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Everything posted by Auss
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Thanks FH
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Version 5.09 upload to Steam :)
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I'm struggling with my net connection to upload it to steam
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click on it in the task bar and hit maximize
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the easiest way to test is grab a fence in Xcam and move it over an uneven surface, if it slopes to the angle of the land below it then its no good for you to use.
- 7 replies
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- xcam
- terrainbuilder
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you cant unless you have the unbinarized objects to remove the properties
- 7 replies
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- xcam
- terrainbuilder
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solved Surface texture blending issue
Auss replied to BobTheHunted's topic in ARMA 3 - TERRAIN - (BUILDER)
Farkk, how can u argue with logic like that.....- 19 replies
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- terrain builder
- outline
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solved Surface texture blending issue
Auss replied to BobTheHunted's topic in ARMA 3 - TERRAIN - (BUILDER)
It's not a weird thing, I told you what it was- 19 replies
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- terrain builder
- outline
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solved Surface texture blending issue
Auss replied to BobTheHunted's topic in ARMA 3 - TERRAIN - (BUILDER)
To many textures in that cell, max is 6- 19 replies
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- terrain builder
- outline
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yep that's correct as the fences have the slopelandcontact which means they are trying to follow the land contour underneath them
- 7 replies
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- xcam
- terrainbuilder
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if the bogeys swivelled it would make that curve
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See first post, island updated to Version 5.09
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How can I make a face/texture two sided in O2?
Auss replied to l4z0rr0b0tz's topic in ARMA 3 - MODELLING - (O2)
to make stuff sway u need to put class then bushsoft this will make it move in the breeze, it goes in the GEO lod OR the 0 res (if you dont have a geo lod) -
How can I make a face/texture two sided in O2?
Auss replied to l4z0rr0b0tz's topic in ARMA 3 - MODELLING - (O2)
highlight the side in Addon Builder then copy and paste and hit W to reverse it -
You can use the command below to detect houses nearestObjects [player, ["house"], 200];
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We discussed this earlier today, I agree thats why the extra trains will most likely be in an optional pbo.
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This is the result of not having proper Lvl crossings, cmon BIS we need proper sign posted crossings
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you cant control which LOD gets used at a distance with A3 the engine does it
- 8 replies
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- vegetation
- source
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thanks BB always great to have new objects, since we get fuck all from BIS
- 8 replies
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- vegetation
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wot u mean it dont work anymore? I switched arma to 32bit and Xcam works fine
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All doors and animations work fine for me, no issues at all
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thats a great tip thanks dude, btw any tips about which objects follow the slope? ive tried some crash barriers and some A2 fences
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slope function doesnt work
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no need to define default do it like this, this is a copy of my model.cfg which is set to animate 2 different gates, 1 gate has 1 moving gate and the 2nd gate has 2 gates class CfgSkeletons { class prisongate_skeleton { skeletonInherit=""; isDiscrete=1; skeletonBones[]= { "Gate","", "door_open","" }; }; class frontgate_skeleton { skeletonInherit=""; isDiscrete=1; skeletonBones[]= { "leftgate","", "rightgate","" }; }; }; class CfgModels { class prisongate { sectionsInherit=""; sections[]={}; skeletonName="prisongate_skeleton"; class Animations { class Gate { type="translation"; selection="Gate"; axis="door_Axis"; memory=1; minValue = 0; maxValue = 1; offset0=0; offset1=-1; }; }; }; class frontgate { sectionsInherit=""; sections[]={}; skeletonName="frontgate_skeleton"; class Animations { class leftgate { type="rotation"; selection="leftgate"; axis="leftgateaxis"; memory=1; minValue=0.000000; maxValue=1.000000; angle0=0.000000; angle1=1.7; }; class rightgate { type="rotation"; selection="rightgate"; axis="rightgateaxis"; memory=1; minValue=0.000000; maxValue=1.000000; angle0=0.000000; angle1=-1.7; }; }; }; };
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Ok I'll check out the hospital, which buildings are u having issues with?