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Everything posted by beton
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Nice to see a new and promising idea rising... wish you best of luck.
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how to get my retex back to .paa
beton replied to victim913's topic in ARMA 2 & OA : MODELLING - (O2)
If you save your .tga in gimp you should unmark the compression. Then it should be no problem to open the .tga in texview. -
Looking very nice Bush... even if it´s fictional it somehow reminds me of something i know...:)
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help needed binarize problem
beton replied to =kct=blackmamba's topic in ARMA 2 & OA : BI TOOLS - TROUBLESHOOTING
Obviously there is no such file... p:\mosul\cfgSurfaces.hpp .. don´t know how your config looks like. Better search in the terrain(visitor) thread for more information. -
Maybe the problem is in your model? I always used the configs from the arma1 samplemodels... Otherwise ask PvPscene, he is the master of desaster when there is a question with the config.
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Seemed to work. Thank you...:)
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Hi.. some of you may have taken notice of the release of the summervegetation replacementpack some days ago. In the releasenotes i mentioned that we would be releasing an addonversion for islandmakers. Since after some days of more or less only positive feedback we(Bushlurker and me) decided to release the addonpack. This means every Arma 2 plant including clutter is available in summerdress now. This addonpack is only of interest for mapmakers for now as there is no island/map released which is using it. Thats why i am releasing it here. When i created wintervegetation for a map i realized that this would become a very big file... so if everey mapmaker made his own summervegetation this would result in many big addons, what is not very good. I thought it would be better to have one communityaddon every mapmaker using summervegetation could rely on. This addon is meant to be a cornerstone for an addon from the community for the community. This means everyone is welcomed to contribute all kinds of vegetation to create one foundation for hopefully many mapmakers using one addon. To make this addon suitable for multiplayer we need a key. This key is for now located on my hd:p so any new files added to this addon have to go through my hands at the moment. If anybody feels this should be changed and has a suggestion on how to organize colaboration.... feel free to say it. Note please: this is not the replacementversion but a standaloneversion which yet is not in use on any released map Usage of this addon is explained i the readme. So hopefully this will be the start ....and grow... http://www.mediafire.com/?2tvajpj44q5c11u http://www.mediafire.com/?e9e1892u487nd1d http://www.mediafire.com/?2av206hx41gg0dl http://www.mediafire.com/?uimtt43qgbnq3xb have fun...
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Resourcelink collection: How to make a map, beginning from the idea in your head
beton replied to ZeroG's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Well you edit the river by hand in Buldozer and visitor. Depending on the surrounding terrain that may be the best solution. There is also a nice script which was obviously made by gnat (maybe i´m wrong) and is much better than the one that comes with visitor. http://forums.bistudio.com/showthread.php?t=64864 Would be nice if this great thing would be developed further... :( Another way to edit your terrain in visitor is using roads and the smothing roads script from visitor....maybe you just search this forum since there was some discussion about height editing in buldozer and visitor quite a while ago. have fun :) -
Maybe you should try maskmapper... i think it should be possible with this tool.... http://community.bistudio.com/wiki/MaskMapper_Tutorial_for_Visitor_3
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Wall fence snapping in Vis3
beton replied to smokedog3para's topic in ARMA 2 & OA : TERRAIN - (Visitor)
As far as i know... snappable wall and fence objects were used in Arma 1. In arma 2 there is no such function. I made my own walls snap but i don´t think there is a way to modify binarized arma2 objects this way since you have to add memorypoints via oxygen. -
Wow very nice.. ..looking forward to see more. :)
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Hey this looks interesting... i tried to make use of this multimaterial thing too but without success. Is there any kind of easy to understand tutorial on how to use it in o2? ( obviuosly the rvmat basics only explain the rvmat) I´m a noob when it comes to stuff like that.
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Yes thats right... that´s what i did a couple of times. You can also make a backup and open two .pew files at once if you don´t have Buldozer running. Then you can copy paste the objects from one to another map... but always make backups...
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Maybe you should rise your minheight.... is your map an island or not? As it looks from here it´s not an island. How big do you want it to be 5x5 km or 10x10km? Maybe Try: - 2048 heightmap - squareSize=5 // for the possibility of better heightediting - sat and mask lco should be 10240 This would give you a map with ca 10x10 km, terrainvertices every 5 m and a sat and maskmap where 1 pixel represents 1 sqm of land. 5m terraingrid runs fine on most machines today.i used it on my maps... otherwise there is the possibility to lower the "terraindetail" and the "viewdistance" ingame. Regarding computers not becoming weaker in the future there should be no problem with performance. Remember that the Heightprofile is always linked with the colours available. Every distinct shade of grey represent a certain height dependind on your min and maxheight. If your minheight is very low this means a big part of your dark colours will be below sealevel. In vistor there is no way to define one certain colour as 0m sealevel. Its a trial and error game. I have not worked with L3dt yet but there should be a way to make it as Bushlurker may know....
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Wow, Tupolov... great work.... :) i think it´s time to open a new thread over at the "addons and mods discussion"
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Buldozer crash with Arma2P setup and OA1.54.exe
beton replied to commander1985's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Ok... for everyone having long loadingtimes with the arma2oa.exe v1.57... just tested i and works fine: - backup your bin folder and your arma2oa.exe from your p:\drive -Take patch 1.54 -extract Patch 1.54 exe with 7zip -go into ARMA2OA_Patch_1_54 folder -extract ARMA2OA_Patch_1_54.exe -go into "ARMA2OA_Patch_1_54\ARMA2OA_Patch_1_54\.rsrc\0\RCDATA\ALL" folder - there you find arma2oa.exe - from there go into "\EXPANSION\DTA" folder - there you find the bin.pbo - dpbo it - copy the bin folder and the arma2oa.exe to your p:\ drive - remember that once you have a shader mismatch error you have to copy the bin folder to your p:\drive again because one file in that folder is corrupted from that moment on and it has to be replaced. Ok.... this works for me and hopefully anybody else...:) have fun -
well... everything called ca\plants\.... is vegetation from arma1 you should replace all these paths with plants from ca\plants2\clutter... if you don´t have these plants installed on your p:\drive then you should do it first...
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Hi Darkxess... this may help, but have not tested that yet... http://forums.bistudio.com/showthread.php?t=101407
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Binarize.exe encountered a problem..
beton replied to commander1985's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Well... the "config class missing" is not really an error, just a warning. It comes from original bis files... maybe a wrong entry somewhere in the p3d. You can ignore them for now... they always appear but never make the map unplayable. ..maybe pvpscene can tell us more about that ;) -
Binarize.exe encountered a problem..
beton replied to commander1985's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Hi commander... pm sent. ...as far as i have heard you could also use the exe from an old betapatch. But i have not tested that yet. -
Binarize.exe encountered a problem..
beton replied to commander1985's topic in ARMA 2 & OA : TERRAIN - (Visitor)
For your stopping buldozer try to use an earlier Arma2oa.exe, the latest versions didn´t work for me either. I´m working with 1.54 on my p:\ drive. For the roads... you can adjust the viewsettings for all your roads... maybe that helps... don´t give up.. ps: what are your binpbo settings? -
[Tutorial] From Diffuse to SMDI
beton replied to max power's topic in ARMA 2 & OA : MODELLING - (O2)
Thank you very much for your effort... i hope once you finished your tutorials you put them all together for all us beginners. nice move... -
As far as i know... no way... maybe try to pbo it without binarizing but that may lead to long loadingtimes ingame...
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Binarize.exe encountered a problem..
beton replied to commander1985's topic in ARMA 2 & OA : TERRAIN - (Visitor)
... obviously you are missing the "core", you can find it in your games root in the dta.pbo it has to be in your P:ca/... too The plants2 has to be reorganized on the P:\ drive .... open the $pboprefix$ and you will see how the paths have to be... -
Binarize.exe encountered a problem..
beton replied to commander1985's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Hi Commander.. maybe you´ll have a look in the logfile binpbo created. There you may find a hint... It´s usually created in the same folder where your pbo is created...