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dead kennedy

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Everything posted by dead kennedy

  1. dead kennedy

    Satellite Image Overlap Issue

    Thank you, it worked! :bounce3: This time... But i still not understand the principle how it works. Would you kindly to shortly explain? And BTW maybe you know how to deal with this problem?
  2. dead kennedy

    EMF help

    Looks like the classic "Blue border problem". In Visitor 3 was a blue border on the left and bottom sides of exported EMF. The size of this border was one texel and there was a formula to calculate it - (Sat & mask image size) / (Terrain grid size). For example our image is 5120px and terrain grid is 1024. Divide 5120 by 1024 = 5 pixels is the size of one texel. To fix the blue border we have to add our texel size to the exported EMF, so export EMF in 5125 x 5125 and convert it to PNG. Then in Photoshop we have to delete 5px from the left and bottom side of the picture and receive the correct map that can be a base for further work. It seems this method don't work anymore in TB :confused: There's a picture of my project made by this method. Black is a real road, and yellow is a road as it marked on layers mask by the same way as in Visitor 3. As we can see, the offset is even more :mad: Obviously i haven't export the EMF in 5125 but only 1500x1500 (by the reason noted by topic starter) and have resized the map in Photoshop later. I think, we need some explanations from professional Visitor 4 users. I have asked SenChi (mapmaker of the Iron Front and DayZ Standalone), he answered that he does not use the EMF, but exports "Shapes to imagery" instead. The problem is shapes does not exports to imagery at all in our "civilian" version of Visitor :mad: At least the whole exported image is black.
  3. dead kennedy

    Satellite Image Overlap Issue

    I set texture layer to 40x40, but satmap still broken ingame. What's the problem?
  4. dead kennedy

    Impot object does nothing?

    That works, thanks a lot.
  5. dead kennedy

    Impot object does nothing?

    Does the WordTools files works with TB? I have pressed "import", choose my txt, and no object appears. I suspect the deal is the difference between WT and TB coordinates.
  6. dead kennedy

    Cannot load world ?

    What exactly happens when you try to load your world ingame? Are it CTD with any errors, or you just simply have a looooong loading scene? In the first case - at first double check all the pats in your config.cpp, errors in your rvmats should not cause such problems IMO. You may get the "North Pole" without any textures, but the world itself must load. In the second case you probably not binarized your world while packing, check the checkbox in addon builder.
  7. dead kennedy

    Import Objects - TB crashing

    It seems i have similar problem - http://ss.ssmaker.ru/e1a93e8e.jpg Looks like the crash occurs while loading objects from A3 (left-bottom line on screenshot). The A3 folder was created by Arma3P, and loading the same project in Visitor 3 does not cause any problems.
  8. dead kennedy

    NEW Visitor for A3!?

    Okay, how to import PEW with roads? I can import the WRP with all objects, but there's no actually road network, just single objects.
  9. dead kennedy

    [SP] The Iron Cowboy

    Take the role of a tank company leader in a large combined operation against a CSAT units. Command the company of 20 vehicles with HighCommand system, use the artillery support, mines and recon units to reach the victory. Approximately 45-60 minutes of gameplay. Mission type: Singleplayer Side: BLUFOR Gameplay type: Vehicles, HighCommand, Tactical Intro: presents Voice acting: fully Tips: The tactical gameplay means, that you must be acknowledged how the HighCommand and artillery support works. If you don't, just try the BI's showcase first, or refer to the ingame help. Wisely use your recon teams to avoid enemy's flanking. You can point the target for Archer with a laser designator. Just reveal the target, switch to the company's leader, call in an laser-designated artillery shot, switch back to your JTAC/UAV, point the target with laser and wait for the ordnance inbound. Your UAV has a limited battery charge, if you don't use him - land him. You can try to use a remote mining on a most probably routes of enemy's counterattack. Remember, that your enemies are widely armed with AT manpads. Invisibly and maneuverable - they can make a serious damage before they will be discovered. First observe, then regroup your units and strike decisively. Download from the Workshop - http://steamcommunity.com/sharedfiles/filedetails/?id=212656129 Download from the Dropbox - https://www.dropbox.com/s/e9tmlhv7l0p0mk8/dk_ironcowboy.zip Credits: Author - Dead_Kennedy Localization - Leet Voice action - Dead_Kennedy, Nonov Urbizniz, Tacti-Cool Thanks to - Vilas, HallyG Pictures:
  10. dead kennedy

    Various problems with A3 terrain making

    This is normal condition for those who mess with Visitor 3. I feel the same 2-3 times a week. In addition to strange brown pixels, my textures (both sat and mask) disappeared from the game. The Bulldozer shows them (with sand-glitches, but anyway), but ingame i have eternal winter. All i have changed - is 1. Satellite grid, as it suggested in this topic. 2. Added four new terrains to layers.cfg, config.cpp and maplegend.png, double checked all the paths. And what i get - 1. "Sand glitch" on edges of the textures in Bulldozer. Like in the Armed Assault era, where the count of textures per segment was limited by four. 2. Strange brown pixels in the mask segments, generated by Visitor 3. 3. The "winter" ingame. Does someone have any idea, what's this?
  11. dead kennedy

    Various problems with A3 terrain making

    Sure no, there's 11 color swatches in my template and on the allover map. And yes - there is a brown color in layer.cfg. But on this square - is 146% of white, black and yellow only. The single thing I wonder - an old restriction on 4 colors per mask segment from the Armed Assault time. Does Arma3 have it?
  12. dead kennedy

    Various problems with A3 terrain making

    Friends! Where there may be an error? I draw a layer mask in PS, save it as "indexed colors", and the end file looks like this - As we can see, there's no unwanted colors, only three - white, black and yellow. But after applying the layer mask to Visitor 3 and converting it to *.paa - there's a strange brown outline - Of course, ingame this looks weird. What might be causing this error?
  13. dead kennedy

    VeteranMod demo release

    Hmmm... Theres should be no changes with such settings as the "N" button. Double check your user actions just in case. And if you mean the Russian nigt vision binoculars - they are realy uses as binoculars, with a "B" button. This is a tribute to the realism - there's more NV-binoculars in the Russian army than the NV-Goggles.
  14. dead kennedy

    Podagorsk problem

    Colleagues! I managed to find out the cause of this bug with a little help of AusSnipe73 and my reliable source close to the BI :) This is a bug of water shader. It appears when more than one pond object renders in the screen (in the whole render zone even if we do not see them, to be exact). BI are acknowledged of this problem and all appearances - decided to not fix it. The object, that AusSnipe73 created, does not use no shader and causes no "Podagorsk problem", but looks some weird. However, it is suited for the swamps for example. We will try to test this bug on a different custom objects and look for the not so flat-looking solution. I'll send a sitrep to this topic if we achieve some success. And maybe release our pond here. Unfortunately, it seems that at this moment the "Podagorsk/Beketov problem" has no solution, and these islands are fully not playable under the Arma3 engine until the island-makers do not change all the ponds with no-shadered ones.
  15. dead kennedy

    Podagorsk problem

    Simply dropped all needed pbos and pretendted to not noticed multiple config errors :) This is enough for test purposes. Don't think this is a good idea, and BIS will happy to know this. In any way - new versions of the pbos are packed with a new algorithm and it will not work without a lots of fap with repacking of all this stuff.
  16. Three motorifle btns. and one tank btn., thanks for the correction. The tank battalion consists of three tank companies of three tank platoons for each, and there's only 3 tanks in the platoon. Again, US-EU scheme consist of four elements on each level. - two artillery divisions of self-propelled 152 mm guns (36 cannons). - one rocket artillery division of "Grads" or a something same (18 vehicles). - one AT "artillery" division armed with self-propelled and man-held ATGMs in fact. - one SAM "artillery" division of the "Tunguskas", if there is "Shilkas" - then this is an "anti-air artillery" division. The NATO brigade does not realy have so much "artillery", but they simply don't have a habit to call the SAM and ATGM units as "artillery" ones :)) So, the Russian brigade is smaller than NATO one in any dimensions.
  17. dead kennedy

    Podagorsk problem

    Not sure that this parameter are realy can affect this. You are talking about terrain.cfg, right? In fact, most custom islands haven't ponds, but i know htat this did'nt happen ot the Chernarus and Zargabad. There's must be a reason, but i can't find it.
  18. Nope, it seems like the mortar fire just has a such dispersion :)) I have
  19. Sounds little strange, because IRL Russian units from squad to brigade has smaller structure than US/UK/DE ones. Eight personel in the rifle squad in the RF vs twelve in the US squad, for example. Three squads in Russian pltn. and four squads - in the US one, three platoons in a Russian company vs four - in American/German. And so on up to three battalions in the RF brigade and four - in the classic scheme of our colleagues :lookaround:
  20. Which topic is actualy intended for a not technical feedback? :) I left a couple of words about my impressions in the neighbor one :oops: _____ Campaign looks great and even feels like there is an readable storyline :rolleyes: But - for the bloody sake of all Stratis goat population! - where is a scale in the battles? 95% of fire contacts are on distances below 200 m. In addition, there is some suicide missions, where the 8 or 10 frienldly units attacks a platoon of hostiles. It's looks fun and dynamically in the start, but then - such hysteria begins to annoy :j: Regarding the cutscenes - what the kind of fashion to put the "interactive cutscenes" everywhere? Are BIS realy think that cinemaborder and switched-off keyboard can substitute the real, the actual movie scenes between the missions? Similarly as in the case above - this looks interesting for first, second and even third times, but then - looks like the devs just were too lazy to make real cutscenes :)) So, 3.8/5 for a good scenery and splendid atmosphere, but too simplified gameplay :) Hope this is only the complication of the plot, and we'll see more realistic scaled battles and actual cutscenes in the "Adopt" and "Win" campaigns.
  21. dead kennedy

    Podagorsk problem

    Started the ticket on the bugtracker. http://feedback.arma3.com/view.php?id=15579
  22. dead kennedy

    Visitor 4 (picture) When?

    I do not hope that the V4 will be contributed to the community. BIS have not solved the epic and obvious problems with a "blue border", "shift+road" and so on for several years. And brand-new Arma3 brought us the brand-new misadventures like "Podagorsk/Beketov Problem" for example, and devs offer no solutions as usual. Do you realy think that they gives any care about terrain makers? The maximum we get with new tools on 31st. october (?) - is a new build of Visitor 3 and P:-tools, that will be compatible with a new Bulldozer.
  23. dead kennedy

    VeteranMod demo release

    That is a lie from the first word to the last. I have clearly explained the terms of use - Beketov is a part of the VeteranMod, and repacking/redistribution of the mod is NOT allowed. As well as any another changes of the pbo's or code for public use. This is the most common rule in the whole communty about user-made addons. Ask anyone here, in the modmaking section - we all know about this rule, we all try to strictly observe it. And if anyone of us accidentally makes a mistake (put someone's other texture in the addon and forget it, forget to list someone in the credits, or smthn) - it considered good manners to apologize and get a desired permission, or delete the disputable content to the hell out. That's the way, which any adequate community member behave. I have nothing to say anymore, we all see how Tushino are trying to polemize instead follow the clear author's conditions and community practice. So, Tushino "does not believe" in the author's terms of usage, that's the reason - brilliant! :) We do not respect content thieves, and will never respect them in the future.
  24. Good day. I was browsing the site of one of the game servers - Tushino - and managed to register on it. Unfortunately, I could not do it for a very interesting reason! Registration form asks to specify your ArmA 2 OA CD-Key :butbut: I want to ask only one question to experienced members of the community. Have you ever encountered similar situations when the site requires you to enter your CD-Key? It is normal practice or a kind of scam? The authors of the site explains it this way - they need you enter a CD-Key to generate a BattleEye GUID. Can me trust it? How a game publisher looks at a such request? Or could this be related to the massive sale of stolen/illegal/broken keys, that are widely spread in the Russian internets? Such as plati.ru, Placebo repeatedly wrote about.
  25. dead kennedy

    my cd-keys get instantly taken from me

    Are you, by chance, were not registered before that on such a site? http://forums.bistudio.com/showthread.php?135736-Bad-serial-number-given-in-setup-use-this-thread-for-help/page13
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