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Everything posted by Auss
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Mike Ive been doing this for a long time now mate and I kinda know what I'm doing. I've deleted the wrp and done a full import to generate a fresh wrp - still the same issue. The project structure hasnt changed the wrp is not in the source its always been in the root of Australia.
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Mikero I'm having a problem I cant seem to sort out. I'm using pboproject 1.73 and suddenly its not copying the wrp to the Australia temp folder when I binarize. I've not changed any island config, I've just been adding some new buildings i've made in OB. I've deleted Australia from temp folder and set pbo project to "full build" I've also done a full import in Terrain builder but it all comes out the same way. PBO project produces the australia.pbo without any errors but pbo is only 500mb when it should be a 1gig plus checking temp folder wrp isnt there. Ive tried with 2 backups and same result, Ive then tried with a new island I was making and it seems to work ok. any ideas?
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Silola I'm having issues with my library. Ive reinstalled Inidbi and yet still objects aren't being listed under object types, Its started since Failpex was released
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2017mod - full conversion mod
Auss replied to kleutscher's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Guys I have some free time and would like to help you out. If you need any addons made or help with island happy to assist. PM me if interested . -
[ADDONS NEEDED] TV Camera and Mic model
Auss replied to pt92's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
there are microphones already, as for a camera, piece o piss to make one -
Buldozer - singled out problems with one .p3d file
Auss replied to scotg's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
use the merge near button and detect -
I'll make one on twitch in the next few days
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Check the BIS wiki for arma2 samples pack to get the lights, then use a Arma 3 lighting config of a similar light. I've made a large spotlight using a custom model and the arma3 lighthouse config
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yeah i found they were broken also, easy to fix though grab an A2 white landing light from the samples pack and add a lighting config that way u can adjust its brightness etc
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Doors not working in config.cpp and model.cfg
Auss replied to jimmybulmer's topic in ARMA 3 - MODELLING - (O2)
You must have class = house in your get lod name selection -
LOL thats a great idea what made u think of that.....
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Just make your main texture the end texture also
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SInce adding some objects to Australia 5.03, testers are now reporting that they cannot play unless they "purchase" the island first. Why would this be since I have no access to to any APEX objects as they are all encrypted. I'm using assets that have already been added to the island previously, e.g some fences and my custom objects.
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Ok all fixed, new lighting config was the problem, make sure you change your in inheritance to Altis or Straits, Thanks Pettka for replying :)
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Ok all fixed, new lighting config was the problem, make sure you change your in inheritance to Altis or Straits, Thanks to Lappihuan for giving me the idea to check this :)
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As the title suggests I've been adding A3 and my own custom assets to Australia 5.02 only to now have some testers reporting that they need to "purchase" the map to play it if they dont have Tonoa. Ive not used any of these objects as their encyrpted. So it seems BIS have "moved" some standard A3 objects into the expansion pack. This is a major screw up as we dont know what objects they are. The objects Ive used are all standard A3 objects which have already been on the map previous to APEX.
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Ok thanks I'll go check inheritances
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It wouldn't suprise me. In fact thats what I'm guessing has happened, I guess we'll have to wait and hope we can get an answer here coz its gunna screw up map makers big time until we know which assets to avoid using
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7800 wasted hours so far
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you can use invisible roadpaths or polylines, AI dont like steep terrain so as long as the pathway is flat and theit ability to get there is also not steep they will follow the path, one thing I always found in testing , AI are like water they will take the path of least resistance
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Delete one of your height maps then do refresh from content source, save and close tb then Open the and run buldozer
- 5 replies
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- Buldozer
- Terrain Builder
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(and 3 more)
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all prison gates and police doors are opened the same way, check first post for code
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u need the latest pbo project tools
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the roadslib.cfg is your friend, open that file then use the e76 nohq and sm files for the textures u want to use, create rvmats then write a roadslib to point to your textures
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you dont place them as objects like you have done, you simply map the e76 textures using the roadslib.cfg then use polylines to create the roads. As you can see in picture for my newest map i've used some E76 road textures,