El Mariachi
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Everything posted by El Mariachi
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What does it take... to use ArmA2 objects in V3
El Mariachi replied to cbfasi's topic in ARMA 2 & OA : TERRAIN - (Visitor)
You can create forests in Visitor 3. The only problem is that they're perfectly square (a tree is at same place in every row/column) and kill the heck outta your framerate in buldozer. no randomization at all. -
I imported and reinstalled v3, but road textures are still showing up as white in buldozer (and gives me error that it can't find the texture), is there anything i can check? dir file structure: HAY\ca\roads2 map is in folder HAY\hayo1 do i have to make a hay\hayo1\ca\roads2 ? adding the forest/plant textures works just fine so far.
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road textures not showing up
El Mariachi replied to El Mariachi's topic in ARMA 2 & OA : TERRAIN - (Visitor)
So when I add objects, the objects have to be under the XX/ca namespace in order for it to be incorporated in to wrp so it won't load with errors in game? -
The best way to add roads?
El Mariachi replied to Raunhofer's topic in ARMA 2 & OA : TERRAIN - (Visitor)
I'm trying to add a road network in v3 and i added all asf1 roads (roads2), but I can't get them to curve left, even though the road curve list shows in both the left and right curve window. edit: nevermind, i was looking at it backwards. -
The best way to add roads?
El Mariachi replied to Raunhofer's topic in ARMA 2 & OA : TERRAIN - (Visitor)
No, its just if I add a road and look at it in buldozer. buldozer will crash immediately with that error. -
The best way to add roads?
El Mariachi replied to Raunhofer's topic in ARMA 2 & OA : TERRAIN - (Visitor)
I added a road as mentioned in the PDF on the first page of the thread, and I am getting the following error when I load bulldozer: "{error} LandGrid reference exceeded the range [1023,1023], it is [1360,1672]" I imported a 2048x2048 png, terrain cell size 10, terrain size 20480 satellite grid 496 -
Random Land Outside of Map ?
El Mariachi replied to csj's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Would this option enabled continue the ocean 'terrain' as well? -
Simple ArmA 2 Terrain Tutorial
El Mariachi replied to luki's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Note: if importing a greyscale .png, make sure it is set to 16 bit and greyscale in the png options (for instance, in Photoshop cs2, the "mode" option at the top should be set to greyscale and 16 bit). Else, your imported terrain will be pinched vertically in visitor (i.e. a 2048x2048 texture will show as 2048x1024 and will be 'stretched') 8 bit rgb color for both the satellite mask and terrain type mask. -
those rings are pretty sweet, almost like redrock canyon or any other stratified terrain
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importing pbos (objects) into V3/Bulldozer
El Mariachi posted a topic in ARMA 2 & OA : TERRAIN - (Visitor)
First of all I'd like to thank just about every thread in this forum for assistance with creating islands in Arma 2. I have had to bookmark about 10 threads in order to get it to work (with textures) in A2, and believe me I've had just about every problem (and still probably do). Since I have a textured island working, I'd like to place trees/buildings/roads etc. in it now. I used one of the quick tutorials that explained how to extract the A2 PBO's into the P:\CA folder. I have done that. However, I have looked at screenshots that show your objects panel in V3 full of roads/objects whatever, but in visitor when I open the dialog boxes they are blank. What do I have to do to get these populated? I have tried adding them (add... option in the dialog box) and it seems to put it in there but when I load buldozer it gives me an error (can't find the paa). Also, my f1 menu in buldozer is blank, and I heard you need a script to add functions to buldozer. Where can I get these? I cannot do anything in buldozer except move around the world and select (non existent) objects. I've tried a few searches in this forum but nothing seems to explain it. Any help will be appreciated. -
importing pbos (objects) into V3/Bulldozer
El Mariachi replied to El Mariachi's topic in ARMA 2 & OA : TERRAIN - (Visitor)
So what about the fact that it seems none of my pbo's have .cpps? -
importing pbos (objects) into V3/Bulldozer
El Mariachi replied to El Mariachi's topic in ARMA 2 & OA : TERRAIN - (Visitor)
yes, all configs are missing from every folder (plants, roads, etc) except buildings2. But not even the buildings2 objects are auto populated in my objects list. Ca/ca is the depbo'd ca.pbo in the addons directory of my arma2 install. -
importing pbos (objects) into V3/Bulldozer
El Mariachi replied to El Mariachi's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Ok, here's the pic of dir structure: I don't know what happened, but as you can see only the buildings.pbo have directories. I checked the extract of the P:\CA above where all the extracted pbo's reside, and only those two pbo folders had config.cpp's in them. I have tried using the pbo viewer and tried re-extracting, but it seems like there are no cpps in them at all. -
importing pbos (objects) into V3/Bulldozer
El Mariachi replied to El Mariachi's topic in ARMA 2 & OA : TERRAIN - (Visitor)
could it be missing .cpp files? I ran the depbo a few times and I don't think those ever popped up in the folder. I'll post a ss when I get home. -
Terrain creation/editing programs to import into Visitor
El Mariachi replied to El Mariachi's topic in ARMA 2 & OA : TERRAIN - (Visitor)
I'm creating all my terrain from scratch. L3DT is great for that, and the 3d preview is far an above better than Wilbur- it even lets you texturize terrain so you get an idea of how elevations may look in game. -
Terrain creation/editing programs to import into Visitor
El Mariachi replied to El Mariachi's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Madine's suggestion works great. -
Error compiling pixel shader PSTreeAToC:0 (1.03 update)
El Mariachi posted a topic in ARMA 2 & OA - TROUBLESHOOTING
The game loads to black screen and then crashes to desktop with the above error. This is after Steam updated arma to 1.03 I have an ATI card. Did my upgrade get hosed somehow? -
Error compiling pixel shader PSTreeAToC:0 (1.03 update)
El Mariachi replied to El Mariachi's topic in ARMA 2 & OA - TROUBLESHOOTING
All I have is a postprocess effects option that's disabled in video options. I still have the ugly noblur/hdr stuff going on. -
Error compiling pixel shader PSTreeAToC:0 (1.03 update)
El Mariachi replied to El Mariachi's topic in ARMA 2 & OA - TROUBLESHOOTING
Just confirming removing the noblur mod worked for me. I'll wait for a new version. -
Error compiling pixel shader PSTreeAToC:0 (1.03 update)
El Mariachi replied to El Mariachi's topic in ARMA 2 & OA - TROUBLESHOOTING
Wow. Thank you. I'll give it a shot. Next time I'll denote the mods I have installed. -
The file will auto update anyway. Everyone I know has had it disabled but it resets to default anyway.
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Can I put multiple 'OR' statements in a condition of a unit?
El Mariachi posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am going to define parameters in the init, but I would like to choose whether or not units will spawn depending on the parameter set. So could I put something like this in the condition of a unit? [param1 = 2] or [param1 = 4] or [param1 = 12] and will that unit spawn/not spawn depending on the param? -
Can I put multiple 'OR' statements in a condition of a unit?
El Mariachi replied to El Mariachi's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well I tried doing it before but it didn't seem to 'fire' correctly. Like, it needed all of those conditions present even though I specified OR. I just wanted one or any of those conditions to be true for the unit to spawn. It's pretty much since I'm going to define a startup parameter, where the host will choose what mission conditions they would like. -
Ambient Combat Module
El Mariachi replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I guess I'm gonna wait till I can get a hold of someone's DAC script edited for arma 2. This doesn't sound like it will work too well for MP, and on top of that you have to blacklist 90% of the map where you DON"T want things to spawn and it takes too long to configure. Why couldn't they make it as easy to configure as any one of the scripters? -
move units to object on trigger
El Mariachi posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I tried the following [c1, c2, c3] domove a1truck; as the onact for a trigger, but it does not move these units to the area. will i have to create a separate script for this or what am i doing wrong? i even tried creating an array, defined it units_c = [c1, c2, c3] units_c domove a1truck; but that doesnt seem to work either.
