FatWombat
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Everything posted by FatWombat
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Here's a screen I took in a co-op game last night-
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Run aound on that same texture on Nogova (NE of airport is one place its uses) and you'll notice it sounds like grass there too You could make it sound different by defining  it under CfgSurfaces in your islands config.cpp.
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Sweet, been waiting for this to come out for ages. Its finally here!! One great chopper pack, thanks Nasha Armiya
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Yes, its only ground textures that are replaced...they are now 512x512 instead of 128x128, it reallly makes a difference ingame when you arent looking at a ground that is as blurry as hell The screenshots dont illustrate this very well. I thought more people woulda been happy about this....personally I been waiting for someone to do higher res textures for the islands since Nogova came out.*Sigh* Oh well...here is Maldens redone texture set incase anyone wants it. Download here. Backup old Abel.pbo in OperationFlashpoint/Dta/ before installing.
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So does this mean I can release this or not? Or you don't know either? lol Anyway, I spent half of today redoing Malden, will start uploading the file soon (gonna play some MP first), will post download link when its done. I did all textures myself except a couple which Kegetys posted on Visitor forum so I know I can release this one at least Same deal as everon one...it replaces the texture .pbo, so it changes default Malden. Theres no new .wrp or anything. Heres some screenshots (I turned brightness up a bit this time)-
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No, there is no new .wrp file, I just wanted this to change appearance of original Everon Heres a couple screenshots to compare old with new-
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I would say thats your problem...
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No, just those 2, unless you're using custom textures...but your island should show up in map selection of mission editor if config is setup properly anyway. Maybe if you post your config.cpp someone can help
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Finnish defence forces mod 1.0 released!
FatWombat replied to feersum.endjinn's topic in ADDONS & MODS: COMPLETE
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1- Which forest .p3d's are you trying to use and are you setting forests up the way it says in Kegetys tutorial (the one from breathe site)? If you are using forests from resistance check this thread for correct .p3d's to use. 2- No idea, sorry Â
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Very nice Kegetys, most of these don't look "repeating" at all Thanks for letting us use them
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Isn't l4.tga a sand texture?
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Try deleting your .wrp and re-exporting, it seems that sometimes Visitor won't overwrite an old .wrp file when exporting. Not sure though...
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Well, just tried ingame and it seems ai will only call out co-ordinates up to J anyway
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I just had a look in Voice.pbo and alphabet goes all the way up to Z Never actually heard them say zulu, oscar, sierra etc ingame. Would be good to have AI calling out different co-ordinates on a new island. "Need repairs, postion, Romeo, 34421" or something
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Woah, purple? lol Can't wait Colonel_Klink, these look pretty good and I was just thinking earlier today that it'd be nice to have some new plants and stuff to use on my island
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There's a good reference for objects in o.pbo at OFPEC. Has pictures with filename under each pic. For data3d.pbo have a look at CiA's site.
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You probably have an older version of the industrial pack KoolKid101, download version 2.1
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Here's grid setting for a 512x512 map- <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Grid { offsetX=0; offsetY=0; class Zoom1 { zoomMax=0.200000; format="XY"; formatX="Aa"; formatY="00"; stepX=256; stepY=256; }; class Zoom2 { zoomMax=1e30; format="XY"; formatX="A"; formatY="0"; stepX=2560; stepY=2560; }; }; Heres the original grid settings (from config.bin)- <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Grid { offsetX=0; offsetY=0; class Zoom1 { zoomMax=0.200000; format="XY"; formatX="Aa"; formatY="00"; stepX=128; stepY=128; }; class Zoom2 { zoomMax=1000000015047466219900000000000.000000; format="XY"; formatX="A"; formatY="0"; stepX=1280; stepY=1280; }; }; I'm pretty sure grids DO have to be from A-J & 0-9. The radio speech doesnt go above J (Juliet).
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Finnish defence forces mod 1.0 released!
FatWombat replied to feersum.endjinn's topic in ADDONS & MODS: COMPLETE
Don't know if anyone has mentioned this yet (15 pages!), but the new Everon (Karjal) doesnt have its airport defined, ai just try to land in the ocean somewhere south of the island And I'm being picky here, but the runway textures dont blend with the other ones Surely it wouldn't have been too hard to copy/paste Everons airport definition into the new islands cpp? Anyway, lotsa fun to be had with this mod, keep up the good work FDF team! -
Define your texture as a variant of the surface type you are placing your runway next to. Tools>Textures>select terrain and surface type>click edit>click add.
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I'm not quite sure what you are trying to say here. Are you trying to export or import a wrp? Buldozer doesnt need a wrp to view an island, it uses the .pew file.
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Looks like you've changed evrything to 0 in the height boxes? I have left mine at the default levels and havn't encountered this problem. Not sure if changing them back to defaults will work but its worth a shot.
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Hmm, folders and extracted files!
FatWombat replied to Vassili's topic in OFP : MAP EDITING (VISITOR)
This post "Using multiple pbos" has the info you need to setup Visitor & Buldozer properly. -
I think setting your road/crossroad definitions to "automatically align to surface" might fix this.