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KKB

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Everything posted by KKB

  1. KKB

    Frame rate hit caused by jungle

    May I ask what the desired effect should have been? I mean, how should a house behave on a slope? (It may sound like an academic question, but it's not, I really want to know. Maybe a solution can be found, with the arma houses released as mlods now minor changes are easily done)
  2. What RockofSL said. I like to add, that after applying the rtm to the BIS soldier, I erase all LODs except for the first view LOD, all named selections (not the actual vertices related to the selections, only the selection entries) and all named properties. This way you get the proxy model down to about 2MB from the 9MB it had before. If you build a library of many different proxies it adds up. You don't need all this stuff, the proxy never shows up in the Game anyway. Just my 2 cents.
  3. Thanks! Always good to hear something official.
  4. KKB

    Does terragen work with arma

    Yes it is possible. You need to convert the ter file to a hightmap. Wilbur does that. I recommend 10m cellspacing in Terragen (going below that might give a performance hit). If you set up vegetation snowy peaks etc in Terragen I have no clue how to get that into Visitor. Anyway, to get the hightmap into Visitor read the "Visitor 3 Quick Tutorial" (it's the sticky thread in this very section of the Forum), it explains a lot.
  5. I wanted to do that, but now I want to know, too. Is there tidal simulation in ArmA? check this pic (location Harbour in Corazol, date 18.12.2007, between 6am and 5pm). I don't see any significant difference (pics taken when waves reached max)
  6. Speaking of tides, is there documentation (or does somebody know) the max high and low tide water levels (in relation to 0m as defined in the pbl file)?
  7. Quote from this thread: After reading this I'm pretty sure I understood the concept, what's missing is a way to create _mco textures. I'm also puzzled by the description of the _mco type in the BIKI: How do I get this 0.5 average? I can see the current average in the histogram, but I have no clue how to change it. Anyone here who can shed some light on this?
  8. KKB

    Work-chop-shop!

    Much appreciated! Amazing how many people have "bought" photoshop... Just in case there are others like me who don't have it, I was able to recreate this tutorial with GIMP and this plugin. Looking forward to the next installment of your weekly series!
  9. KKB

    Ladders?

    Well, looks like they only work outside the ca directory structure. My custom surfaces don't work, but i must have done something right, I can turn clutter on and of, but the rough, dust, and soundenv settings don't work, and that has nothing to do with a wrong path IMO, since the soundenv for instance is set without specifying any path. Any idea why it doesn't work? I'd also like to know if your Island goes through BinPBO with binarize turned on without errors in the logfile regarding buildings from the ca directory (I was only able to achieve this with my island in the ca directory), and do ladders from those buildings work? At this point I think it's the tools, not me, but i'd love to be corrected.
  10. I just tested with a piece of custom road i made, and the sound environment only worked correctly for the mlod object, in odol it didn't change (object placed with visitor). I guess the cfgsurface part is linked to the rvmat?
  11. KKB

    Ladders?

    I'm having the same problem. And it does work to a degree, the clutter settings work, but the roughness/dust/soundenv don't. I have no clue why.
  12. KKB

    Ladders?

    Let's do it then.
  13. Thank you, I didn't know that (as you might have guessed )
  14. Since all the BIS pbos have the rvmat files besides ODOL p3ds I thought that material info gets always read from the rvmat file. I don't understand then why the rvmats are in the BIS pbos at all if the info is in the p3ds itself? Not suggesting you're wrong, just wondering.
  15. If you add *.rvmat to BinPBOs list of files to copy directly and it should work IMO.
  16. KKB

    Ladders?

    I don't think so either. Mine is. But I don't think it should matter. I feel your pain. Would you send me your stuff over, maybe I can find the problem?
  17. KKB

    Ladders?

    No I didn't. I get this one too (about as much as you), but the others don't happen here. Do you use the RC3 version of all tools? (thats the only thing I can think of before we start to compare our p: drives file for file... :crazy_o: ) The tola thing doesn't happen here either. Besides some useful info I get a solid 1.5MB of logfile with only these two (but that doesn't seem to be important): Maybe someone 'official' has a clue?
  18. KKB

    Ladders?

    Just tested hlaska.p3d, works for me (only binarized). Does BinPBO give you an error regarding hlaska in the log file? Try unRaping all config.bin files in the ca directory. A quick way is creating a bat file like that: @echo off :getfile if "%1"=="" goto end echo Decoding %1 %~d1 cd %~p1 "C:\Programme\Bohemia Interactive\Tools\kegarmatools\unRap\unRap.exe" "%~n1%~x1" -s shift goto getfile :end echo All done pause Obviuosly you have to change the path to Kegetys unrap.exe so it works for you. Put the unrap.bat on your desktop or somewhere easy to reach, search your whole p: drive for config.bin, then drag and drop all found files on the unrap.bat file. It will create *.cpp and *.hpp files in the right directorys. Try BinPBO again (I think it parses the config files for entrys regarding the p3d objects on your map and if it finds ladder entrys it works that into the wrp file. I'm guessing here, but this way ladders work for me, so give it a shot)
  19. KKB

    Ladders?

    I don't know, but I didn't add anything to the config with regards to the building I unraped all config.bin files in p: (mainly to study how things were done) i have a KKB directory in the p: root directory, and in KKB i have subfolders for the things i work on, the island is in kkbisland. To binarize the island BinPBO is setup like that: Addon Source Directory: p:\kkb\kkbisland Clear Temp: yes Binarize: yes Options: Files to copy directly: *.pac;*.paa;*.rtm;*.sqf;*.sqs;*.bikb;*.fsm;*.wss;*.ogg; *.wav;*.fxy;*.csv;*.html;*.lip;*.txt;*.wrp;*.bisurf;*.rvmat Path to Project Folder: p:\kkb Use Source Path: no Addon Prefix automatically: yes I got the message with config class entries in the logfile too, but only for buildings without ladders anyway. Which building you try to use? I'll check if it works here.
  20. KKB

    Ladders?

    I know. I tested with garaz_tank something, only worked binarized. As far as I can tell they did, buildings show up on the map just like expected.
  21. KKB

    Ladders?

    You have to Binarize the wrp files. Pack the island with BinPBO from BIS and check the binarize box. I tried it with binarized and unbinarized islands in game, and ladders didn't work unbinarized. It takes some time, binpbo seems to check all p3d files you use. It also creates a log file with errors, for wrp files it has a lot, most them refer to some files in a poseidon directory that is not part of p:, I guess you can ignore them, but the ones refering to your wrp and p3d files might be helpful to fix bugs you didn't where there in the first place Also make sure to add *.rvmat to the "List of files to copy directly" field in options (I know *.wrp is there also, but wrp files get binarized anyway). If it works name your firstborns after me
  22. Thanks for the reply, I'll do it this way then I take it that the Quoted part of the Visitor Manual is obsolete, or is referring to something else entirely?
  23. Is there a way to get special textures to appear on top of the normal terrain, like the Fields and Heli Landing Pad Markings in OFP? There are textures like that in ArmA, take a look at heli_*_ca.paa files in \CA\misc\data. I thought this is the solution (from the Visitor Manual @ BI Community Wiki) This just doesn't work (Visitor from the RC3 Pack). I think its impossible to include them in the satmap, since 1px = 1m resolution is not detailed enough, and going more detailed is insane, and even if you had them in the satmap, they would disappear once the player gets close, since the generated surface textures take over (go to North Sahrani, on the satmap there are Fields, you see them from the distance but you'll never reach them, once you're there they become simple grassland. It's possible to map the desired texture on a plane in O2 and put the p3d on the map, but that doesn't feel right (and they wouldn't perfectly align with the surface), there has to be a better way. Any suggestions? Cheers, KKB
  24. KKB

    AI walk through geolod

    I think I did it. I tried first with a BIS fence (pletivo_wired.p3d) and sure enough, AI didn't walk through. But it confirmed at least that there was nothing wrong with the map or my objectplacement, so it had to be the model. I checked where my model and the BIS one differ (besides the look) and I had named selections in the View LODs and the weight in my GeoLOD wasn't evenly distributed (I was aiming for a low center of mass, which probably is not important for static objects anyway, as long as there is mass). So I deleted all named selections in the view LODs, geo and viewgeo have still the component01 etc from the component convex hull thing. and I did set mass to zero and then distributed mass evenly in the geolod, center of mass is now in the center of the box. I also did set mass to 100, since this is the way it is in pletivo wired, I'll try to set it higher later. I tried it and they stop. In my case the problem was either named selections in view lods or the unevenly distributed mass in the geolod. Hope this helps to fix your wall. Oh, and I have no config for my wall.
  25. KKB

    AI walk through geolod

    I've run in the same problem, and I would go as far as to say it is a problem with the game, not the model. The geolod in my model is one box. 0.6m thick. It is named, it is a component convex hull, the mass is 13000. I tested the durability: A tank breaks it (as it is supposed to), the wall stops the Hummer, the Bus, the tractor, every car except the fast ones, which will go through but are destroyed doing so (I can accept that). You cant fire throu, You cant walk throu, but here comes the kicker, place a squad on one site, add a waypoint on the other site and see them channeling Copperfield. They walk through, and no, it is not because the pieces aren't close enouugh, they don't care for that, they walk right through the center of one piece (interstingly though, always the same one). When I try to follow, the magic door has closed, no soup for me. The only compareable structure on BIS islands is the fenceline on Kolgujev which shields the Office of the Dentist. I tried the same, and they stop. WTF? Mhh, now that I think about it, on Kolgujev are two lines of fences right behind eachother, maybe thats it? will try later. Some Official Word from the fellows who wrote the engine and should know would be nice though. Who f*cks up, we or the OFP engine? Answer would be highly apreciated
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