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Evil_Clown

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Everything posted by Evil_Clown

  1. Evil_Clown

    Heightmap amnesia

    hi i forgot how to import the heightmap properly into v3, it says "cant import image, needs to be 16bit" but i saved it in 16bit so it should work. I had this problem some months ago but since i havent been working with maps since i have forgotten how i fixed it. I think i used some kind of terraforming software to import the image and then export it into 16bit, but i cant recall what the software was called, it wasnt wilbur or terragen. It was a small .Exe file. Please help me, i need to get the heightmap into v3.
  2. Evil_Clown

    Big townsquare

    whats the model name of the big town scare? Cobblestone-ish. Can't find it inside visitor, its driving me crazy
  3. Evil_Clown

    Big townsquare

    Is there any more northern-ish style?
  4. Evil_Clown

    RVMAT Templates!

    Well i would really want to know what the RVMAT file for the forest texture in sahrani looks like. And all the other RVMAT files that cant be ripped from the template island, like rock and north grass etc.. Does anybody know? Is there a template list for RVMAT files so that clutters look like they should? I know that there is a thread about RVMAT files, so dont link to it. If you have a good looking forest RVMAT file, post it in the thread please. I need something that works with the north-forest texture/ Pine trees.
  5. Evil_Clown

    The bridge!

    The roadbridge that runs through corazol for example, i cant find it. What is the modelname called and where is it located? Please answer
  6. Evil_Clown

    The bridge!

    Thx alot, need help with another object(s) now though. traficsigns, where are those located? Only found shopsigns.
  7. Evil_Clown

    Forest Generator

    Nice looking forests, can they be made by some kind of generator?
  8. I tried to add an unofficial addon to my map, a building. This is how i tried it: Un-pbo'ed the Pbo, put the folder in CA Loaded the .p3d in visitor, but got "Cannot load texture" When exported and in arma it says "Cannot load p3d" How do i fix this?
  9. Evil_Clown

    Adding un-official addons to map

    Thank you very much, i feel kinda dumb.
  10. Evil_Clown

    RVMAT Templates!

    So the text you copied is the forest fern rvmat? With all forest clutters?
  11. Evil_Clown

    Multiplayer logo

    i cannot figure out how to make a custom logo to use in mp, i have seen all the tutorials but i cant get it to work. i made a 256*256 png and uploaded it to armedassault.eu and then i put the link in my user in arma. but hte image doesnt show, help me im going f*cking crazy.
  12. What ways are there to get detailed DEM's from say Bosnia-Herzegovina? Or other useful heightmap related data?
  13. Im searching for the best heightmap program/plugin. Is there a program where you can import the flat image and then draw out hills and mountains until you are happy with the results and export it as a heightmap? In real time.
  14. Great idéa. Keep posting high quality material in this thread.
  15. So i got clutters to work, but how do i randomize the placements of stones and grass? Looks like everything is placed from a pattern now, stones in a row etc.
  16. Evil_Clown

    Buldozer cursor.

    How do i turn on the cursos in buldozer? I remember it was a big white cursor showing what terrain vertice you are on. Useful for finetuning terrain. Cant find anything in the manual.
  17. Evil_Clown

    Buldozer cursor.

    Last time i saw the cursor was on another computer, the first release of visitor 3. I found the controls but the h-key is mapped under " lasthelp". didnt find anything called cursor. I reinstalled visitor but it didnt help.
  18. Evil_Clown

    Buldozer cursor.

    The only tab showing up when i press F1 is Artificial objects. Where is the latest version of v3? I have version 3.0.0.0
  19. Evil_Clown

    auto veg

    so, all cluttermodels even not custom has to be packed with the map?
  20. Evil_Clown

    auto veg

    I need help. Im no config wizard. I renamed the bis textures to more easily names. But no clutters show up. It only says "cannot load -pathway-blabla.p3d." Here is my config. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#define ReadAndWrite 0 #define ReadAndCreate 1 #define ReadOnly 2 #define ReadOnlyVerified 3 class CfgPatches { class BirchIsland { units[] = {}; worlds[] = {BirchIsland}; requiredVersion = 0.1; }; }; class DefaultLighting; class DefaultLighting_CA : DefaultLighting {}; //+++++++++++++++++++++++++++\\ ///the definition of my own ground textures\\\ //+++++++++++++++++++++++++++\\ class CfgSurfaces { class Default {}; class water {}; class Bergsten : Default { access = ReadOnly; files = "Bergsten_*"; rough = 0.01; dust = 0.8; soundEnviron = "road"; character = "citysandClutter"; }; class Grovsand : Default { access = ReadOnly; files = "Grovsand_*"; rough = 0.03; dust = 0.9; soundEnviron = "sand"; character = "desertsandClutter"; }; class Ljusgrontgras : Default { access = ReadOnly; files = "Ljusgrontgras_*"; rough = 0.01; dust = 0.09; soundEnviron = "drygrass"; character = "grassdryClutter"; }; }; //+++++++++++++++++++++++++++\\ ///////the definition of my own clutters\\\\\\\\\ //+++++++++++++++++++++++++++\\ class CfgSurfaceCharacters { class citysandClutter { probability[] = {0.0005000,0.001,0.004}; names[] = {"grassdryLong","cityrocksmall","Cityrockbig"}; }; class desertsandClutter { probability[] = {0.010015,0.005001,0.003001,0.000670,0.00050,0.0002}; names[] = {"grassdryShort","Desertrockssmall", "Desertrocksbig", "Desertrockbig", "Desertrockbig2", "Desertrockbig3"}; }; class grassdryClutter { probability[] = {0.0500,0.0100}; names[] = {"grassgreenLong","grassgreenShort"}; }; }; //+++++++++++++++++++++++++++\\ /////////--island simple definition part--\\\\\\\\\ //+++++++++++++++++++++++++++\\ class CfgWorlds { class DefaultClutter { scaleMin = 0.9; scaleMax = 1.4; }; class DefaultWorld; // External class reference class Intro : DefaultWorld {}; class BirchIsland : Intro { access = 3; cutscenes[] = {"DesertIntro1"}; description = "BirchIsland"; icon = ""; worldName = "\BirchIsland\BirchIsland.wrp"; pictureMap = ""; pictureShot = ""; plateFormat = "ML$ - #####"; plateLetters = ABCDEGHIKLMNOPRSTVXZ; longitude = -40; // positive is east latitude = -40; // positive is south class Grid //OFP style Aa00 - JJ99 { //colorGrid[]={0,0,1,1}; //colorGridMap[]={0,0,1,1}; offsetX=0; offsetY=0; class Zoom0 { zoomMax=0.2; format="XY"; formatX="Aa"; formatY="00"; stepX=256; stepY=256; }; class Zoom1 { zoomMax=1.0; format="XY"; formatX="A-"; formatY="0-"; stepX=2560; stepY=2560; }; } startTime = 8:30; startDate = 07/06/2007; startWeather = 0.1; startFog = 0.0; forecastWeather = 0.3; forecastFog = 0.0; seagullPos[] = {1272.84, 150.0, 14035}; centerPosition[] = {2500, 2500, 300}; ilsPosition[] = {2545, 3000}; ilsDirection[] = {0, 0.08, 1}; ilsTaxiIn[] = {2495, 2725, 2495, 2850, 2508, 2860, 2508, 3000, 2520, 3010, 2545, 3000}; ilsTaxiOff[] = {2545, 2445, 2520, 2425, 2495, 2445, 2495, 2725}; drawTaxiway = 0; class ReplaceObjects {}; class Sounds { sounds[] = {}; }; class Animation { vehicles[] = {}; }; class Lighting : DefaultLighting {}; clutterGrid = 1.11; clutterDist = 55; noDetailDist = 40; fullDetailDist = 5; minTreesInForestSquare = 3; minRocksInRockSquare = 4; //+++++++++++++++++++++++++++\\ /////the real definition of my own clutters\\\\\\ //+++++++++++++++++++++++++++\\ class clutter { class GrassGeneral: DefaultClutter //main BI grass clutter { model = "\plants\clutter_grass_general.p3d"; affectedByWind = 0; swLighting = 1; scaleMin = 0.75; scaleMax = 1.0; }; class grassdryLong: GrassGeneral //my first definition of grass clutters, // see the first part, and find the corrispondence of these classes { model="BHD_m\vege\grassdry.p3d"; affectedByWind = 0.01; scaleMin = 1.0; scaleMax = 1.50; }; class grassdryShort: GrassGeneral //same goes for this class { model="BHD_m\vege\grassdry.p3d"; affectedByWind = 0.001; scaleMin = 0.70; scaleMax = 1.0; }; class grassgreenLong: GrassGeneral //same goes for this class { model="BHD_m\vege\grassgreen.p3d"; affectedByWind = 0.5; scaleMin = 1.0; scaleMax = 1.50; }; class grassgreenShort: GrassGeneral //same goes for this class { model="BHD_m\vege\grassgreen.p3d"; affectedByWind = 0.05; scaleMin = 0.70; scaleMax = 1.00; }; class Desertrockssmall: GrassGeneral //main BI configuration for rocks { model = "\rocks\clutter_stone_small.p3d"; affectedByWind = 0; scaleMin = 0.2; scaleMax = 0.4; }; class Desertrockssbig: GrassGeneral //main BI configuration for rocks { model = "\rocks\stone3_clutter.p3d"; affectedByWind = 0; scaleMin = 0.2; scaleMax = 0.4; }; class Desertrockbig: GrassGeneral //main BI configuration for rocks { model = "\rocks\stone4_invert.p3d"; affectedByWind = 0; scaleMin = 0.4; scaleMax = 0.8; }; class Desertrockbig2: GrassGeneral //main BI configuration for rocks { model = "\rocks\stone3a.p3d"; affectedByWind = 0; scaleMin = 0.2; scaleMax = 0.4; }; class Desertrockbig3: GrassGeneral //main BI configuration for rocks { model = "\rocks\stone4.p3d"; affectedByWind = 0; scaleMin = 0.2; scaleMax = 0.4; }; class Cityrocksmall: GrassGeneral //main BI configuration for rocks { model = "\rocks\clutter_stone_small.p3d"; affectedByWind = 0; scaleMin = 0.1; scaleMax = 0.26; }; class Cityrockbig: GrassGeneral //main BI configuration for rocks { model = "\rocks\stone3_clutter.p3d"; affectedByWind = 0; scaleMin = 0.1; scaleMax = 0.3; }; }; }; }; class CfgWorldList { class BirchIsland {}; }; Also, <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">soundEnviron = "road"; is this a path to custom enviromental sounds? Im not so interested in adding custom files, i just want to make the renamed textures to show up clutter.
  21. Evil_Clown

    Buldozer cursor.

    Nothing happens, i checked caps and it didnt make a difference. Are you in some special mode when you can see the cursor?
  22. Evil_Clown

    Buldozer cursor.

    Are you sure its "H"? It doesnt work for me
  23. Evil_Clown

    Heightmap amnesia

    Stupid me I googled wilbur and got something completely different, no wonder it didnt work!
  24. Evil_Clown

    Multiplayer logo

    Nope didnt work, image1.paa makes it scream Error still.
  25. Evil_Clown

    Multiplayer logo

    This is my xml from arma xml hoster. <?xml version="1.0" encoding="UTF-8" standalone="yes"?> <!DOCTYPE squad SYSTEM "squad.dtd"> <?xml-stylesheet href="squad.xsl?" type="text/xsl"?> <squad nick="J.B Cooter"> <name>Alabama</name> <email>J.B Cooter</email> <web>J.B Cooter</web> <picture>Image1</picture> <title></title> <member id="16839175" nick="J.B Cooter"> <name>J.B Cooter</name> <email></email> <icq></icq> <remark>J.B Cooter</remark> </member> </squad> If i put in Image.jpg it screams "ERROR!!!" And the image does not appear. http://sh.armatechsquad.com/J.B Cooter/squad.xml This is the image im trying to use
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