BadBenson
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WIP: stuff you are working on!
BadBenson replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
what is df?! -
WIP: stuff you are working on!
BadBenson replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
have not worked on the city yet. i think i'll try to make it look real and then it'll be good for CQB anyways...i think. i'm still not sure if i'm gonna make custom buildings. the modeling would be no problem but i would have to learn how to use o2 to put them ingame. if anyone would help me out... -
WIP: stuff you are working on!
BadBenson replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
i'm a uneducated ignorant fool gonna fix that...gonna make whatver language that's used as official one the houses i used are the most rough and simple i found from BIS. as i said areas with vegetation are planned. -
WIP: stuff you are working on!
BadBenson replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
glad u like it guys. not a big one but a lil city to give the map a central tactical location. 1. no. visitor 3 and BIS buildings only. gonna use some signs pack for arabic traffic signs though. 2. that's what i try to create mate. not another huge desert with no details but a smaller one with more live in it. gonna add areas with trees and bushes too... like that: 1 2 -
implementing custom textures...how?
BadBenson replied to BadBenson's topic in ARMA : MAP EDITING (VISITOR)
well that's what i did...if u want me to explain how to make normal and specular map then i have to disapoint you since i don't know. but that's exactly my question: is there something in photoshop to generate those "secundary" textures or do you have to use other programs? time will tell -
WIP: stuff you are working on!
BadBenson replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
glad u like it... since my time is limited and i'm really not into modelling anymore (used to be...) i'm gonna stick with this for now. but who knows...maybe for arma2 but i think the houses from BIS, except from looking a little too clean and not as selfmade as some real afghan villages, will do it. this is just my first map. so i'm learning by doing here...no time for perfection ...but as always: help is welcome. so if u know custom middle-east houses except from those ofpish ones that Cat_Shit_One used on CAT_Afghanistan. some more pics...opiumfarming now included (need an opium plant model) the first pic shows my satmap which makes the map look really nice from high above. 2 3 4 5 6 7 8 9 10 11 12 -
WIP: stuff you are working on!
BadBenson replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
made some progress on my afghanistan map 1 2 3 4 5 6 7 8 9 10 11 12 13 14 -
WIP: stuff you are working on!
BadBenson replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
what do u mean? can u mark it...can't seem to find it. -
WIP: stuff you are working on!
BadBenson replied to adumb's topic in ARMA - ADDONS & MODS: DISCUSSION
those are some pics of an afghanistan map i'm working on. since this is in a very early state i decided to put the pics in here. at the moment i'm still optimizing different types of surfaces... 1 2 3 4 5 6 7 8 9 -
implementing custom textures...how?
BadBenson replied to BadBenson's topic in ARMA : MAP EDITING (VISITOR)
nevermind...since noone answered i found out myself... PLEASE MODS DELETE THIS THREAD -
Clutter not working.. can't spot error in cpp
BadBenson replied to opteryx's topic in ARMA : MAP EDITING (VISITOR)
all the default clutters are not shown anymor after i installed my island. is there a part in the config which is even able to cause this?°! -
Clutter not working.. can't spot error in cpp
BadBenson replied to opteryx's topic in ARMA : MAP EDITING (VISITOR)
but i renamed it to 1pisek.png. so isn't it possible to add clutter to whatever texture u want if u make it "undefault" by renaming it or making a totally new one(which should have the same effect as renaming it). i mean what u say would mean that there's an instance reconizing the pisek in the filename and refusing to add a clutter. and as i said: this is all about making custom clutter...my goal is to have a sand texture with clutter. and if i'm remembering right there is a default one with small rocks and a small amount of grass already. -
Clutter not working.. can't spot error in cpp
BadBenson replied to opteryx's topic in ARMA : MAP EDITING (VISITOR)
ok then it's done how i thought it is done. so i must've made a mistake somewhere else. so here some things that i think could cause my clutter not to work: 1. is it important that the defined surface class matches the surface class from the layers.cfg(the one u import along with the sat and mask texture)? 2. is it necessary to define new surfaces in the the layers.cfg(right now i'm using pisek from the sampleisland) since the default ones are already defined in the BIconfig? 3. is it necessary to rename the samplemap rvmats to get 2. right? man... but atleast your sand-with-grass-on-it-example shows that what i try to get (a realistic rough stony drygrassy afghanistanlike ground) is possible btw: didn't thank u for your effort Aussie...so big thx does someone know the following error message appearing in the missioneditor when i hit preview: -
Clutter not working.. can't spot error in cpp
BadBenson replied to opteryx's topic in ARMA : MAP EDITING (VISITOR)
is it possible that those cfg-parts are really just examples and wouldn't work together? shouldn't those cfg entries refer toanother??? this is an imprtant question cuz i already did it that way without the difference i'm pointin out and it didn't work. but the second part about the formats could be what i messed up... for ex.: class Grassjungle: GrassGeneralfix   {    model="fc_t\grass1.p3d";    affectedByWind = 0.2;    scaleMin = 0.80;    scaleMax = 1.35; goes here class GrassClutterFix { probability[] = {0.87,}; names[] = {"GrassJungle"}; <---------Jungle instead of GeneralFix class jungle : Default { access = 2; files = "junglegrass_*"; rough = 0.1; dust = 1.9; soundEnviron = "grass"; character = "Grassclutterfix";<-------------Grass instead of Jungle as defined above }; THIS IS A QUESTION because when i "studied" the cfgs of others it was like this... and a general questio: is it important that thr rvmats have the same name like the textures they're refering to? -
Clutter not working.. can't spot error in cpp
BadBenson replied to opteryx's topic in ARMA : MAP EDITING (VISITOR)
could someone pls post a simple dummy config which adds custom clutters...and if it's necessary to define a custom texture to get custom clutters work it would be nice if sumone could explain how it's done. i'm already working on this for almost a week now . i also tried the suggestions made in this thread but still can't get it to work. so if some one knows how it's done PLEASE! thx in advance -
i tried to open it with visitor and get: wrong fileformat in file
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Mando Bombs and Mando Air Support Console
BadBenson replied to mandoble's topic in ARMA - ADDONS & MODS: COMPLETE
although i don't understand why it is a problem to use additional addons...thx for the quick answer about the wind. -
Mando Bombs and Mando Air Support Console
BadBenson replied to mandoble's topic in ARMA - ADDONS & MODS: COMPLETE
@Mando i was just dreamin... but maybe you could team up with him http://www.armabase.de/page/include.php?path=news&contentid=134 or them http://www.flashpoint1985.com/cgi-bin....t=70297 i swear if i could i would help you do it. but your console is a piece of art anyways. but i have one little question: could it be possible that slx's wind influence on projectile feature makes the single bomb run feature of your air support console not hit the target?!?! because i experienced the bombers throwing their bomb some meters(about 50 sumthin) behind the desired location... -
Mando Bombs and Mando Air Support Console
BadBenson replied to mandoble's topic in ARMA - ADDONS & MODS: COMPLETE
about the reinforcement chopper problem my suggestion would be to combine mando's INCREDIBLE stuff with one of the rope scripts (don't know if it's called like that). that would look cooler anyways instead of gliding down (too) chilled into the danger area...