Alloy007p
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Everything posted by Alloy007p
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I treid searching but couldn't find anything that helped. So how would one go about makeing it so that when an AI or group is killed it respawns at a certain point and then follows the same way point. Also how would you be able to limit the number of times the AI is allowed to respwan? Thnak you for any help
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Well i am far enoguh into the project now that at this point giveing up really isn't an option, I have been working nearly 6 hours every day (at least) and though I might aswell start showing the community my project I am working on. Back in the good old days when Mechwarrior 2 31st century combat came out I instantly fell in love with the game, I loved absolutly everything about it- and then came the day when XP came out And I could no longer play MW 2(It changed something in the OS not allowing me to run certain things). I have been working for two weeks now no stop learnig C++, scripting, how to write configs, modeling, map makeing, and gathering various resorces and tutorials that may be of use. Plans For AR-MW This is stuff that will be part of AR-MW, this is do or die for me and I WILL find a way somehow to get this stuff in there. Priority Features: (for mechs) -shutdown system -Ejection system(T3h Ub3r advanced kind) -Internal Ammo explosion -faliure of variou components of mechs -Overheating of weapons -advanced AI capable of useing mechs -advanced dammage system -Self Detonation -More that I have writtn down(somewhere) Stuff thats not at the top of to do list Other features: -Maps to go with (AR-MW) -buildings -Other units like laser tanks (thats right lasers) -And much more Currently I a working on the project myself which is turing out to be hell. So at one point or another I most likely will end up enlisting people for help, but for now its just me. Just a few shots of the models I am working on right now Just a few blender rendered screen shots Sorry about the WAY ugliy textures on this one http://i194.photobucket.com/albums/z149/Alloy007P/REDINERY.jpg Mad dog I started work on yesterday http://i194.photobucket.com/albums/z149/Alloy007P/render2.jpg http://i194.photobucket.com/albums/z149/Alloy007P/FirstRender.jpg Nova needs some work http://i194.photobucket.com/albums/z149/Alloy007P/renderfull1.jpg http://i194.photobucket.com/albums/z149/Alloy007P/renderfull2.jpg http://i194.photobucket.com/albums/z149/Alloy007P/renderfull3.jpg Well...the plan is finish madog and then try to get it ingame and have it walking around by the end of the week. I am open to all suggestion comments questions ect.
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Arma MechWarrior Project (AR-MW)
Alloy007p replied to Alloy007p's topic in ARMA - ADDONS & MODS: DISCUSSION
I was just wondering about that. I don't know anything about AI behavior scripting(yet) but I was thinking I would create a new unit with no model and make it invincible(until the mech is destroyed). This unit could have a computer style voice and could say stuff like "Internal ammo explosion imminent". But the task at hand is to get the damn thing walking. Although I have slowed down with project. 1. Â because it's summer and in Canada summer dosen't last long before it turns back into a FREEZEING hell (-40) , so you gota enjoy it while it lasts. 2. It's been 35+ in the house and thats just to damn hot to even think, and I can't imagine haveing a computer on all day in this heat can do any good for it. I will try hard to get this done as fast as I can (the walking part) and will post a video as soon as it walks. -
I just tried L3DT and I got it to import a map into V3 by heightmap, but everything in V3 is WAY bigger than is should be. So is there a way to scale down the terrains height, or something I should do in L3DT to get reasonable sized terrain for arma?
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I just started getting this error today, which is odd becuase it was working perfectly yesterday and now does not. Every time I try and do anything addon relate with arma I run into one problem after another
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Before I go installing Bi's tool drive, I need to know how the hell to actually uninstall the thing. I just wiped my hard drive and installed vista and before could never figure out how to uninstall it, and when I mean uninstall I don't mean just disableing it from the start up.
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I jsut found a plugin for GIMP to make normal maps http://developer.valvesoftware.com/wiki....he_GIMP and was able to get it to work> I tried the Shader map and didn't realy know what I was doing but got it to work, well sort of. I tried useing it on a brick wall texture http://www.3dmd.net/gallery....jpg-but instead of the bricks sticking out of the wall the were sunk in. Useing shadermap how exactly do you run it through it? Right now I have a batch file that looks like this<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">REM Convert diffuse map (cdiff) to displacement, normal, and specular REM * parameters are default -v is verbose START /WAIT ..\shadermap.exe cdiff "media\BRICK.jpg" -disp (*,*,*,*) -norm (*,*) -spec (10,*,*) -v REM Show a 3D Preview of the maps just created START /WAIT ..\shadermap.exe 3dprv -diff ("media\BRICK.jpg") -norm ("media\BRICK_NORM.tga") -spec ("media\diffmap_1_SPEC.bmp") -disp ("media\BRICK_DISP.bmp") -v But everytime I run the batchfile(after I edit the tga) theres no change, and the tga is back to the same state it was before, I am obviously doing something wrong here, do I need to change something in the batch file? EDIT Never mind I just figureed out I had to take out the top part of of the batch file. Is one better than the other, specifically for arma or is it just a matter of prefrence?
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I have just started makeing a model for arma and although I am not new to addon makeing, I have not been sucsesfull in the past but am determined to get it right this time. Anyways haveing found out about normal mapping I have a few questions about it. 1. Should normal mapping be done in O2 or another program. If Another program what should I use, currently I am useing blender which can do normal mapping, would that work? 2. Normal mapping is more or less for small details, right? How much should I use normal mapping for details? 3. Anything else I should know about normal mapping? 4. Anything else in general I should know about creating models for arma? Thanks for any replys
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Script http://www.armaholic.com/page.php?id=1086 Im trying to use the UPS respawning non-playable script and its not working. Im useing the example mission which (which works fine) and I am trying to make an independent soldier respawn. This is what I put in the Inti line of the independent. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> s = [this,"west_A_SP1",1, "marker_2", 1] execVM "scripts/Respawn_AI_foot.sqf"; null=this,"marker_2"] I also tried this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> alpha= group this; s = [this,"west_A_SP1",1, "marker_2", 1] execVM "scripts/Respawn_AI_foot.sqf"; null=this,"marker_2"] I also made sure I have a marker named guerilla_respawn SO...what can I do to get this right?
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I too have been getting lots of crackling sounds with the presence of armour.
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I still have the no sky bug too. Any body been able to fix this? Video card: 7300 le 2 gigs ram win xp service pack 2 No overclocking
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Well this is really anoying Im trying to make maps in wilbur. The problem is when I save maps in png format and try to open them up again the height of the map is differnt, and not to mention the brush height setting are differnt aswell ex: set brush to 0.1 and re open that map and now the brush is still set at 0.1 but its like its set at 50.0 So is there some differnt format I have to save the map in to be able to be able to open it up the way it was before I closed it? And what's the trick to it becuase I tried saveing the maps in each format and re-opening them, and they either are differnt or dont open
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Okay I have been trying to get through the quick visitor tutorial but, I can’t get my head around what the satellite mask creation thing is. From what I think I can understand sat_lco would be the map of your island like in the editor or when you press the m key to bring up your map in game. AND mask_lco would be the actual textures on the ground in game. So if this is all right so far my next question is, does the sat_lco determine where the textures(mask_lco) on ground go?
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Okay I fixed it. the problem was mymap2 was in he wrong spot (thought I had checked that about amillion times). Anyways thanks for all your help
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No I just checked that I made sure I changed everything to mymap2 Heres my config. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #define ReadAndWrite 0 #define ReadAndCreate 1 #define ReadOnly 2 #define ReadOnlyVerified 3 class CfgPatches { class mymap2 { units[] = {}; worlds[] = {mymap2}; requiredVersion = 0.1; }; }; class DefaultLighting; // External class reference class DefaultLighting_CA : DefaultLighting {}; class CfgWorlds { class DefaultClutter { scaleMin = 0.9; scaleMax = 1.4; }; class DefaultWorld; // External class reference class Intro : DefaultWorld {}; class mymap2 : Intro { access = 3; cutscenes[] = {"DesertIntro1"}; description = "mymap2"; icon = ""; worldName = "\mymap2\mymap2.wrp"; pictureMap = ""; pictureShot = ""; plateFormat = "ML$ - #####"; plateLetters = ABCDEGHIKLMNOPRSTVXZ; longitude = -40; // positive is east latitude = -40; // positive is south class Grid //OFP style Aa00 - JJ99 { //colorGrid[]={0,0,1,1}; //colorGridMap[]={0,0,1,1}; offsetX=0; offsetY=0; class Zoom0 { zoomMax=0.2; format="XY"; formatX="Aa"; formatY="00"; stepX=256; stepY=256; }; class Zoom1 { zoomMax=1.0; format="XY"; formatX="A-"; formatY="0-"; stepX=2560; stepY=2560; }; } startTime = 8:30; startDate = 07/06/2007; startWeather = 0.1; startFog = 0.0; forecastWeather = 0.3; forecastFog = 0.0; seagullPos[] = {1272.84, 150.0, 14035}; centerPosition[] = {2500, 2500, 300}; ilsPosition[] = {2545, 3000}; ilsDirection[] = {0, 0.08, 1}; ilsTaxiIn[] = {2495, 2725, 2495, 2850, 2508, 2860, 2508, 3000, 2520, 3010, 2545, 3000}; ilsTaxiOff[] = {2545, 2445, 2520, 2425, 2495, 2445, 2495, 2725}; drawTaxiway = 0; class ReplaceObjects {}; class Sounds { sounds[] = {}; }; class Animation { vehicles[] = {}; }; class Lighting : DefaultLighting {}; clutterGrid = 1.11; clutterDist = 55; noDetailDist = 40; fullDetailDist = 5; minTreesInForestSquare = 3; minRocksInRockSquare = 4; class clutter { class GrassGeneral : DefaultClutter { model = "ca\plants\clutter_grass_general.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.75; scaleMax = 1.0; }; class GrassFlowers : GrassGeneral { model = "ca\plants\clutter_grass_flowers.p3d"; }; class GrassLong : GrassGeneral { model = "ca\plants\clutter_grass_long.p3d"; affectedByWind = 0.6; scaleMin = 0.6; scaleMax = 1.1; }; class GrassSevenbeauty : GrassGeneral { model = "ca\plants\clutter_grass_sevenbaeuty.p3d"; affectedByWind = 0.2; scaleMin = 0.7; scaleMax = 1.1; }; class GrassYellow : GrassGeneral { model = "ca\plants\clutter_grass_yellow.p3d"; affectedByWind = 0.2; scaleMin = 0.7; scaleMax = 1.1; }; class GrassDesert : GrassGeneral { model = "ca\plants\clutter_grass_desert.p3d"; }; class ForestFern : GrassGeneral { model = "ca\plants\clutter_forest_fern.p3d"; affectedByWind = 0.1; scaleMin = 0.9; scaleMax = 1.1; }; class SmallRocks : GrassGeneral { model = "ca\rocks\clutter_stone_small.p3d"; affectedByWind = 0; scaleMin = 0.9; scaleMax = 1.1; }; class FlowersColor : GrassGeneral { model = "ca\plants\clutter_smetanka.p3d"; }; class FlowersWhite : GrassGeneral { model = "ca\plants\clutter_white_flower.p3d"; }; class MushroomsHorcak : GrassGeneral { model = "ca\plants\clutter_horcak.p3d"; affectedByWind = 0; scaleMin = 0.85; scaleMax = 1.25; }; class MushroomsPrasivka : MushroomsHorcak { model = "ca\plants\clutter_prasivky.p3d"; }; class MushroomsBabka : MushroomsHorcak { model = "ca\plants\clutter_babka.p3d"; }; class MushroomsMuchomurka : MushroomsHorcak { model = "ca\plants\clutter_muchomurka.p3d"; }; }; class Subdivision { class Fractal { rougness = 5; maxRoad = 0.02; maxTrack = 0.5; maxSlopeFactor = 0.05; }; class WhiteNoise { rougness = 2; maxRoad = 0.01; maxTrack = 0.05; maxSlopeFactor = 0.0025; }; minY = 0.0; minSlope = 0.02; }; class Ambient { class BigBirds { radius = 300; cost = "((1 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)"; class Species { class Hawk { probability = 0.2; cost = 1; }; }; }; class Birds { radius = 170; cost = "(1 - night) * ((1 + (3 * sea)) - (2 * rain))"; class Species { class Seagull { probability = 0.2; cost = 1; }; }; }; class BigInsects { radius = 20; cost = "(5 - (2 * houses)) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)"; class Species { class DragonFly { probability = "0.6 - (meadow * 0.5) + (forest * 0.4)"; cost = 1; }; class ButterFly { probability = "0.4 + (meadow * 0.5) - (forest * 0.4)"; cost = 1; }; }; }; class BigInsectsAquatic { radius = 20; cost = "(3 * sea) * (1 - night) * (1 - rain) * (1 - windy)"; class Species { class DragonFly { probability = 1; cost = 1; }; }; }; class WindClutter { radius = 10; cost = "((20 - 5 * rain) * (3 * (windy factor [0.2, 0.5]))) * (1 - sea)"; class Species { class FxWindGrass1 { probability = "0.4 - 0.2 * hills - 0.2 * trees"; cost = 1; }; class FxWindGrass2 { probability = "0.4 - 0.2 * hills - 0.2 * trees"; cost = 1; }; class FxWindRock1 { probability = "0.4 * hills"; cost = 1; }; class FxWindLeaf1 { probability = "0.2 * trees"; cost = 1; }; class FxWindLeaf2 { probability = "0.1 * trees + 0.2"; cost = 1; }; class FxWindLeaf3 { probability = "0.1 * trees"; cost = 1; }; }; }; class NoWindClutter { radius = 15; cost = "(20 * (windy factor [0.1, 0.2])) * meadow * (1 - rain) * (1 - sea) * (1 - forest) * (1 - houses)"; class Species { class FxWindPollen1 { probability = 1; cost = 1; }; }; }; class SmallInsects { radius = 3; cost = "(12 - 8 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)"; class Species { class HouseFly { probability = "deadBody + (1 - deadBody) * (0.5 - forest * 0.1 - meadow * 0.2)"; cost = 1; }; class HoneyBee { probability = "(1 - deadBody) * (0.5 - forest * 0.1 + meadow * 0.2)"; cost = 1; }; class Mosquito { probability = "(1 - deadBody) * (0.2 * forest)"; cost = 1; }; }; }; class NightInsects { radius = 3; cost = "(9 - 8 * hills) * night * (1 - rain) * (1 - sea) * (1 - windy)"; class Species { class Mosquito { probability = 1; cost = 1; }; }; }; }; class Names { class Veg_1 { name = ""; position[] = {2713.62, 2140.92}; type = "VegetationPalm"; radiusA = 50; radiusB = 50; }; class Veg_2 { name = ""; position[] = {2446.09, 3038.29}; type = "VegetationPalm"; radiusA = 50; radiusB = 50; }; class Veg_3 { name = ""; position[] = {2940.52, 2923.19}; type = "VegetationPalm"; radiusA = 50; radiusB = 50; }; }; }; }; class CfgWorldList { class mymap2 {}; };
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Well...I downloaded the new version of visitor, and I can now actually see my textures in buldozer after I import my Sat loc mask lco and legend, but I still canot get my map In game. I did export world with bouldozer open put the config in there. This is how Iv got every thing p:mymap2 -source  layers.cfg  Mask_Lco.png (2048x2048)  Sat_Lco.png (2048x2048)  maplegend.png  Config.cpp  -Terrain   mymap2.pew   mymap2.wrp   Terrain.pbl   Terrain.png   mymap2.hpp -Data  3 differnt textures im useing and the 4 differnt files for each  -Layers   Full of a bunch of .paa, .png, and .rvmat files. I also changed everything that said MyMap to mymap2 in the config.cfg Terrain grid size: 512x512 Terrain cell size: 25m Terrain size: 12800x12800m Satellite grid Current: 120 Base texture layers is to 50mx50m Game satellite segment: 60 (valid)
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So just where am I supposed to find the right RVMAT files. When I open my sara folder and go into the data folder there are only .paa files, but I see there are lots of Rvmat files in the layers folder. Now am I suppoesd to make my own rvmat, take one from the layers folder and rename it, or am I missing files? I ignored this last night and took the texture files from the sample map and used those instead and I was thinking mabey thats why my map didn't work.
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I am getting this error now when I try to import my sat_lco,layer.cfg, and mask_lco Error loading p: 'mymap/soruce/Sat_lco' I know I spelt soruce wrong but I made sure I spelt soruce the same way I did for the file name the same in all my other files. My mask lco and sat lco are both 2048x2048, I cheked over all my texture rvmats and made sure they had the rigt paths in them, checked my layers.cfg. EDIT: Okay I was able to import my mask and sat LCO I saved the config.cpp in their tconverted the folder into pbo and guess what...no map, oh well im not suprised things like this never work for my on the first try. I guess I will try the whole thing over again tommorow.
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Okay I think I understand. So it would be like this First I have my Satellite image. And I edit it to look something like this And then I find out the rgb code of those three differnt colors I have and assign textures to those those colors/rgb code? And one last thing (hopefully) it said in your tutorial that im going to need the textures from the example map made by bi. So does this mean I can only get the textures through downloading the example map, or can I get get them from my addons folder?
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Okay Im trying to get into map makeing but, I think I have hit a major obstacle. The thing is I can't find the BI addons which is what I think contains basicly everything I need to make a good map. ie: includes grass, buildings, trees ect. Tt's nowhere to be found in my p drive so do I have to download it separtley?
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Wait...what does Oleg maker of IL2 have to do with this?
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1.09 beta patch troubleshooting thread.
Alloy007p replied to Placebo's topic in ARMA - TROUBLESHOOTING
2 problems 1. I keep getting the error message DBE1_hotfix required, now as far as I understad this is only for people with QG right? But anyways I just click okay and the game loads up and works no problem. 2. The sky, WERES THE SKY?! The sky is just grey like its a cloudy day, I can't see the moon or sun or clouds. Now I have been Ignoreing these 2 things for a while now, but the whole a dark cloud is hanging over the island thing is really pissing me off. So my guess was mabey these 2 things are related? -
Found a bug, When the humvee M2 is destroyed, the rear lights don't turn off. I haven't tested this with other humvees yet.
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STATIC OBJECTS: m2 machine gun- I found that the m2 machine gun gets darker as it aquires more dammage, no you no longer need a rocket launcher to destroy it.(You can use just a regular gun) Dshkm- does no get dammaged by gun fire, does not get darker when dammaged. AGS30- Does get dammaged by gun fire, Darkens when its aquireing dammage, but after you stop fireing it returns to its nomall shade Search light- Gets dammaged by gun fire, and does not darken when dammaged. M119-same as AGS 30 D30-Same as AGS30 Edit: Bullt Hole now Appear on Vheicles
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ZOMG! Helicopters actually use their hellfires against tanks and actually attack like they should instead of flying in circles around the target. And it *I think* the blast radius for tanks, when thy explode has been reduced because when the blow up it dosen't seem to kill everyone wihin a five mile radius. EDIT: Only thing that is really buging me ALOT would be that the sky is grey no mtterwhat I do, tried turning the visbility to the highest, made sure the weather was all good, tried differnt maps, it's buging the hell out of me