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Everything posted by ArmaVidz
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Ironically, we'll probably need one of those old wooden gallows for the Iraq Modern Warfare mod  Just kidding  I think the Restistance insignia may be some form of "writing" or something that's easily added onto clothing vehicles with liquid, like paint. Even an insignia that could be "branded" on?
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Yeah if someone could do up a combat mash-up of all the effects into a vid that'd rock. Unfortunately I don't have time, by the time I do have time, you'll probably be on version 37 LOL. This new package is absolutely outstanding. My hat is off to you dude, great job.
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I l in some fonts look exactly the same. Thanks Opteryx.
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It is a "I". I for India. I could have sworn it was an I, not L. I haven't actually sat down and checked the terrain "noises" when I run on the map though; which would indicate a problem with the mask_Ico
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Personally, I'd repaint the edges of the canal to extend further into the "blue" region of the canal otherwise you're gonna get blue edges all over the side of the canal(?) If the terrain is correct, all that area is underwater anyway It doesn't matter about the bridges in the sat overlay, the terrain.png will be more important than anything, unless you're using some other terrain import method. What you want to do is make the canal dark enough(in the terrain.png) to push the terrain underwater. Don't forget to paint over the bridges, because you'll have to add in those model later anyway. The shades are all "relative" to the brightnesses/shades in your terrain.png. The color mask_ico is for surface type, which won't be needed for an elevated bridge.
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That's insanely awesome Matt!!! Those sparks on bullet impacts are absolutely jawdropping. Can't wait to check out the rest of it.
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upload it to rapidshare or megaupload, copy the internet link to it, paste the link into this thread by editing your first post. Always welcomed new icons. Do you take requests?
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Kudos to the development and testing teams. Can't wait to test out the new features and fixes. I for one, appreciate your dedication to making ARMAI better than ever.
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Too much of this Not enough of this Some people should take note, if indeed that relayed statement is true.
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It does help to uninstall the tools, and reinstall as well.
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Yeah great movies everyone. I'm usually short on time but I try to drop by all your youtube pages and check em. Good stuff. Keep it up
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Here's an example of a working Atari installation of ARMA, and bulldozer is working good. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class SystemOptionsParent { ViewAppWorkDir="P:\"; ViewAppCommand="""C:\Program files\Atari\ArmA\ArmA.exe"" -window -buldozer"; DirWrld=""; DirScript=""; DirNet=""; SccServerName=""; SccProjectName=""; SccLocalPath=""; }; class SystemOptions { ViewAppWorkDir="P:\"; ViewAppCommand="""C:\Program files\Atari\ArmA\ArmA.exe"" -window -buldozer"; DirONat=""; DirOPeo="P:\myproject\OBJECTS\myproject"; DirWrld="P:\myproject"; DirScript=""; DirNet=""; SccServerName=""; SccProjectName=""; SccLocalPath=""; }; class DockState { ScreenCX=1280; ScreenCY=1024; class ControlBarInfo0 { BarID=59392; Visible=1; Horz=0; Floating=0; XPos=-2; YPos=-2; MRUWidth=32767; Docking=1; MRUDockID=0; MRUDockLeftPos=0; MRUDockTopPos=0; MRUDockRightPos=486; MRUDockBottomPos=32; MRUFloatStyle=8196; MRUFloatXPos=-1636178018; MRUFloatYPos=0; Bars=0; }; class ControlBarInfo1 { BarID=59394; Visible=1; Horz=0; Floating=0; XPos=-2; YPos=28; MRUWidth=32767; Docking=1; MRUDockID=0; MRUDockLeftPos=0; MRUDockTopPos=28; MRUDockRightPos=539; MRUDockBottomPos=60; MRUFloatStyle=8196; MRUFloatXPos=-1636178018; MRUFloatYPos=0; Bars=0; }; class ControlBarInfo2 { BarID=59396; Visible=0; Horz=0; Floating=0; XPos=-2; YPos=57; MRUWidth=32767; Docking=1; MRUDockID=0; MRUDockLeftPos=0; MRUDockTopPos=57; MRUDockRightPos=232; MRUDockBottomPos=90; MRUFloatStyle=8196; MRUFloatXPos=-1636178018; MRUFloatYPos=0; Bars=0; }; class ControlBarInfo3 { BarID=30335; Visible=1; Horz=0; Floating=0; XPos=-2; YPos=-2; MRUWidth=32767; Docking=1; MRUDockID=59419; MRUDockLeftPos=1129; MRUDockTopPos=57; MRUDockRightPos=1329; MRUDockBottomPos=357; MRUFloatStyle=8192; MRUFloatXPos=942; MRUFloatYPos=122; Bars=0; }; class ControlBarInfo4 { BarID=1277; Visible=1; Horz=0; Floating=0; XPos=-2; YPos=-2; MRUWidth=32767; Docking=1; MRUDockID=59419; MRUDockLeftPos=198; MRUDockTopPos=57; MRUDockRightPos=348; MRUDockBottomPos=257; MRUFloatStyle=8192; MRUFloatXPos=929; MRUFloatYPos=451; Bars=0; }; class ControlBarInfo5 { BarID=59395; Visible=1; Horz=0; Floating=0; XPos=-2; YPos=-2; MRUWidth=32767; Docking=1; MRUDockID=59420; MRUDockLeftPos=0; MRUDockTopPos=0; MRUDockRightPos=100; MRUDockBottomPos=300; MRUFloatStyle=8192; MRUFloatXPos=942; MRUFloatYPos=447; Bars=0; }; class ControlBarInfo6 { BarID=59393; Visible=1; Horz=0; Floating=0; XPos=-1; YPos=-1; MRUWidth=32767; Docking=0; MRUDockID=0; MRUDockLeftPos=0; MRUDockTopPos=0; MRUDockRightPos=0; MRUDockBottomPos=0; MRUFloatStyle=0; MRUFloatXPos=0; MRUFloatYPos=0; Bars=0; }; class ControlBarInfo7 { BarID=59419; Visible=1; Horz=1; Floating=0; XPos=-1; YPos=-1; MRUWidth=32767; Docking=0; MRUDockID=0; MRUDockLeftPos=0; MRUDockTopPos=0; MRUDockRightPos=0; MRUDockBottomPos=0; MRUFloatStyle=0; MRUFloatXPos=0; MRUFloatYPos=0; Bars=10; Bar0=0; Bar1=59392; Bar2=0; Bar3=59394; Bar4=0; Bar5=59396; Bar6=0; Bar7=66813; Bar8=95871; Bar9=0; }; class ControlBarInfo8 { BarID=59420; Visible=1; Horz=0; Floating=0; XPos=-1; YPos=-1; MRUWidth=32767; Docking=0; MRUDockID=0; MRUDockLeftPos=0; MRUDockTopPos=0; MRUDockRightPos=0; MRUDockBottomPos=0; MRUFloatStyle=0; MRUFloatXPos=0; MRUFloatYPos=0; Bars=3; Bar0=0; Bar1=124931; Bar2=0; }; class ControlBarInfo9 { BarID=59423; Visible=1; Horz=1; Floating=1; XPos=946; YPos=469; MRUWidth=32767; Docking=0; MRUDockID=0; MRUDockLeftPos=0; MRUDockTopPos=0; MRUDockRightPos=0; MRUDockBottomPos=0; MRUFloatStyle=0; MRUFloatXPos=0; MRUFloatYPos=0; Bars=3; Bar0=0; Bar1=59395; Bar2=0; }; class ControlBarInfo10 { BarID=59423; Visible=1; Horz=1; Floating=1; XPos=933; YPos=473; MRUWidth=32767; Docking=0; MRUDockID=0; MRUDockLeftPos=0; MRUDockTopPos=0; MRUDockRightPos=0; MRUDockBottomPos=0; MRUFloatStyle=0; MRUFloatXPos=0; MRUFloatYPos=0; Bars=3; Bar0=0; Bar1=1277; Bar2=0; }; class ControlBarInfo11 { BarID=59423; Visible=1; Horz=1; Floating=1; XPos=946; YPos=144; MRUWidth=32767; Docking=0; MRUDockID=0; MRUDockLeftPos=0; MRUDockTopPos=0; MRUDockRightPos=0; MRUDockBottomPos=0; MRUFloatStyle=0; MRUFloatXPos=0; MRUFloatYPos=0; Bars=3; Bar0=0; Bar1=30335; Bar2=0; }; Bars=12; ObjPanelX=321; ObjPanelY=330; ObjScriptX=326; ObjScriptY=242; ObjNamedSelX=150; ObjNamedSelY=332; }; class EditorOptions { MaxApp=1; MovCoe=60; ScaStp=1.600000; FrmMax=1; FrmPosX=0; FrmPosY=0; FrmPosCX=300; FrmPosCY=299; RecFile1="P:\Omaha\SOURCE\Omaha.pew"; RecFile2="P:\CA\omahanewbackup\SOURCE\Omaha.pew"; RecFile3="P:\CA\SOURCE\Omaha.pew"; RecFile4=""; BaseWdth=256; BaseHght=256; TxtrType=0; MaxWnd=1; FitWnd=0; BgnScl=100; WshGen=0; WshCoe=0.000000; WshSCo=50.000000; WshSBa=0.000000; WshEff=0.100000; WshIRn=0.000000; WshSRn=0.000000; WshBlr=1; NGPpst=0.010000; NGPhgt=0.005000; NGPgrt=0; NGPvar=50000; fBaseHeuristicCoef=1.200000; FitEndAngle=0; AvoidHills=0; AvoidHillsCoef=5.000000; PunishCompChange=0; PunishCompChangeCoef=5.000000; CheckMaxSlope=1; MaxSlope=30; CheckMaxSlopeChange=1; MaxSlopeChange=10; NGHstp=0.200000; NGHerh=100000; NGHeru=50000; NGHerd=50000; NGHers=500; NGHerp=700; NGHprs=10; NGHslp=7; NGHstd=2; class ViewStyle { BaseStyle=3; ShowCountLn=0; NatureObjcs=1; PeopleObjcs=1; NewRoadsObjcs=1; UnknowObjcs=1; ShowWoods=1; ShowNets=1; ShowGrid=1; ShowScndTxtr=0; ShowSea=1; AreasBorder=1; AreasEntire=0; KeyPtBorder=1; KeyPtEntire=1; ShowRuler=1; ShowBGImages=1; ShowWaterLayer=1; Shadowing=1; ShowLocks=0; }; }; It does seem strange that you'd have a reference to an O: drive in your config. That line should point toward the arma.exe
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Anyway, my opinion is you've aided them, and that makes you just as bad as they are. Regardless of your modding abilities, you're on the red side to me. Anyway, not the place to have to a long drawn on out convo. I'll stop posting on the subject. Group reference removed. -- Franze.
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So helping out a bunch of redneck-crackers that essentially tried to destroy ARMA, and in a peripherally influential way, BIS' rep in gaming, is completely ok because "someone asked you for help?" Wrong answer. Poor choice. And I doubt doolittle "helps" them out. If he does, well...you get the idea.
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Why the hell would you do that? Agamoth, I wouldn't have anything to do with this guy.
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It wasn't until Agamoth helped me out that I got everything working. I put my map folder directly under P:\ and deleted my layers folder. Adjust the path in the rvmats for your base textures, they should be in the  P:\yourisland\data\ folder. The rvmats should read once you start the project in P:\ "yourisland\data\Omahamesto2_mco.paa" etc. for each of the different textures that are base textures. Reimport your satmask, layers and mask. Fire up bulldozer, let it convert from png to paa, once done, press save(just for fun) and then export the world to WRP. Shutdown Visitor and bulldozer, go to the P: drive, and remove everything but the data folder, the yourisland.WRP and the config.cpp, pbo the "yourisland" folder. Make sure you've change the config.cpp to your island name, and you've changed the path in the config.cpp to the WRP to "yourisland\yourisland.wrp" Once you start looking at binarizing and releasing it, you can look at using binPBO...i don't know about that part. If you start the project under (using Allies tutorial and Opteryx's island config) P:\ you don't have to mess with the rvmats in the data\layers folder and you just pbo it, run it ingame. [Tip] -Don't foget to re-export the World to WRP while bulldozer is running after the re-import of your sat mask, layers and mask. -paths should not have a \ at the beginning, "\yourisland\data\layers" is not a correct path, but "yourisland\data\layers" is the right path. -Adding ca\ to the beginning of the path, I think(just guessing) will cause problems because in ARMA, the CA folder is a global location ie: where the plants and stuff are stored, not in your islands pbo. It should be, (you'll need to start out in P:\ with your project) "yourisland\" to start the path. Hope that helps  edit: simplified and explained a little more. Thanks to opteryx and Allie for their tutorials!
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Schmalfelden, Germany Map
ArmaVidz replied to Nicholas Bell's topic in ARMA - ADDONS & MODS: DISCUSSION
Beautiful. Love those patchwork fields and terrain. -
I wanted to get some air-to-air going on so I switched the F-18's to the opfor side in the config and went at them with the F-16's. One thing is painfully evident: If we don't get the chaff system on other jets, one missile and those without the evasion systems go down. Great plane to fly against, the Ai use the evasion systems well. Question: Do you know the areas around the instruments in the cockpit seem to be semi transparent? (You can see right through the plane). Great work Franze, thanks for putting this out there.
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Print This Topic(bottom left of the screen) > CTRL+F > replacement > Next Button
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Good stuff and good to hear, Agamoth. The naked chick thing novelty would wear off in 30 minutes anyway.
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Im just lost for words.. Lowfly's Editor Update 1.02 At some point the mission must have been loaded while having this addon in the addons folder or had a custom modfolder loaded with it in it. You'll either need to load that addon(iwhich has problems coexisting with Sickboy's editor update *I think*) and play or remove the objects on the map, then in the mission.sqm remove the Editor Update requirement. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">version=11; class Mission { addOns[]= { "sakakah", "seal_weapons", "EditorUpdate_v102", "caair", "csm_sound", "camisc", "map_misc", "Iraqi_Modern_Warfare", "CAWheeled", "desert2_buildings", }; I believe if you remove the "required addon" portion, then run without the Editor Update you'll have "invisible objects on the map(in the editor) that you cannot see, you'd have to select everything, then blindly find the object as the mouse-over tells you the name.
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bling bling The second video in Victor's profile doesn't work as of 1:05 AM PST.
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I wouldn't be so sure about that heh You fellas know Vilas' WWII weapons has the garand that makes that "PING" already, right?
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Extended Voice Addon. v0.9.1 WIP
ArmaVidz replied to nikita320106's topic in ARMA - ADDONS & MODS: DISCUSSION
<s>I didn't find it funny at all. Except that the kind fella who made teh video could't get his squad to stand up and put some hurt downrange</s> Oh haha okay I just heard the one with the muppet dude and just sound...yeah lmfao that is funny. This sounds pretty damn cool judging from the video from ofpdeadeye. Â -
jesus dude your learning rate is astounding. Nice job. LOVE the winter units/setting...that's hardcore cool