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Edge

BI Developer
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Everything posted by Edge

  1. Edge

    Tank Fire Control Systems

    This mod is truly one of the most impressive Arma additions I've seen so far, although there are still some issues. Just a question - NonWonderDog, may you please name what other addons are needed and specify how to set them up? The function is there (I suppose), but I didn't see a complete optics view yet.
  2. Edge

    Buldozer doesn't load

    No, the dimensions seemed correct. Does the artifact occur on the map boundary? What is expected state? Did you check whether the paths in RVMATs are really pointing to textures in your addon?
  3. Snapping points are deleted from Memory LOD during binarization. I am sorry, but you cannot snap binarized models from unpacked PBOs. However, I would use manipulation in Buldozer and SetAbsoluteHeight script to level the pier models.
  4. Edge

    USGS seamless site issues

    What tool do you use for opening the USGS DEM? Or is it some online service with map browser? Please note that nobody can help you unless you describe your problem a little better.
  5. Edge

    Roads

    We did not use this road for the map, but you can make similar models yourself based on the unbinarized road P3Ds which were released lately. In-game map - you need to add a named property to a model, I suggest you to read Map Symbols on wiki for details. What do you mean by "manually"? Defining P3Ds as artificial objects or clicking teh sequence in Road Tool? Models should work either way, provided model has the Memory LOD with points from which road network is calculated. Some of the road P3D have totally wrong materials, I suggest to use only Road Tool AND unbinarized objects. It is possible to make your own working models. Same as in our recent discussion about addonmakers specialized on houses - would be great if someone will try to make e.g. desert roads... I am sorry to say there is not.
  6. Edge

    configs

    If you mean to adjust wave amplitude of the water body, it is done different way and I am not sure if this can be controlled by config at all. Roughness is surface parameter which tells engine how much speed of vehicle is affected and how "bumpy" it is for vehicles. @Allie: You're welcome; feel free to describe how you did surfaces definition either here or on community wiki. BTW the terrain you are making look very interesting.
  7. Edge

    configs

    You should define your surfaces properly in some config, example is for roads, but works for detail textures as well: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgSurfaces { class Default {}; class Water {}; class Roads: Default { access = 3; files=silnice*; rough=0.005; //roughness of surface, affects bouncing dust=0.01; //how much dust is generated by vehicle soundEnviron = road;//what sound class will be used when walking or riding on surface character=Empty;//name of surface character }; };
  8. I meant this: Project A is your project, which terrain you want to change. Project B is created just for the purpose of importing terrain to Visitor. You copy from B to A, no need to reimport sat. imagery. But import of terrain from image should work. How many objects are there in your project?
  9. Edge

    Do the Bis Team hate Russia?

    BIS team likes Russia, that's why there will be so many Russian units and vehicles in A2.
  10. Allie, did you try to select the terrain cells of runway and change the height to constant value? There si no need to import anything, just to edit. Opteryx, I guees you can import terrain to another project and copy it to target project by parts using Past Absolute.
  11. Edge

    objects

    I would say PBO names are self-explanatory., but if you insist... buildings.pbo - buildings, check subdirs as well misc.pbo - miscellaneous landscape objects plants.pbo - trees, bushes, small plants rocks.pbo - boulders and rocks roads.pbo - sort of useless, unbinarized roads will be part of full V3 package
  12. Edge

    WGL server?

    Closed on Pulverizer's request.
  13. You may use a custom config, called by -cfg parameter defined in menu "Tools" > "System Preferences" > "Command to launch Buldozer". I am not sure if this works in Release Candidate, feel free to report if you encounter anything suspicious. Visitor 3 Manual - Installation and Setup (Edited typo.)
  14. Edge

    png into V3

    Sad but true... Currently there is just a skeleton with basic info on wiki, let's hope some of those who succeeded will share their knowledge. Sometimes it is only about ading a sentece or two...
  15. Edge

    Eden oh Eden

    Amazing work, mr.Flea. Maybe you could join Cold War Rearmed - as far as I know, there's very nice and polished Everon in development, but Kolgujev still waits for its designer. In your mask, you may keep beach sand and underwater areas both in colour of sand, unless you have special underwater surface...
  16. Edge

    Tutorial for Visitor3 ?

    The old files can be kept there, Visitor should recognize what has changed and will replace only segments which are different from previous version. Takes a little extra time for Visitor, but saves you lenghty segments conversion. Of course, you need to have same import settings, sizes etc. (If this does not work and V3 crashes, it is considered bug.)
  17. No worries! This issue was found by ourselves and fixed few days after RC was released. I probably mentioned this already (I recall someone asking in Visitor Tutorial thread ).
  18. Edge

    Buldozer Camera keys

    You didn't miss anything, but I think controls of Buldozer are not that bad. Need some getting used to, though... If I want to go "somewhere else" on the map, I switch to Visitor and I'm brought to that location in Buldozer. Mouse movement is there because of object editing, you are not supposed to "travel" long distances by mouse. Holding LShift accelerates the movement, did you try that?
  19. Edge

    Tutorial for Visitor3 ?

    Better visual appearance and complex maps require a more complex tool, which should be capable to employ as much user-made content as possible. Open architecture of Arma also requires a bit of knowledge, skill and determination on modder's side. Tools are meant to produce nice and complex environment, not to allow everyone to start producing dozens of maps in a day. Why should we write another Photoshop as a part of Visitor, when we can use one which is already available? Besides, you can use many other free softwares to create textures. @Alex.Sworn: Nice effort, man. Do you plan to translate the tutorial?
  20. Edge

    Rahmadi Extended

    Nice one, Opteryx! Now just finish surface textures and mask.
  21. Gunny, it seems that you mix the word "map" meaning a mission (scenarios created in Mission Editor in game) with the map which means game terrain and which is subject to discussion in this part of forums. In such case, asnwers that work could be found in MISSION EDITING & SCRIPTING section. Regarding inserting ammo crates in mission editor, hit F1 to switch to adding units, double click, Side must "Empty", Class "Ammo", then you should be able to choose from several types of ammo boxes (Unit). To edit someone else's mission, you need to unpack it (community PBO unpacking tools for OFP should do) and copy the mission folder (e.g. MyAssaultMission.Sara) to c:\Documents and Settings\username\My Documents\ArmA\missions\ folder. Then you should be able to load it in Mission Editor.
  22. Edge

    Existing maps and ammo crates

    Gunny, it seems that you mix the word "map" meaning a mission (scenarios created in Mission Editor in game) with the map which means game terrain and which is subject to discussion in this part of forums. In such case, asnwers that work could be found in MISSION EDITING & SCRIPTING section. Regarding inserting ammo crates in mission editor, hit F1 to switch to adding units, double click, Side must "Empty", Class "Ammo", then you should be able to choose from several types of ammo boxes (Unit). To edit someone else's mission, you need to unpack it (community PBO unpacking tools for OFP should do) and copy the mission folder (e.g. MyAssaultMission.Sara) to c:\Documents and Settings\username\My Documents\ArmA\missions\ folder. Then you should be able to load it in Mission Editor.
  23. Edge

    Crop Blue Edge?

    Sorry, I meant the Texture Layer, of course. (edited my previous post to not to confuse anybody else)
  24. Edge

    Crop Blue Edge?

    Opteryx, could you try increasing Texture Layer Size to 60x60 meters? Should work better, too low Texture Layer size (=mapping of more detailed texture squares on terrain in the scene) can hurt the performance or destabilize the engine. Ofp2, explanation of all these values will follow as promised.
  25. Edge

    Crop Blue Edge?

    Strange... Please, can you post how big your sat. texture is, how you cut it and what is your Satellite Grid value?
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