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beton

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Everything posted by beton

  1. beton

    i cant find the textures

    You have to unpbo all the pbo´s you want to use and put them to your p:\ drive. Normally you will find the textures in the "data" folders. Be aware that O2 is looking for tga files as standard but the textures are in .paa format.
  2. I have used icebreakers method too. Its the fastest way...i know.
  3. The mod is not adjusted to work together with ACE2, it may work or may not.. maybe you just try and report if any problems occur..
  4. About the road warnings... i think they are a remains of the former autoroadtool which does not work anymore. Accordings to the road´s settings this tool would have avoided big bank and angle values. As far as i know is only the ai taking unwanted shortcuts sometime but thats not really related to the roads. The road smoothing tool should "work" as always more or less because the roads are imported into visitor and handeled like any other road. I´m really happy that some dedicated guys are working on these tools... thank you
  5. Maybe he just forgot to swith to bulldozer after exporting. Without switching to bulldozer, no update of the .wrp file.
  6. Homer that looks really promising. If someone could tell me what exactly the numbers in the curves stand for i would try to modify some of the roads..for testing
  7. beton

    The best way to add roads?

    @ Lester: Is the 3d editor from mapfact suitable for arma2? Can it use custom objects? I have tried it when i was at the beginning of mapping in Arma1 and i just did not get it to work properly ( my fault). If it works for arma2 ...maybe it should be promoted a bit more since i think it was a nice tool...
  8. beton

    Fence Generator preview

    Maybe you and Homer and Lester should team up to give visitor the capabilities it is lacking right now... great work...from now on maps will become unplayable with AI:p
  9. beton

    The best way to add roads?

    Of course that works and i think most of us do it that way...but it takes a lot of training to get a "feeling" for the roads. I remember in the beginning of mapping i always ended in deleting roads most of the time. Having different methods to choose from is better. Homers method would be great to make roads fit easily to the satmap. And if one day the tool called Linemapper will work, we might be able to create roadnetworks from gis data. These things will be very helpful especially when making realworld maps... and it saves time btw. thanks for your effort Homer!
  10. The mod is not installed via Six updater. You don´t need anything else but you may use the newer version of Hürtgenwald and the Betons addons. The final version will be out ??
  11. wow... not tested yet but if that really works would be great. We might need some more dedicated people with scripting knowledge to make visitor better...
  12. beton

    AI Indoor Fighting and Positioning

    Well obviously the AI is not able to see through windowglass.. no matter if it is broken or not. If you are in a building with no glass in the windows AI will attack you for shure. Maybe glass should be removed from those buildings.. it is funny anyway if you shoot one window in a building all the other ones will be destroyed as well. So buildings without glass in the windows could be a solution.
  13. Sometimes closing and restarting visitor makes it visible in visitor. The other way may be the replace object menue....
  14. Yes, that should be ok. But remember Huertgenwald is also available in a newer version than provided with 31st normandy. Also you should consider using Goarma or Armalauncher or something like that to manage/start mods in an easier way.
  15. beton

    The best way to add roads?

    Does it need ace?:)
  16. beton

    The best way to add roads?

    I was thinking the same as bushlurker. One would have to test if the roads work for ai or not. As well a all the smoothroads scripts.. @ Homer jhonston: Are you using 3DE by mapfact in the video? That looks really impressing..
  17. beton

    The best way to add roads?

    hm... i wonder what those roads look like ingame. Do they really work? Maybe i missed something but normally roads start with a terminator...
  18. Ok... if your roads consist of shorter parts there should be no problem. About the effect... well thats trial and error... it is best to save, then use smothscript look if it fits you the go on... there was some discussion about this here: http://forums.bistudio.com/showthread.php?t=87452
  19. Hm... having the roadcreationtool open while switching to bulldozer has been messing up the roadnetwork (as it was reported by some people somewhere). Normally if you have a road selected and switch to bulldozer your focus will be on the end of the selected road... thats a bit anoying especially if you have a long road. You should not make too long raods anyway since smoothing and other roadoperations will not work anymore then....
  20. beton

    Green/summer Chernarus trees

    Maybe you want to join the "jointventure"?
  21. Hm... try to avoid capital letters in your config. As far as i remember i had some errors produced by that...
  22. Well... since i use a modified chernarus config, i don´t know much about this include thingy. But i remember i had this problem when i was playing around with modified Bis-plants. Maybe you should try and binarize your Island again. But you should empty your bintemp before. You could also have a look in the sourcepath settings... sometimes the "use sourcepath" in the options is not the best way..
  23. We will have a detailed map of the omahabeach area in the future... maybe like this: but that will take a while...
  24. the triple "s" is no problem since it is a name that is used... but you have this: class MB_soilGrassClutter { probability[] = {0.79,0.1,0.1,0.01}; names[] ={MB_GrassLong,MB_Grassshort}; ... you have 4 values in probability but only 2 clutter in names defined, but they have to be the same. You also have to leave a space after the "," like this: probability[] = {0.15, 0.5, 0.3, 0.1}; names[] = {"BTHBlueBerry", "BTHHeatherBrush", "BTHGrassCrooked", "BTHWeedSedge"}; hope that helped
  25. first copy the first patch in, overwriting the old ones... then do the same with the second patch...
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