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Everything posted by Edge
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Latest ArmA2 & ArmA2:OA Press Coverage | NO discussion here!
Edge replied to EricM's topic in ARMA 2 & OA - GENERAL
Never use German translator, learn some Czech instead. In case the translation regarding FSM Editor was of the same quality, let me add that the public release of this tool was not confirmed. -
We have tested something similar in order to make red-dot sights work as in real life, but unfortunately, the solution caused various graphical artifacts. As players normally don't look around while aiming, the feature wasn't regarded as critical and was abandoned.
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Congratulations, very impressive work!
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Thanks for the mission, Matt, I am looking forward to try it today. There are certainly some very promising changes there.
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Yes, AI teams capture cities, AI commanders purchase base structures and defences, AI teams are purchasing equipment (vehicles) on their own based on their type. The logic behind that may seem simple, but I would say it is sufficient.
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It will disappear after GameSpy game info is updated, you don't need to worry about it.
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For your information, the name is "Arma 2", not "Armed Assault". "Arma" stands for "weapon" in Latin (see Wiktionary), and I can hardly imagine better name for a war game. We would like to avoid usual "Something of Something" scheme.
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African and some tropical trees
Edge replied to berghoff's topic in ARMA - ADDONS & MODS: DISCUSSION
Nice pack, I agree with Mr Medicus on bottletrees though, making them look more like on the photos would be great. Awesome job, mate! -
Mike Melvin sounds like a good choice, he definitely has much to say about the background of CTI idea. Great idea, binkster. I would also welcome interview with CWR team; those guys has recently done great job with their "demo" release.
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Problems with 4096 map and sat-texture
Edge replied to Romolus's topic in ARMA : MAP EDITING (VISITOR)
Romolus, there is nothing preventing you to get textures in place on 4096x4096 map, except of some mistake in Project Parameters settings or paths in rvmats or layers.cfg. Maybe somebody will be better able to help if you tell us what is terrain resolution, Texture Layer size, Satellite Grid value etc. for your map. And of course, obey The Rule of Opteryx: check if all the paths in all the files you're using are correct. Phaeden, size of satellite texture and mask should be the same, 20480^2 px for both images is correct. -
Roads not visible in visitor 3
Edge replied to Nicholas Bell's topic in ARMA : MAP EDITING (VISITOR)
Planck, thanks for correcting the wiki page. Nicholas, my apologies for the nonsense, placing roads segment-by-segment is not that bad, I am looking forward to your map. -
Sea level differs between bulldozer/in game
Edge replied to Nicholas Bell's topic in ARMA : MAP EDITING (VISITOR)
Did you see the same issue on close range? It is possible to see some Z-fight when viewing coastal areas from greater distance, especially when terrain is flat around the costline. -
When you place invisible_road, it would be very useful to make the placeholder in your working data which has snapping points and the road copied to Resolution LOD, so that you could see it in Visitor and on the map. Feel free to PM me if you need any extra help with this.
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Sea level differs between bulldozer/in game
Edge replied to Nicholas Bell's topic in ARMA : MAP EDITING (VISITOR)
There is a tide in Arma rangin from 0 to +1 m above sea level. This feature is hardcoded and should not be influenced by a config. What you see is the mirror-like surface which actually is not water but is meant to simulate the wet sand, I guess this makes the sea level higher than in really is. -
Tree at xxxx, yyyy out of grid (x-axis)
Edge replied to .kju's topic in ARMA : MAP EDITING (VISITOR)
Try the script which deletes every object outside the given coordinates, should be pretty easy to put it together... -
They are in misc.pbo: misc\sloup_vn.p3d - big powerline pole (can be combined with sloup_vn_drat and sloup_vn_dratz - powerlines) misc\sloupyela.p3d - smaller poles misc\sloupyele.p3d misc\sloupyeli.p3d
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Does anybody have any good dted programs?
Edge replied to hypno toad's topic in ARMA : MAP EDITING (VISITOR)
Strange, I have no problems accessing them. Hope you'll be able to get it with download links: http://www.usna.edu/Users....tup.exe http://www.visualizationsoftware.com/3dem/downloads/3dem_setup.exe -
Does anybody have any good dted programs?
Edge replied to hypno toad's topic in ARMA : MAP EDITING (VISITOR)
Altough I am not 100% sure if they are capable of reading DTED, I would recommend you to try Microdem or 3Dem. If you can access ArcGIS somehow (at work, in university etc.), you can use it to export as grayscale TIFF image. -
Special Ground Textures (like in OFP) possible?
Edge replied to KKB's topic in ARMA : MAP EDITING (VISITOR)
I would simply use objects for anything more complex than an improvised landing pad (where some soil/sand texture with no grass seems to be appropriate solution). There are few Heli*.p3d models in Misc.pbo; however, you may want to either flatten the area or to make a model whose points' property for vertical alignment would be "fence" (which has performance impact, "on surface" flag can suit the model better and is used in Arma helipad models. -
Please, can you describe more precisely what images are black? Does it happen to data, or you see black surfaces in game/Buldozer? If you mean files in Layers folder starting with M (for Mask), and there is only one surface defined in your original mask raster (used as a part of input when Importing Satellite + Mask), it is normal and you have it right.
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You may randomize object pitch of the object up to +-90° in Tools -> Natural/Artificial Objects -> check Randomize Angle and add value. However, this function is random and the angle is limited. If you really need "rotated" house for your map, make a model yourself.
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90° turn - I would try to make a model first, define it as special part or as (really weird) crossroad (only A+C or B+C would be properly modelled) and try it in game. It may work... Opteryx, thanks for your PM.
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The truth is that making splines editor on its own is not a big deal, but implementing something like that into existing engine is not that easy. I am well aware of capabilities of splines and well acquainted with disadvantages of current system, and there are different things being worked on. However, there is no point in discussing them other than purely academic; roads system in Arma/Visitor3PE will not be changed. Shin, thanks for the paper. We have tons of papers like that, for spline representation of roads is vastly popular in various visualisations (e.g. Terrex stuff used by many specialized military sims), but as I say, "context" of performing such stuff in engine is extremely broad. Opteryx, please can you name the P3Ds with which this happens? Feel free to contact me by PM, maybe crippled model was released or you only set something in network wrong.
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It is, you just get less detailed satellite texture. If you set the project correctly, you may use smaller satellite images - this allows you to make really huge maps without need to edit impossibly big (=uneditable) input images. No, you probably forgot to change some path somewhere. You can name your texture whatever you fancy, provided you will not forget suffices (_CA, _NOHQ, _MCO). Also, for detail textures, try to use _DETAIL_CA and _DETAIL_NOHQ suffices (so for your "grass" texture, texture names should be: grass_detail_ca.png, grass_detail_nohq.png, grass_mco.png).
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Hm, not funny. Better luck next time... It is pretty simple - there was no need to create anything more elaborate when Arma was developed. Visitor 3 was made to create gaming worlds, not to reproduce real-life terrain. I feel your pain but there is no better way to do that in V3. Implementing any spline editor is not as easy task as it may seem, if you need to take various "invisible" features of our roads into account. Regarding the scripts - None of them are mandatory, but most of them are very valuable. In case of BI scripts, description of function is in the code, just open it in Notepad. I hope you have tolerant neigbours. You still have to make some nice surface mask and match it to map objects...