biggibs
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Everything posted by biggibs
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brainfart! meant png.
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looking good but please be aware that trying to import the sat and mask images for terrain with a 50m cell size will be impossible due too the limits of the tga format,you will most likely have break down the sat an mask do it in smaller parts having experinced this first hand myself when vistor3 was first released working  with a 4096 map with 50m cell size,resulting in 204800 x 204800 sat n mask = 30gb pbl file to try and get into tga format for the import... we reduced the cell size down and even then once the sat and mask images are imported bulldozer would run at less than 1fps,even on a pretty decent pc! shame as its great fun when flying from one end of the island to the other takes close to 10 mins in a harrier BiGGiBs
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90m CSI-SRTM Data Via Google Earth
biggibs replied to opteryx's topic in ARMA : MAP EDITING (VISITOR)
yep have been using this strm ge plugin for a while myself along with microdem you can use some of the info from this transport tycoon map tutorial to help you here BiGGiBs -
i too am enjoying this campaign im currently on mission 5 nice use of addons that fit the secenario. i haven't tried any missions that make use of mapfacts SSara up until now,the sand storm effects are realy good too! only a couple of things i've had trouble with so far #1. the inital LZ's on mission 4 at lz's 1 'near hotel' & 2 'near ortego' they are a bit too close to the objectives and the BH gets shot up quite badly i have died several times before the bh manages to land,either that or you loose alot of your ai team before it lands. managed to clomplete it anyway with 2 ai squad members left. #2. i've had some issues with enemy ai fleeing the area and ending not triggering untill they are found and killed On mission 2 one of the enemy ai fled the area and i had to go driving a hummer around to find him,found him heading for corazol,killed him and that triggered the ending. In mission 3 there was an enemy ai on a roof i didn't spot he stayed laying prone on a roof and was hard to find & hit because he was keeping his head down. again ending triggered once i found and killed him. ***possible spoiler*** and as stated above on mission 4 not being in control of the squad makes it hard to complete,ai are way to slow (dumb) to respond too the bmp threat in time. At the first objective the bmp comes out of the base and wipes out alot of your team before your AT ai even get into a possitition to fire at it! anyway thanks for the campaign,hope to see more of the same please! BiGGiBs
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thats looking very nice DK! you and your obsession with m113's,thank god for it we haven't got enough support vehicles in arma will be a nice addition and something different. BiGGiBs
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realy enjoying the changes so far thanks bis! but i'm experiencing a strange bug while piloting heli's when i get out of the copter as pilot my player immediatly shoulders his rifle and goes into the prone position. seems to be doing it in all the helicopters east&west,havent tried the planes yet though! BiGGiBs
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Thank you,d/l now
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thank you! looking forward to it. BiGGiBs
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plz give us a 7zip version ive now d/l the installer from 3 different places and still dont have a working version! each occassion i d/l it is missing something! different files each time,must have 3/4 of files i need maybe some kind soul can upload the files i'm missing too rapidshare or something,if thats allowed? if so pm me and i can give you a list of the files i have/need! i'm starting to see why you guys dont like installers now BiGGiBs
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only d/l it lastnight too damb! but i was guessing it would be a matter of just re d/l it, only have 512 connection  painfully slow these days  ahh well nevermind first corrupt d/l i've had in years! so i'll stick it on the list and re d/l overnight thanks for the reply! BiGGiBs
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as caveman says some versions of evo have admin only spectate! you even get a minimap view and can see the player icons and it even shows icons for their bullets incomming and outgoing fire inspired by vbs2's after action review i guess,if you know what i mean! other versions of evo have it set so anyone can spectate via radio menu 0 0 9 but just a normal spectate option would be fine! anyway glad to see you're still working on it,looking forward to the next version...keep it up! BiGGiBs
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I seem to have a problem. mod seems to install fine but on running i get an error before arma runs saying "addon ffaa_armada requires addon ffaa_famet" the only files/folders in the ffaa mod folder is an addons folder with the following files in it ffaa_armada.pbo           124,8489kb ffaa_armada_config.pbo      21kb ffaa_armas.pbo            206,624kb ffaa_armas_config.pbo       129kb there are no other files or folders in the ffaa mod folder and looking at the files included list on armaholic where i d/l it from im missing alot of files btw the file i d/l is called ffaa-v3.1.02.exe and is  845,234kb any ideas whats up as i am itching to try this out,looks great! BiGGiBs
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yep a great mission xeno,thank you! love the randomness of main and side missions! but there are some things i would still like to see added/changed if possible. 1. A stactic mash at the main bases might be handy? 2. Spectaor/admin spectate option via radio or something just too help admins keep things running smoothly 3. as keycat suggested option to set the terrain detail plz 4. we have captured a few east helicopters only to have them be deleted while someone was flying them funny to watch some poor pilot plunge to his death,but could you possably change that so they aren't deleted after a set amount of time? happens with both the kamov's and the mi17's 5. as others have said would love to see the LD fixed/working for RACS 6. friendly AI dont seem to want to use/get in captured enemy vehicles,is that bug or delibrate? finaly i would like to know if others are getting ctd's running domination 2.22? i had 5 in less than an hour with mods [fdf] and running a clean 1.08 never had any ctds with other missions btw pm me if you want my rpt file keep working on this mission plz as it has alot of poential and is very popular on the server i play on! BiGGiBs.
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Checkout http://www.terrainmap.com/ great source for info on almost all terrain data types including dted's,and it also has some format conversion tools too! Check the free data section to read about dted & aster dems. personaly i never did get on well using it for opf islands you can also try global mapper, here that imports dted's and many other formats BiGGiBs
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yep was a 30gb psb file and no way to save as png! so it's has to be done by hand,not impressed BiGGiBs
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fasad did you manage to import sat and mask with terrains of 2048 with a cell size of 50 or 100? looking at the size of the sat and mask files for our island that is 2048 with 50 cell size we will need images of 102400x102400 we managed to create a file that size eventually in ps but its could only be saved as psb and it can't be saved as png BiGGiBs
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geocontrol save as terragen .ter wilbur can open .ter then save as png or in wilbur save .ter as lon/lat .txt and the rename .txt too .xyz visitor can import .xyz's BiGGiBs
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i have mine de pbo'd in my ducuments\armawork \ca\roads \ca\rocks \ca\plants \ca\buildings ect and they are automatically mirror'd in your p: drive BiGGiBs
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Is there a tutorial for making missions?
biggibs replied to whydoyouwanttoknow's topic in ARMA - USER MISSIONS
An old tut for opf but can still be used to make missions in arma here coop and dm/ctf tutorial BiGGiBs -
gL33k for exporting dem too ascii xyz save as lat/long and meters float try that! also found you have to start a new empty map and then select import xyz if you just run v3 then select open xyz it promts you for data info and whatever you put in it says the data is incorrect and sometimes even if you open a new project and then import sometimes v3 just stops responding,other times it opens the xyz fine! BiGGiBs
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Although the following link is for creating terrain for bf2 some parts are going to be usefull for some i'm sure colour,detail maps in terragen BiGGiBs
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sorry not even got that far myself,my terrains loaded into v3 fine but i'm having issues with importing it into terrangen atm. Terrain is distorted,even if i import as dem directly from microdem into terragen the terrains totaly distorted for some reason! BiGGiBs
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to get your island into v3 from wilbur ect you need to export the file as a grayscale png in photoshop,and you will also need a .pbl file to go with it you can copy and edit the sample pbl in the v3 wiki,look at the terrain section,here's a their sample .pbl just copy paste into notepad and edit the 'world'.png to point to the name or your saved png. might need to adjust some of the pbl settings to suit your terrains settings class cfg { PNGfilename="world.png"; squareSize=5.000000; originX=0; originY=0; minHeight=120.000000; maxHeight=735.000000; }; if you can get your terrain into terragen then it is pretty easy to create your own custom surface maps too! BiGGiBs
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i'm running a 64 bit 3.7 with 2048 ddr3 our island is a 2048 but i'd say only 1/2 is land. you island does seem to have more land mass than ours,the difference in terrain source i.e. the quality of the dem's we are both using will vary. we struggled get the high quality dem we wanted as dem's of the area we are working are restricted to low detail by gov/millitary since 911 and the 'war on terror' so we did alot of work with other sources! also seeing as our the terrain isn't very steep,highest point being maybe 300m,so i guess the vertical height that could be a reason for the longer loading times too! BiGGiBs
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very fast atm as it is empty terrain 1 min at most just tested and it loaded into the mp editor in 30 seconds BiGGiBs