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landdon

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Everything posted by landdon

  1. landdon

    Bring Old vehicles and Equipment Forward

    No this is not a thread to about how modern the in game assess should be. It is about the desire to see the past items brought forward to be able to be used in Arma 3. I have no problem with what Bohemia did, it was nice and I enjoy it today. You are missing my point and that is I would like to have seen Bohemia, provide DLC that reflects past and current assets. The public does a fine job, but they do contain errors and conflicts at times,. Additionally, every time a patch comes out you run the risk of those add-ons being broken. So again you have to wait to see if the care to fix it or not. Modder's bring inspiration and yes unique thinking and items, They are needed. I'm entitled to my opinion, and I have the right to encourage bohemia and mod makers.
  2. I hope that Bohemia would give some serious thought about bring the older [Cold War Assault, Arma, Arma II, Cech, PMC, Britsh} vehicle and equipment forward into Arma 3 as DLC. I understand the modeling folks were getting bored, but I believe there are plenty of folk out that would like to see it.
  3. landdon

    Bring Old vehicles and Equipment Forward

    I well aware of fan based addons, and I thank you all for your assistance. But I would prefer Bohemia produce material, though they may no make any for Arma 3, I hope Arma 4 will be different and the creator will provide today's equipment and not futuristic equipment.
  4. I have a request and a suggestion. It seems your are lacking Submarines, which would play a key role in special operations. I would suggest contacting "Gnat", I believe he created or assembled a submarine pack. Which contained a Los Angeles, Delta, and Akula Class submarine, if these could be legally imported and modification made to bring them up to Arma 3 standards it could same time and provide some good targets/enemy vehicle. I would suggest making or creating the Sub-launch Missile as a separate item for mission makers. I had a great mission in mind but, I couldn't get the missile to be an object to place in a log bed truck.
  5. Does anyone know how to make a popup target move left to right? I have depboed the bootcamp file but I'm not sure what is causing it. Any help would greatly be appreciated.
  6. landdon

    United States Air Force

    The Scale of the terrain is ever going, so I don't see the problem at all. Soon we could put all of the old "Cold War Crisis" island with sufficient detail to have a heck of a campaign map. So I say keep them coming!
  7. landdon

    Is Arma 3 a reasonable replacement for Arma 2?

    I am impressed by the engine and the size that the terrain maps can be created for the software. Though the new military hardware is futuristic and I understand the modelers would like to create something new, I still would like to see all of the past ARMA2, Armed Assault and ARMA: Cold War Assault gears, weapons, maps and units updated and brought into ARMA 3. I'm not talented to do it myself, and am I not a fan of the digital camouflage pattern on everything. I would certain pay money and purchase them if they were created as DCL add-on material.
  8. landdon

    United States Air Force

    The KC-130 Tanker will fit in, we'll call it a MC-130 Combat Spear! I can indeed improvise, adapt and over come! Go AF!
  9. landdon

    United States Air Force

    Off we go into the wild blue yonder, Climbing high into the sun; Here they come zooming to meet our thunder, At 'em boys, Give 'er the gun! (Give 'er the gun now!) Down we dive, spouting our flame from under, Off with one helluva roar! We live in fame or go down in flame. Hey! Nothing'll stop the U.S. Air Force! THANKS ALL OF YOU FOR MAKING THIS HAPPEN!
  10. landdon

    [WIP] USAF Air Asset MOD

    Hmmm could be a reason for that... ---------- Post added at 22:51 ---------- Previous post was at 22:39 ---------- Delete
  11. landdon

    [WIP] USAF Air Asset MOD

    Congratulations in regards to your promotion, I know it is certainly a big change from being a SrA and as a former Security Specialist the duty schedule, training and deployments can consume a lot of time. The mod is shaping up quite nicely and I have no doubt it will be well received. It is really great to see people like Soldier290, you and the folks involved in this project bring our service into the light, showing the world what the United States Air Force brings to the fight. I would like to suggest and recommend that you consider creating a "Boneyard" USAF Mod, to place the models into once the airframe is retired for active duty service instead of making them unavailable. I personally like and defended many of aircraft and weapons system when I was on active duty, so as you can understand I have soft spot in my heart for the "Pave Lows", "Pave Hawks", "Jolly Greens", "Eagle" and others. Today with all of the on going force reductions, who really know what will or will not end up at DM in the end. But by placing them into my suggested " USAF Boneyard" mod, us old timers will still be able to play with some of our favorite toys and the work will not disappear. V/R Landdon
  12. landdon

    [WIP] USAF Air Asset MOD

    Just a suggestion, but wouldn't it be more appropriate to have the B-1 and B-2 assigned to Global Strike Command. In regards to the KC-135, C-130, C-17, and C-5 Air Mobility Command (AMC) owns the most, with Air Force Reserve Command (AFRC) coming in second. A-10 are spread out to AFRC and USAFE. I shutter at the thought of the Air Force returning to the Army and besides even the special forces folk have to call 911 once in a while. Best of luck with the project, it would be really nice to finally see some more USAF in the game. I walked around many of these Aircraft back in the day as Security Specialist, back then it was a lot like the army. But we still had more brains, who else can go get their officers to fight? LOL :o
  13. landdon

    ArmA II / OA Installation problems

    WOW, I have the same problem, sent a trouble ticket in and haven't received a response yet. I have purchased the PMC, BAF and the ACR DLC and well, and they are offering no corrective measure. Not good customer service with a response like that, BI needs to fix it. Until then I would recommend removing the PMC and BAF DLC content from Steam and remove PMC, and BAF DLC from their store as well. It would appear the ARC DLC will install on Windows 8 Pro, at least it did for me.
  14. landdon

    Blackhawks by YuraPetrov

    Ok, I some pictures of the problem. Do you want me to post them?
  15. landdon

    Blackhawks by YuraPetrov

    I have the same problem and I use a ATI 6750 Card with 1 gig of memory. I did some research and noted that Gachopin's 53s and one other project has the same type of problem at least. It would appear that artifacting errors occured during the baking process for the texture map. Could that be the problem?
  16. Yes, I have seen then these. There is a lot of talent in the community. But the are many addons that get started, I am hoping for both creation and public release.
  17. I hope that one day someone will make and release a C-17 and a Antonov An-12.
  18. Woot! Please keep this project alive!!! Finally, some more USAF equipment!
  19. landdon

    Blackhawks by YuraPetrov

    Some sweet looking birds! Love the beta I have on hand! Please tell me that you will be doing some USAF Birds as well!
  20. Hello all, After years of admiring everyone work, I have set out on the journey to learn how to create Arma 2 terrain. I have successfully completed several tutorials and use them as my bibles. I am currently building myself a custom map based on Bushluker’s source file for Limnos. I have been successful in getting it into the game, and recently with the help of this forum resolved the map grid system. Currently I am try to perfect or update the Sat_Ico.png, by removing the Google map information that came over during the Sat_Ico.png creation. I’m using Adobe Photoshop CS 6, and have a question for those that are familiar with the program. I would like to know the difference between "Flatten Image", "Merge Visible, and "Merge Layers"? Specifically, which one does not increase file size or increases it in the least? V/R Landdon
  21. Thanks! I knew there was some photoshop Gurus out here.
  22. Hello all, After years of admiring everyone work, I have set out on the journey to learn how to create Arma 2 terrain. I have successfully completed several tutorials and use them as my bibles. I am currently building myself a custom map based on Bushluker’s source file for Limnos. I have been successful in getting it into the game, and recently with the help of this forum resolved the map grid system. Currently I am try to perfect or update the Sat_Ico.png, by removing the Google map information that came over during the Sat_Ico.png creation. I’m using Adobe Photoshop CS 6, and have a question for those that are familiar with the program. I would like to know between "Flatten Image", "Merge Visible, and "Merge Layers"? Specifically, which one does not increase file size or increases it in the least? Moderators, please delete this thread and the title got mucked up.
  23. Hello all, I have run into a stumbling block which for the life of me, I just simply cannot figure it out. I have begun creating an island after completing Sgt. Ace’s, Mondkalb’s and Bushlurker’s tutorials. I have gotten the terrain into the game. The problem is with the map grid; every time I add what I believe is the proper scripted lines for it into “config.ccp†and then binarze the terrain I get an error. The error in the report states the following: File p:\lan\CampCarver\config.cpp, line 85: .Grid: Undefined base class 'Grid' Config : some input after EndOfFile. Error 3 while parsing Error in config p:\lan\CampCarver\config.cpp Updating base class Grid->, by p:\lan\CampCarver\config.cpp/CfgWorlds/Utes/Grid/ File p:\lan\campcarver\config.cpp, line 85: .Grid: Undefined base class 'Grid' Config : some input after EndOfFile. Error 3 while parsing Error in config p:\lan\campcarver\config.cpp So based on what I have learned so far, with a terrain 4096 with a 10 meter cell size, I believe my “offset†should equal 40960 meters. So I don’t that is the problem. I'm not sure how to "define" the base class "Grid". Below is my config.cpp: #define _ARMA_ //Class config.bin{ class CfgPatches { class CampCarver { units[] = {"CampCarver"}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {"Utes"}; version = "28/05/2011"; fileName = "CampCarver.pbo"; author = "Landdon"; mail = "z3us0lympus@comcast.net"; }; }; class CfgWorlds { class CAWorld; class Utes: CAWorld { class Grid {}; class DefaultClutter; }; class CampCarver: Utes { cutscenes[] = {}; description = "10th SFG Training Area v0.1"; worldName = "lan\campcarver\campcarver.wrp"; pictureShot = "lan\campcarver\data\campcarver_Menu_ca.paa"; startTime = "12:00"; startDate = "05/8/2001"; startWeather = 0.0; startFog = 0.0; forecastWeather = 0.2; forecastFog = 0.2; centerPosition[] = {20480,20480,500}; seagullPos[] = {20480,20480,500}; longitude = 25; latitude = 39; clutterGrid = 1; clutterDist = 200; noDetailDist = 50; fullDetailDist = 10; midDetailTexture = "lan\campcarver\data\campcarver_middle_mco.paa"; minTreesInForestSquare = 2; minRocksInRockSquare = 2; ilsPosition[] = {5098.86,2879.41}; ilsDirection[] = {0.6018,0.08,-0.7986}; ilsTaxiOff[] = {5098.86,2879.41,4616.14,3517.34,4617.24,3535.27,4629.93,3548.52,4645.11,3555.97,4672.58,3542.25}; ilsTaxiIn[] = {4672.58,3542.25,5128.83,2933.17,5131.32,2911.92,5118.63,2896.75,5102.9,2885.99,5086,2893.72}; class Clutter { #include "cfgClutter.hpp" }; class Names { #include "campcarver.hpp" }; }; }; class CfgWorldList { class CampCarver{}; }; class CfgMissions { class Cutscenes { class campcarver_Intro1 { directory = "lan\campcarver\Data\scenes\intro1.campcarver"; }; class campcarver_Intro2 { directory = "lan\campcarver\Data\scenes\intro2.campcarver"; }; }; }; class Grid: Grid { offsetX = 0; offsetY = 40960; class Zoom1 { zoomMax = 0.15; format = "XY"; formatX = "000"; formatY = "000"; stepX = 100; stepY = -100; }; class Zoom2 { zoomMax = 0.85; format = "XY"; formatX = "00"; formatY = "00"; stepX = 1000; stepY = -1000; }; class Zoom3 { zoomMax = 1e+030; format = "XY"; formatX = "0"; formatY = "0"; stepX = 10000; stepY = -10000; }; }; I did try to resolve it on my own, I read everything I could find regarding "Map Grids" and even looked at the inner workings of a few islands. I suspect that my terrain is bigger than "utes". So do I need to specify Chernarus instead? Unfortunately, I'm just no experienced enough to solve it on my own. Can anyone please educate me on what I have done wrong and how to fix it? Thanks in advance! V/R Landdon
  24. Thanks all! The above code worked like a champ!
  25. To all, I know map making can be a challenge and requires some patience. I have installed the latest tools and the P drive is there. But I am having problems with the BinPBO tool, it cannot see the P Drive. I have given the program administrator rights and even allowed it to run in the XP enviroment. I have rebooted my computer serveral times as well as reinstalling. But it still cannot see the P Drive. My computer uses window 7 and I am the administrator for the computer. Visitor 3 and Oxygen 2 can see the P Drive, it seem to be affecting the BinPBO program only. Does anyone have a solution?
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