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Everything posted by Auss
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we have 15 runways in Australia Island and I have so far coded 7 of them (pain in the butt too..lol)
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Clutter is defined in several files. The layers.cfg is where you tell the engine what RGB value you wish to assign your clutter too it in the mask_lco.png Then the config.cpp is where what does most of the work, here you define the types of foilage as clutter class. It also tells the engine what class of clutter will lay on the texture you want. Then lastly it also allows you too specify how much clutter you want on a texture. Example My layers.cfg: class Layers { class Dirta { texture = "@ausworld\australia\data\Dirta_mco.paa"; material="@ausworld\australia\data\Dirta.rvmat"; }; class Dirtb { texture = "@ausworld\australia\data\Dirtb_mco.paa"; material="@ausworld\australia\data\Dirtb.rvmat"; }; class Dirtc { texture = "@ausworld\australia\data\Dirtc_mco.paa"; material="@ausworld\australia\data\Dirtc.rvmat"; }; class Dirtd { texture = "@ausworld\australia\data\Dirtd_mco.paa"; material="@ausworld\australia\data\Dirtd.rvmat"; }; class travajih { texture = "@ausworld\australia\data\travajih_mco.png"; material="@ausworld\australia\data\travajih.rvmat"; }; class mesto { texture = "@ausworld\australia\data\mesto_mco.paa"; material="@ausworld\australia\data\mesto.rvmat"; }; class lesjeh { texture = "@ausworld\australia\data\lesjeh_mco.png"; material="@ausworld\australia\data\lesjeh.rvmat"; }; class eastskalakam { texture = "@ausworld\australia\data\eastskalakam_mco.paa"; material="@ausworld\australia\data\eastskalakam.rvmat"; }; class swamp { texture = "@ausworld\australia\data\oldjunglegrass_mco.png"; material="@ausworld\australia\data\oldjunglegrass.rvmat"; }; class desertrock { texture = "@ausworld\australia\data\desertrock_mco.paa"; material="@ausworld\australia\data\desertrock.rvmat"; }; class dgrass { texture = "@ausworld\australia\data\dgrass_mco.paa"; material="@ausworld\australia\data\dgrass.rvmat"; }; class sand { texture = "@ausworld\australia\data\sand_mco.paa"; material="@ausworld\australia\data\sand.rvmat"; }; }; class Legend { picture="@ausworld\australia\Source\mapLegend.png"; class Colors { /// color names should correspond to surface layer names Dirta[]={{220,200,120}}; Dirtb[]={{220,180,100}}; Dirtc[]={{210,150,80}}; Dirtd[]={{200,130,70}}; travajih[]={{14,189,26}}; mesto[]={{100,100,100}}; lesjeh[]={{100,120,0}}; eastskalakam[]={{150,150,150}}; swamp[]={{83,83,28}}; desertrock[]={{200,150,100}}; dgrass[]={{200,200,100}}; sand[]={{230,230,150}}; } }; You can see what classes I have defined and the their matching RGB value. Then below are several sections of my config.cpp. Defining the ojects I want as clutter class clutter }; class ForestFern : GrassGeneral { model = "ca\plants\clutter_forest_fern.p3d"; affectedByWind = 0.1; scaleMin = 0.9; scaleMax = 1.2; }; Next I define the files in cfgsurfaces and assign it too a suface class lesjeh : Default { access = ReadOnly; files = "lesjeh_*"; rough = 0.1; dust = 0.9; soundEnviron = "grass"; character = "ausforestclutter"; }; Then lastly I define the cfgsurfacecharacters class ausforestclutter { probability[] = {0.2,0.15,0.1,0.1,0.019,0.012,0.011}; names[] = {"ForestFern","GrassLong","GrassFlowers","SmallRocks","MushroomsHorcak","MushroomsPrasivka","MushroomsMuchomurka"}; }; In the last section you can see I have added quite a few objects to that ausforestclutter, and the probability tells the engine how much too lay. Once you understand how clutter works you can then have some fun experimenting with different textures colors etc. I hope this helps.
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I have 2 screens which come in very handy when editing maps. I have V3 in one and dozer in the other, when I'm laying roads I can see (after I hit the apply button) where the road is going in dozer, I then watch dozer as I'm laying the road in the other screen to see where its going.
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Ship Movement bug on user made maps
Auss replied to [aps]gnat's topic in ARMA : MAP EDITING (VISITOR)
I've asked placebo to raise this Gnat but with A2 being 2 months away I think we have FA chance..lol -
Latest ArmA2 & ArmA2:OA Press Coverage | NO discussion here!
Auss replied to EricM's topic in ARMA 2 & OA - GENERAL
I used to think that gfx wasnt important but I have slowly changed my mind, I want good graphics now... I already have great gameplay with OFP/Arma but I invest in a good rig i therfore want good gfx, yes I know I'm shallow but I've been spoilt with Arma I think its very good visually -
I had this problem when I was making Australia, It seemed that I made the satelitte grid way too small, versus the island size which caused the island to crash on high VD settings. Please post all your V3 settings and maybe that will shed some light.
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Latest ArmA2 & ArmA2:OA Press Coverage | NO discussion here!
Auss replied to EricM's topic in ARMA 2 & OA - GENERAL
BIS - Invest in a coupla small 15 sec TV grabs. A wise investment -
Ship Movement bug on user made maps
Auss replied to [aps]gnat's topic in ARMA : MAP EDITING (VISITOR)
I'm glad you found this now. I was to embark on terraforming all the Sea floor around our Australia Island, to provide cover for Gnats Subs. Not really sure whether to do it now. -
There seems to a color/shade difference where the sat transitions into the ground Textures.
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Its because you have more than 4 colors to a grid in the Mask_lco. Check your mask files in the layers folder for any brown color, that will be the culprit.
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page up and page down
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Looks crap Gnat, No minibar or Drink fridges. No stubby holders in the chairs, and for god sake wheres the naked chick posters on the wall. This will not do!! :D:D
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Ship Movement bug on user made maps
Auss replied to [aps]gnat's topic in ARMA : MAP EDITING (VISITOR)
Gnat - Please let me know what you find mate and I'll attempt to resolve it with the latest Island release. We need those big ships!!!! -
Open ports on your firewalls from 2300-2800
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This will help, dont think it has QG objects though http://www.armaholic.com/page.php?id=596
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A few problems ... runways, map icons etc
Auss replied to LJF's topic in ARMA : MAP EDITING (VISITOR)
After you have finished importing the sat and mask, examine all the Mask files in the layers folder, If you have any brown colors in there it means you have more than the 4 colors allowed in that grid, this will then cause issues similar to the one your having. As for the white areas, check your layer.cfg is in order -
I think we can add a tent, anything else u want added? I've been speaking with Gnat about harbour and ocean depths, I'm thinking of adding underwater canyons for his new subs. Discussion here http://forums.ogn.com.au/showthread.php?t=53540&page=11
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Thanks Deadeye, glad you like them, lots more to do but its great fun to play on
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Some more pics of Aus Island http://forums.ogn.com.au/showthread.php?p=772620#post772620
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it is great fun and theres a little suprise at the end
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I am widening the road ledge as I type this, I found they chucked a wobbly and wouldnt drive up that dirt road.
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Picture of one of the canyons in the outback, I will widen the river a little and smooth the river embankments, then its on to add vegetation and rocks in the sand areas.
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BI press release Re: OFP title and development
Auss replied to M.Andersson(SWE)'s topic in BOHEMIA INTERACTIVE - GENERAL
So its true BIS are making OFP2..lol http://www.gameswarehouse.com.au/developer.asp?d=553 -
Looks great I like the trunk textures, is that a standard BIS tree? If you can make up a few differnt types I'll drop them into the island and post up a pic for you too see
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I like it, we'll sure use Gum trees or any tree for that matter if your keen to pump a few out