Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

  • Medals

Community Reputation

2 Neutral


About beton

  • Rank
    Gunnery Sergeant

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. beton


    Those trenches are objects i made using the sandbag mlods from Arma and my own "modelling skills". In Bulldozer i lowered the terrain and placed the objects. The mapgrid has to be 5x5m or smaller.
  2. beton


    Well ... these are some of the trenches i made for my unreleased "sector Dog green" map some years ago. They work great in pvp while AI had some problems. I think i need to port my map over to Arma 3 and test again.
  3. beton


    hi Scott You have to create your trenches in o2 or whatever first and make them an addon. Then you can use them on your map. They are an addon which has to be loaded with your map. Of course you can not be sure that the AI will use them the way you want.
  4. This happens for me too. @ Jakerod First of all a big thank you for your effort and taking all the criticism from people out there. Followed your abc_sample and it works... but in Buldozer i can´t see any Sat-texture. Also in the processing tab of the mapframe the "convert into paa..." is greyed out --> only .png files in my layers folder. The "TB" newly created folders don´t seem to be used anyway... apart from the cache folder. After a complete deinstall and reinstall of the Tools and a run of A3p by mikero i started a try with my own data. It worked out quite well ...apart from the missing Sat in buldozer. So i deleted my project and retried from scratch and now i´m not even able to create the layers because of the "Default Satellite File is Missing" error. Testing your tip at the moment.... thanks again...
  5. beton

    Breaking BIS autor wrights???

    Maybe someone should tell him which game he ripped his models from ? http://www.oovee.co.uk/forum/files/file/470-land-rover-defender/ People are strange... :confused:
  6. Hey Steeo, i really don´t understand your Problem. Most people which might play the gamemode have A2 and then can use AiA. If not ... they can still use A3MP or buy A2 and then use AiA. You have to understand that it can be quite annoying if you have released something with a general approach and then ppl come and just want to use and re-release parts of the mod saying it´s too big and i only need a small part. In the end all the players have to download two or threetimes because every mod and mission is using and containing some parts of the original mod. No offence ... but my opinion is just AiA for the ones who have the full arma anyway and a3mp for the ppl who don´t want A2 on thier hd for different reason.
  7. If i remember correctly... you hold the lmb and then press pgup or pgdown to move the object up and down. :) ---------- Post added at 00:05 ---------- Previous post was at 23:56 ---------- Hope i didn´t get you wrong but there are already two scripts for Visitor... one for showing absolute height and one for setting the absolute height of an object.
  8. Hi Alwarren, first of all thank you very much for your effort. I have a question but don´t know if it belongs here. If i want to use multimaterial for my model... is there any way to make the real textures visible in Blender instead of just the rgb mask? This would be important for making the lowres Lod of such a model. Obviously it is possible in max ( http://community.bistudio.com/wiki/Multimaterial ). I have already been searching some of the Blender-forums but haven´t found a solution.
  9. Everyone who is into Modding will get in contact with this great toolset once in a while. But... at least i have sometimes problems knowing how to use them or even more important what can be done with all these little dll´s and exe´s. Maybe some of the regular and more experienced users could describe how and when they use the toolset and let me and the other Dummies participate in their knowledge. Thanks in advance ... :)
  10. Hey Kju, first of all a big thanks for your effort.:ok: I think, you know best what to do to achieve what you are aiming for. Since i own all the Arma stuff it doesn´t matter for me if if you just repack or do the full standalone. I don´t know how the serveradministrators think about it. Most important for me as a mapmaker is that the compatibility to the old custommaps is given (like the pondproblem). Another thing that would be great to have was something like a big coordinated pool of gameassets for the mapmakers which are until now spread everywhere. So everyone would just have to update this and every mapmaker could rely on that stuff as if it was the original assets from Bis. Of course this would need people who make and give their stuff and somebody to coordinate and update if needed. That´s my thoughts
  11. beton


    Oh i see you managed to get it up and running.... nice to see the Addon makes someone happy so long after release :)
  12. Well, it´s a shame this plugin was removed. I wish leopotam would at least have let the download persist. The 2.63 version seems to work with the latest 2.66 blender. So if there was an ok by leopotam i could upload them too.
  13. Hey Topas, your units are really very nice. Hope you finish your mod one day... if not for Arma2 then Arma3 maybe.
  14. Thanks for keeping us updated...:)