic of the bridge in Arma1
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Rivers cause major problems for Arma AI. They dont like them and get very confused when they approach them to cross. As you know the Murray runs the length of Victoria's Northern border so this caused a major problem for us. Adding the river would have made it almost impossible for AI to get into the lower eastern state. AI pathfinding is on our list of the most important things to ensure work well, so we decided to NOT add the Murray. The river you see runs from the west of Melbourne too near Adelaide.
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It is indeed my friend, approx 7kms long
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Australia is an Arma1 converstion. All I've done is too use Arma2 textures and change the mco reference in layers.cfg to CO. oh I renamed my nohq files to nopx and lastly changed my prefernces in Visitor to point to the new buldozer on P drive. What problems are you having? ---------- Post added at 10:30 PM ---------- Previous post was at 10:16 PM ---------- I'm not sure I understand your problem?
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Model's texture in buldozer with visitor 3
Auss replied to floosy's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Make sure you dont use the "ruins" or you'll get that problem -
Having some fun now with the new clutters and textures that Arma2 offers.
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Your problem is the layers.cfg. Dont point them to mco files it needs to be co. It will fix your problem
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When you de-pbo the BIS maps you will see a config.bin. Unrap that and it will generate root class files, if you say yes. If you say no it will generate a config.cpp (with all th classes in that config) As for building a map of this size, Dont try it alone. You really need a team to complete something of this size and detail. We have 7 members and its still a struggle.
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ok clutter is sorted. I am a noob, something so simple in the end.
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I notice in Utes and Chernarus layers folder theres lca files. when I do a fresh import I dont appear to get them Anyone have any ideas as too what they are for?
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textures, define the RBG color in the layers.cfg and assign a class name (same RGB color as you have in mask) then in the config.cpp assign a texture file to that class name class CfgSurfaces { class UTGround : Default { access = 2; files = "yousandfile_*"; rough = 0.1; dust = 0.2; soundEnviron = "dirt"; character = "Empty"; soundHit = "soft_ground"; }; }; character- is where your clutter type is specified, sand is usually Empty. Still cant get clutter figured out yet. Not sure what I'm doing wrong
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Thanks, downloading them now.
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I'm sure I read in this forum that someone has managed to get clutter running?
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when you start buldozer it will make the convertions from png to paa. Dont forget that you must change the path statements inside the rvmats as well
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WIP: Stuff you are working on 2!
Auss replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Looking good MikeBart, cant wait too use them in the Aus Island mod -
Finished the foundations for the bridge tonight. Still gotta complete the western side of Sydney, then its on to Melbourne Sydney Harbour
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Come join us on OGN http://www.gametracker.com/search/arma/AU/
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We were planning on an Alpha release of the island on July 10th but the release of ArmA2 really took us by suprise as we weren't expecting it so soon. We also experienced major issues with 3rd party addons we were using. We found it very difficult to find good high quality bug free addons. This caused huge problems and delayed the project as we had to fix them. In the end it was decided to not release the island for ArmA1. We are eagerly awaiting the release of the ArmA2 Island tools so we can port the island across and then use the higher quality ArmA2 addons. The project has hundreds of hours spent on it and we wont be giving up, but no further work will be done until the new Visitor3 is released. Thanks to all that have followed the project and helped us, reading all your posts of support and encouragement really helped us. We will be back!!
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Aussie/New Zealand servers...my one reservation..
Auss replied to bloodbomb's topic in ARMA 2 & OA - MULTIPLAYER
Not sure why you'd have problems finding the Aussie Servers, Aussie Dave and myself have had ArmA1 servers since it was first released. Plus OGN had an OFP server since 2002. Anyhow look forward to seeing you in game.. No excuses now..lol -
Custom faces/squad.xml - how to do it in ArmA2?
Auss replied to Rebel@heart's topic in ARMA 2 & OA - MULTIPLAYER
Well after usng mine and it still doesnt work maybe you could try another hosting site. In the past we've had issues with servers not seeing the XML files at some sites.