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Auss

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Everything posted by Auss

  1. we have 15 runways in Australia Island and I have so far coded 7 of them (pain in the butt too..lol)
  2. Auss

    All About Clutter

    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.
  3. Auss

    Couple of tips needed

    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.
  4. I've asked placebo to raise this Gnat but with A2 being 2 months away I think we have FA chance..lol
  5. 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
  6. Auss

    ArmA Crash

    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.
  7. BIS - Invest in a coupla small 15 sec TV grabs. A wise investment
  8. 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.
  9. Auss

    Safwan

    There seems to a color/shade difference where the sat transitions into the ground Textures.
  10. Auss

    Wrong walking sound..

    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.
  11. Auss

    Height hot key?

    page up and page down
  12. Auss

    AAN - ArmA Navy

    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
  13. 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!!!!
  14. Auss

    Networking Probs

    Open ports on your firewalls from 2300-2800
  15. This will help, dont think it has QG objects though http://www.armaholic.com/page.php?id=596
  16. 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
  17. 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
  18. Thanks Deadeye, glad you like them, lots more to do but its great fun to play on
  19. Some more pics of Aus Island http://forums.ogn.com.au/showthread.php?p=772620#post772620
  20. Auss

    Pic of Sydney

    it is great fun and theres a little suprise at the end
  21. Auss

    Pic of Sydney

    I am widening the road ledge as I type this, I found they chucked a wobbly and wouldnt drive up that dirt road.
  22. Auss

    Pic of Sydney

    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.
  23. So its true BIS are making OFP2..lol http://www.gameswarehouse.com.au/developer.asp?d=553
  24. Auss

    Pic of Sydney

    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
  25. Auss

    Pic of Sydney

    I like it, we'll sure use Gum trees or any tree for that matter if your keen to pump a few out
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