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L!nk07

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Posts posted by L!nk07


  1. Here is my problem:

    I want to create a simple map but for some reason as soon as Visitor3 shows the progress bar saying "Importing Satellite Data" it crashes. I thought my texture sizes were wrong but I checked that. Maybe I missed something?... Anyway, buldozer runs perfectly before I starting import the textures. So the problem has to have something to do with the textures etc.

    errorvisitor3.jpg

    System Specs:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    Windows Vista 64bit

    2GB RAM

    Intel Q6600 2.4Ghz Core 2 Quad

    ASUS GeForce 8800GTS

    Visitor3 Project Details:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    Terrain grid size: 256x256

    Terrain cell size: 10

    Terrain size: 2560x2560

    Calculator Image Size : 2560x2560

    Texture layers Texture Size : 40.0x40.0m

    mask_lco.png: 2560x2560

    sat_lco.png: 2560x2560

    layers.cfg

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Layers

    {

    class sandstones

    {

    texture = "ca\cti_desertconflict\data\sandstones_mco.png";

    material="ca\cti_desertconflict\data\sandstones.rvmat";

    };

    class grass

    {

    texture = "ca\cti_desertconflict\data\grass_mco.png";

    material="ca\cti_desertconflict\data\grass.rvmat";

    };

    class rockgrass

    {

    texture = "ca\cti_desertconflict\data\rockgrass_mco.png";

    material="ca\cti_desertconflict\data\rockgrass.rvmat";

    };

    class sandgrass

    {

    texture = "ca\cti_desertconflict\data\sandgrass_mco.png";

    material="ca\cti_desertconflict\data\sandgrass.rvmat";

    };

    };

    class Legend

    {

    picture="ca\cti_desertconflict\source\mapLegend.png";

    class Colors

    {

    /// color names should correspond to surface layer names

    sandstones[]={{255,255,0}};

    grass[]={{0,255,0}};

    rockgrass[]={{99,55,0}};

    sandgrass[]={{0,0,255}};

    };

    };

    grass.rvmat

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">ambient[] = {0.9,0.9,0.9,1};

    diffuse[] = {0.9,0.9,0.9,1};

    forcedDiffuse[] = {0.02,0.02,0.02,1};

    specular[] = {0.0,0.0,0.0,0};

    specularPower = 1; // specular interpolator must be enabled

    emmisive[] = {0,0,0,0};

    PixelShaderID = "NormalMapDiffuse";

    VertexShaderID = "NormalMapDiffuseAlpha";

    //surfaceInfo = "landtext\bumps.bisurf";

    class Stage1

    { // normal map

     texture="ca\cti_desertconflict\Data\grass_detail_nohq.png";

     uvSource="tex";

     class uvTransform

     {

       aside[] = {10,0,0};

       up[]    = {0,10,0};

       dir[]   = {0,0,10};

       pos[]   = {0,0,0};

      };

    };

    class Stage2

    {

     texture="ca\cti_desertconflict\Data\grass_detail_co.png";

     uvSource="tex";

     class uvTransform

     {

       aside[] = {10,0,0};

       up[]    = {0,10,0};

       dir[]   = {0,0,10};

       pos[]   = {0,0,0};

      };

    };

    Please help me. I there is more information you need, just let me know and I will add it.

    L!nk out...


  2. Glad you like it so far. The features will be added asap. Stay tuned...

    Quote[/b] ]will you put worker in to build the buildings ?

    To reduce bugs I decided not to put in workers. I also have not think of a way to make a working worker scripts. For now, I'm just keeping it the way it is...


  3. *****

    Name:

    L!nkCTI

    Version:

    0.2 BETA (21/07/2008)

    Type:

    Capture the Island

    Players:

    16

    Goal:

    Annihilation

    *****

    Description:

    -CTI mission inspired by crCTI.

    -Everything was made from scratch by me.

    -This is a beta version so don't expect everything to work perfectly.

    -I disabled all the advanced features for now. They will be added as the bugs on this version is reduced.

    -The AI is still under development so its PvP for beta testing reasons.

    -This is just to show everyone what the basics is for my CTI. -Improvements will come later.

    -Enjoy it and please report any bugs, suggestions and comments.

    Here is the download link. Anyone is welcome to send me new links.

    Download L!nkCTI (Armaholic)


  4. i understand your arguments on .sqs scripts, but if you do programming for a living (like me) then understanding .sqf is easier.

    Yes, programming in words is easy but I am use to structure and keeping things organised.

    Its also nice to use an editing program that can understand the structures and help me fix it.

    L!nk out.


  5. My biggest problem at this moment is the JIP. I find it very hard to understand the way ArmA handles this.

    The rest is still rounding up nicely. A very user-friendly loadouts menu has been made. It's quite simular to the one in COD4. As soon as its finished I will post a video dhowing it. After that, all I have to do is add more playability features. Stay tuned!

    L!nk out.


  6. Working on the final stages of L!nkCTI. Constructed a list of fixes and additional stuff to add. This is usually the last step before I release something. Then I will just have to get someone that can fix my JIP script and other small bugs that I cannot fix with my knowledge.

    P.S. Loadouts dialog is quite flexable and dynamic.

    Stay tuned.

    L!nk out.


  7. WOW. warfare is great!

    Played it last night and was quite impressed. This should be the basic for Warfare. Now we have to add features and variety.

    To bad for all the other developers making their own CTI (thats me) bacause BIS nailed it. I guess there is no use going on with my CTI... (check signature link)

    L!nk out...


  8. Well, I'm having problems with my JIP scripts. I used Hailo's JIP scripts (used in latest crCTI).

    For some reason I can't get it to work. I don't think his script can support both server and deticated servers(forgive me it I'm wrong).

    Besides that, everything is rounding up quite nice. Town resitance will not spawn at the begining of the game. Everything is playable ATM. Just adding bonus features when you don't have a full server like: Commander AI and Very Dynamic Map Order system.

    I put to many hours in this project so I will never abandon it. Its part of my daily routine and I will continue improving it till it reaches it peak.

    I first want get the "CTI" part of L!nkCTI to work before I starting adding RPG elements and other additional features. I have done that before.(check my signature for the link to LCCE, my first project for ArmA, it has some RPG elements and other usefull stuff)

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