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Auss

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Everything posted by Auss

  1. Auss

    How to use multiple layers

    your layers.cfg is where you begin. This assigns textures to the relevent RGB value on your mask. Take a look at the sample island that BIS produced it has the sat and mask included which shows you how the mask RGB colors corelate to the layers.cfg.
  2. Auss

    OFM Uhao

    My default VD was way too high so I set it back to 1500 in Video Options and that fixed my CTD problems when I loaded the map
  3. Auss

    How many Layers tested?

    yep thats the symtom
  4. Auss

    Australia 102x102

    A quick pic of WIP, this will show you the size of the OGN Australia were working on compared to Sara. http://sas.ogn.com.au/auspics/template_test1.jpg Absolutely agree 100% and thats exactly what were aiming for. We are also very consious of FPS and server/client load.
  5. Auss

    Australia 102x102

    We are using a .png merge method to test and evaluate textures. Small sections of the mask and Sat are made then merged into the master copy. From our tests a 40Kmx40Km island is the largest you can go and maintain playabilty and at the same time have a reasonable load time in game. You could make a larger island but you would need to sacrifice quality in order to achieve a playable island.
  6. Auss

    Arma server quad core

    Somethings wrong then, That box should be able to run that map on much higher FPS easily
  7. Auss

    Australia 102x102

    Hi All Just to clarify, the link in the posts above to the OGN Australia is not related in any way to Cedaie's Australia. Too make a 100km x 100Km map with any type of Detail is not really achievable purely because of the physical sizes of the satelite .png that is needed. The OGN Australia Island is 40 Km x 40Km and yes hopefully it will feature the westgate, it already has the Sydney Harbour Bridge On another note, there is currently the facility in V3 to enable several ppl to work on the map at the same time. We currently have 7 members working on different parts of the island, the Hardest part is coordinating all of the them
  8. Auss

    Shawk al Tarif - V0.99 Beta

    To prevent clutter from going through the runway you lay MESTO, you do not put roads down, you will also run into problems as other vehicles will use the runway as they will follow the invisible roads
  9. Auss

    Shawk al Tarif - V0.99 Beta

    This is not true, to correctly setup runways you must configure the config.cpp, setting up the ILSTaxiin and ILStaxioff plus ILS direction points on the runway and the taxiway will enable the AI to correctly land and taxi to a final resting postion. Laying roads will not make the airport function correctly for AI
  10. Auss

    WarFare MfCTI style

    You fellas dont seem to relise we've had a CTI with working JIP for many months now. crCTI OGN
  11. Auss

    How many Layers tested?

    You can use as many layers as you like, but remember you can only use a Max of 4 in any one square which is dependent on the perameters you set when you setup V3. At present I have way over 10 textures in the Australian island, but not in one square.
  12. I've just completed laying approx 1000Km of Sil and it sounds the way it does in Sara. I've also layed Ash and the other cobbled road, and they all work fine. I had this problem occur many many months ago on another project where all the sounds were screwed up on certain textures, the cause was using too many mask colors in the same Square
  13. Well we have the map, this 1600Km2 mofo is on its way,
  14. Auss

    BattlEye problems

    Ok I have created a rule to allow incoming and outgoing to to this IP 81.0.236.117 which resolves to arma1.battleye.com but still no BE updates in the server_log
  15. Auss

    BattlEye problems

    hmm strange my servers dont seem to be able to reach the BE server for updates. I can ping it fine and have made an excemption in the firewall to allow access to the BE I.P is the BE server IP 208.87.149.250?? This is the IP I have allowed access too
  16. Auss

    BattlEye problems

    $able Just wondering is the BE server back online yet?
  17. Auss

    roads and building models

    Can you post up some pics of your goodies? Were always interested in new stuff
  18. Auss

    BattlEye problems

    Maybe you should remarket BE as a Memory tester, coz it seems to find heaps of PC's with "dodgy" ram..lol
  19. We have been experimenting with color changes to re-create the rich red inland sand that Australia has. Must say too that the Porto desert grass is spot on. Last picture is what happens when u forget to remove the contour lines on the sat..LOL
  20. Hardest part is getting a blend from green grass (trava) to the red texture. We plan on using perhaps 4 or 5 shades of dirt colors I'll post some pics of the result.
  21. Auss

    Another Problem!

    in the layers.cfg file did u change any of the default texture names? I have encountered problems when I did this
  22. Auss

    Problems with grass

    It is not a bug, de-pbo the hotfix and you'll see how its done
  23. Auss

    BattlEye problems

    I'm running BE on three of our servers and havent had any issues with it, We had 26 players on our Coop server 2 days ago and only one dropped through a BE problem.
  24. You cannot use those roads, u need to use the roads that come in the BIS sample modelsEnvironment. zip file
  25. Auss

    Placing sound objects

    thanks guys appreciate the feedback, I decided to customise the default pbo's to make a pbo that will be used in the island mod folder
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