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CHKilroy

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About CHKilroy

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  1. This is a highlight reel of my time with ShackTac in 2013:
  2. Sorry for the late reply! I just tried both your suggestions and I'm still getting issues. I'm going to shelve this for a bit and work on other things, but thanks for your guys' time and help. I don't want to frustrate myself with these tools too much right now since everything's somewhat tangibly still in flux; I'll return to this project of mine in a few months, and work on models or something instead in the mean time.
  3. For what it's worth, M1lkm8n, that didn't seem to help with the PNG-to-PAA issue, but I think I figured out what it was when Altis' release today reminded me of something: The issue seemed to have been that my P:\ and Arma3.exe Bulldozer files were set up using the development branch as reference, and not the stable build. Once I reverted back to the stable and set everything up using the stable files instead, my Bulldozer was able to properly convert the PNGs to PAAs on its own. However now I have a different issue: My Bulldozer window is entirely black and I can't see anything in it. Upon launch I get a Windows dialog about No entry 'config.bin.tooltipDelay' and then once in Bulldozer I get an in-game dialog that says No entry 'config.bin/CfgInGameUI/Cursor.known_target'. I looked across Google and found this thread with a similar all-black Bulldozer issue, but I can't find the option they found in their Nvidia Control Panel. My graphics setup is somewhat esoteric, which leads me to believe that it could possibly be related; I have both an Nvidia GTX 670 and an Nvidia 560Ti inside of my desktop. The GTX 670 is used for everything except for CUDA, with the 560Ti doing CUDA instead since its capabilities in that area are superior to the GTX 670's. Sealife: Yes, I have saved my PEW, but my Arma3.rpt is filled with various config.bin errors. The entire thing is much, much too long for the forums to let me post it, so here's a very heavily cut down version that retains the unique warnings and errors. I had no logs from before I rolled everything back to the stable build, so I completely deleted and reinstalled Arma 3 along with my P:\ drive. However now that I've done that I still get the config errors, and my Bulldozer screen is still completely black.
  4. Manually dropping my Layers folder onto ..\BinMake\Pal2PacE\Pal2PacE.exe produced a bunch of PAA files from the PNGs, but did not fix the problem from what I can see. The terrain is still untextured when viewed through Bulldozer.
  5. Oh okay, I went ahead and made a greyscale MCO of grass_green, and updated layers.cfg to point towards it instead. I get a loading bar during the generation of my Layers files, but I don't see a DOS window open when connecting to Bulldozer on my first run. I downloaded and loaded up the sample terrain of Rahmadi that BI released some years ago, but that too lacks textures when viewed in Bulldozer, and I don't see a DOS window at any point either. The M_ files are still PNGs in its Layers folder. When I was setting up my tools, I downloaded BI Editing Tools 2.5.1, ran Mikero's Arma3P.BETA.cmd to DePBO and transfer Arma 3's PBOs to my working directory, copy-pasted Arma3.exe and related DLLs to my working directory for an Arma 3 version of Bulldozer per instructions I read in a thread here, and then I updated my System Preferences to reference P:\Arma3.exe as Bulldozer's location. My system environment is Windows 7 64-bit, if that matters. Is there something I forgot, or some way I can troubleshoot why the PNG-to-PAA conversion DOS window isn't opening and doing its thing?
  6. I've been having no luck trying to get my satellite images to appear in Bulldozer. As far as I can tell everything seems to be set up correctly, but there must be something I've done wrong. Currently the contents of my layers.cfg are: class layers { class grass_green { texture="terrain\data\grass_green_co.png"; material="terrain\data\grass_green.rvmat"; }; }; class legend { picture="terrain\source\maplegend.png"; class colors { grass_green[]={{0,255,0}}; }; }; And the contents of my grass_green.rvmap are: ambient[]={0.89999998,0.89999998,0.89999998,1}; diffuse[]={0.89999998,0.89999998,0.89999998,1}; forcedDiffuse[]={0.02,0.02,0.02,1}; emmisive[]={0,0,0,0}; specular[]={0,0,0,0}; specularPower=1; PixelShaderID="NormalMapDiffuse"; VertexShaderID="NormalMapDiffuseAlpha"; class Stage1 { texture="terrain\data\grass_green_nopx.paa"; uvSource="tex"; class uvTransform { aside[]={10,0,0}; up[]={0,10,0}; dir[]={0,0,10}; pos[]={0,0,0}; }; }; class Stage2 { texture="terrain\data\grass_green_co.paa"; uvSource="tex"; class uvTransform { aside[]={10,0,0}; up[]={0,10,0}; dir[]={0,0,10}; pos[]={0,0,0}; }; }; All of the respective images being referenced exist, and everything seems to get generated into P:\Terrain\Data\Layers correctly, but none of the textures appear when I look at the terrain in Bulldozer. Right now the entirety of my mask_lco.png is RGB(0,255,0), so the mask isn't missing the color or anything. However all of the M_###_###_lco.png images in P:\Terrain\Data\Layers are solid black, unlike what I see in P:\a3\map_stratis\data\layers with its M_###_###_lca.paa images. Is the issue related to that blackness, and how my images are still PNGs instead of PAAs, or is it something else? I'm utilizing a section from Mondkalb's guide for this step of the process.
  7. CHKilroy

    Caribou Frontier

    The terrain looks great, man. Awesome job, thanks for making it.
  8. Every January, I edit together a montage of some of my favorite moments from the previous year's Shack Tactical sessions. This is my 2012 video: KT8ModpNifU
  9. As per the first requirement of the PDF, how do we notify Bohemia Interactive of new works we wish to monetize? For example, when it comes to a single YouTube video, do we email the two addresses in the first post with the URL and PDF attached? Assuming that is true, if we create a second video an hour later, do we do the same? Going on, if we create a third video the next day, do we change the date in the PDF and send the URL, etc, again? By all means spell it out for me, because I question the scalability of the system as I understand it, particularly for users who create and upload a number of monetizeable videos per week, unless there is a person at Bohemia Interactive whose job is "YouTube watcher."
  10. As of today (January 4th), Shack Tactical is officially six years old. Here's a video that I made recapping some of my favorite moments from 2011: NFco6q4XzO0
  11. There are a few missions in ShackTac that are considered classics because they can be replayed almost week in and week out while still being fresh and exciting. One such mission is Paradrop. The mission is exactly what it sounds like, a bunch of dudes with guns jumping out of airplanes, but for the sake of this post, I will quote from "The Airborne Invasion of North Sahrani," an AAR article that Dslyecxi wrote on his site back in 2008 when Paradrop was new: With that said, here is how last Saturday night's playthrough of Paradrop went: UuZ4RtyBD7s I feel kinda bad about screwing up the recording of my voice, so I've written subtitles for what I said, in lieu of my voice, to the best that I can remember. The mods used were ACE, ACRE, STHUD and STMovement. The island of Sahrani can be played as part of the CAA1 project.
  12. Did you guys see the AAN Evening Report from the other night? ONaCz7T74cw ACE, ACRE, STHUD, STMovement
  13. Sooo, we were coming in to land and clear a compound, we had experienced little resistance at the previous two so we didn't quite know what to expect... g8KB3jNfkwk The addons used are ACE, ACRE, STHUD and STMovement
  14. I'm getting a "Wrong CD Key" error when trying to install the Community Preview. I've tried running the EXE as admin, and running the EXE from the OA folder, but I've had no luck with either of those. I have a Steam install of Operation Arrowhead on a 64 bit version of Windows 7, if it matters. Edit: Fixed by starting Operation Arrowhead on Steam before installing the Community Preview.
  15. PFNG sessions are weekly events set up so that new-joins can familiarize and experience ShackTac's style of play outside of our big weekly sessions, it also allows for older members to experiment with leadership and vehicles and whatnot. This video is of me making an ass out of myself at one such session: B7x984QQieU Mods are ACE, ACRE, STHUD and STMovement.
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