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memphisbelle

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Everything posted by memphisbelle

  1. memphisbelle

    X-Cam 1.0 for Arma 3 released

    Hey there @scottdog62 you´ve stumbled about an issue that I used to do as well once I´ve started to work with ArmA Objects. At first you need to know that everythings is ok with the Objects and with the slope function You just misstake the useage of the slopefunction. The slopefunction does NOT mean, that Objects will magically be imported just the way you placed them. Once ArmA Objects become a mapobject, after binarizing (packing), they apply to there individual propertie which are surface adapted Objects or non surface adapted Objects. In the case of the Train tracks it means that the tracks are non surface adapted Objects as they do not adapt to the shape of the surface, they simply are set flat plain on the surface which will result as seen on the screenshot. Guess why the Train tracks on Chernaurus are placed on a flat plain surface ;). What you need to do is to learn the individual behaviour of each single object and once you know that particular behaviour you can successfully make use of the slopefunction. If you dont know the difference between surface adapted and non surface adapted Objects you´ll always end up like seen in the screenshot if you grap the wrong Objects. Believe me when I say that I´ve learned that lesson while working on Taunus and it was a tough lesson. What does the slopefunction actually do? Well it simply helps you to place Objects in the way you want them to have as long as the behaviour fits the surface they are placed on. How do I know which object is adapted or non adapted? simply place objects on the map and pack the map to see the results ingame. Then note the behaviour and make a list of it or simply learn it. Thats all you can do.
  2. memphisbelle

    X-Cam-Taunus Version 1.1

  3. memphisbelle

    X-Cam-Taunus Version 1.1

    Its strange and its hard to say why this happens, have you tried other maps? The thing is that this kind of issue has actually never been reported before, so you should check some other possibilities like certain mods that are in any sort of incompatible to each other (if this is possible at all), Gameversion or other things. Sorry thats all that I (we) can say for the moment. May be someone else has an idea what can cause this issue. But it must be somethings on your side.
  4. memphisbelle

    X-Cam-Taunus Version 1.1

    have you tried placing those guys on another places on the map and did they died instantly as well? can you specify a little more detailed where you´ve placed those guys?
  5. memphisbelle

    X-Cam-Taunus Version 1.1

    As Chaser has already replied to you, it is recommended to get the full CUP Version as suggested in the initial post by Silola. The errormessages are clearly referring to missing Objects that belong to certain A1 or A2 Addons which are part of CUP. If you guys are using CUP core already but still get those issues, so it is possible that the currently installed Version is incomplete, redownloading the full package will fix the reported issue in this matter.
  6. memphisbelle

    [WIP] Terrain "X-Cam-Taunus"

    as said already, keep waiting
  7. memphisbelle

    [WIP] Terrain "X-Cam-Taunus"

    Please stick to english language in this Forums, at first, you dont know the map yet :D. All that you know are images ;). We are not providing any sort of information according to a release. It´s a Team decission to keep the map unpublished until we have finished the work. We are not about to release a Prealpha-, Alpha- or Betaversion. Once the map is finished and a release is close so we´ll inform the Community about this. All that I can tell you now is that most parts of the map have already been finished. Once we´re done with placing Objects, we possibly might have to do some adjustments here and there. So we cant really tell you how long this process will still take. The actual part that we are working on is a huge town and its surrounding environments, that will still take some time. Believe it or not, but besides an experienced Addon builder we have on Board, one Person in the Team had absolutely nothings to do with building Addons...untill now. He more or less figured his new Talent just recently so to speak, and believe me when I say that this was a huge hidden Talent that he has. I wont say now who has created those Addons, as he will come out with his work once he feels to do so.
  8. memphisbelle

    [WIP] Terrain "X-Cam-Taunus"

    Thanks for the Credits, Chaser. But thats not the whole thing. Credits also goes to t-800a and his awesome visualisation tool based on a Excel sheet. He has spend dozens of hours to figure out the Magic of Visual Basic and created a tool where one can play around with the different values before one is about to edit the actual config. But to be clear, the whole Team is OK with the result but not fully satisfied. We decided to finish Taunus to become it available for the Community, but the new Lighting Engine has still its traces here and there which still bothers us as before.
  9. Hello, the list below are all Clutters available currently for Stratis. Copy that list and simply paste it below the last entry of your cfgSurfaces.hpp to always have all Clutters on hand in case of reorganizing your Clutter Character Compositions. I´ve been playing around a lot with the Clutters...this list makes it easier to handle the Character Classes Important: The only thing you want to do is to remove the r_i_ Prefix as these are from my current Project. Make sure to change the prefix in your cfgClutter.hpp as well //---------Clutterlist--------- //-----Branches, common Tree structres (Äste, Zweige etc.)------------- //"r_i_BigFallenBranches_pine", //"r_i_BigFallenBranches_pine02", //"r_i_BigFallenBranches_pine03", //------ Stones etc.--------- //"r_i_StoneGroup", //"r_i_StoneGroup2", //------Gras common grass structures------------- //"r_i_GrassGreenGroup", //"r_i_GrassDry", //"r_i_GrassDryGroup", //"r_i_GrassDryMediumGroup", //"GrassTall", //"GrassGreen", //"GrassDry", //"GrassBrushHighGreen", //"GrassCrookedDead", //"GrassTalltwo", //"GrassLong_DryBunch", //"GrassDesertGroupSoft", //"GrassBunchSmall", //"GrassBrushLowSharp", //"ThistleHighDead", //"ThistleSmallGreenYellow", //"ThistleHigh", //"ThistleSmallYellow", //"ThistleThornGreen", //"ThistleThornGreenSmall", //"ThistleThornBrown", //"ThistleThornBrownSmall", //"ThistleThornGray", //"ThistleThornDesert", //"r_i_ThistlePurpleSmall", //"r_i_ThistleSmallYellow", //"r_i_ThistleYellowShrub", //-----Thorns, Bush structures------- //"r_i_ThornKhakiSmall", //"r_i_ThornKhakiBig", //"r_i_ThornGreenSmall", //"r_i_ThornGreenBig", //"r_i_ThornGraySmall", //"r_i_ThornGrayBig", //"r_i_PlantGreenShrub", //"r_i_PlantGermaderGroup", //-----weed------------------- //"r_i_WeedBrownTallGroup", //"r_i_WeedGreenTall", //------Plants, Pflanzen----------- //"r_i_PlantGreenSmall", //"r_i_PlantMullein", //"r_i_FlowerWhiteSmall", //"PlantGreenSmall", //"FlowerCakile", //"FlowerBrushMediumWhite", //"FlowerMediumWhite1", //"FlowerLowYellow2", //-----structures, Roads, Concretes (Strassenstrukturen) //"CrackClutter1", //"CrackClutter2", //"CrackClutter3", //"CrackClutter4", //"RubbleClutter6", //"RubbleClutter5", //"RubbleClutter4", //"RubbleClutter2", //"RubbleClutter1", //---------Underwaterplants---------------- //"SeaWeed1", //"SeaWeed2", //"Coral1", //"Coral2", //"Coral3", //"Coral4", Information (for those who dont know what a cfgSurfaces.hpp and a cfgClutter.hpp is) These both hpp files are actually part of the config.cpp, but in order to reorganize the own Clutter and Surface Characters these parts of the Config can be cut out and saved in a seperated hpp file. The config.cpp only then needs the command(s) below, to merge the hpp files back into the config again while packing with BinPBO. --> (This wont work with CPBO!) cfgSurfaces (go to the end of the config) //SURFACES #include "cfgSurfaces.hpp" cfgClutter (locate Class Clutter first) class clutter { #include "cfgClutter.hpp" };
  10. memphisbelle

    [WIP] Terrain "X-Cam-Taunus"

    Hey @foxone, do you recognize picture number 5 and 6 again? You´ve watched my stream when I started to work on that village :)
  11. memphisbelle

    [WIP] Terrain "X-Cam-Taunus"

    They helped out a lot, the problem is that the results are not the ones that have been expected by some of us. As soon as we´ve figured out some internal issues so I may be get in contact with you again if it is ok for you. According to chasers post. As soon as the team has figured its internal issues, we´ll get in direct contact with BIS to ask for further help as they´ve offered in Twitter. It´s my personal goal to finish Taunus and realease it to the public...Taunus is too much important to me and I wouldn´t bury it just because of that new Situation... my 2 Cents.
  12. memphisbelle

    M.S.K.E. 4 Islands Map Version 2017

    Please post all those errormessages so that we can see where it comes from. mske should run even if mske and CUP only are loaded. http://i.imgur.com/4QEMG6Z.png
  13. memphisbelle

    M.S.K.E. 4 Islands Map Version 2017

    hmmm...I just have checked the required addons in the config. Unfortunately many AIA entries were made there that require AIA. I´ll put this on the List for Hotze to remove those entries so that CUP can be used instead of AIA see my above reply, it´s due to the same thing. Please be patient a little while. I will task Hotze to care about this asap.
  14. memphisbelle

    M.S.K.E. 4 Islands Map Version 2017

    what are you talking about?
  15. memphisbelle

    [WIP] Terrain "X-Cam-Taunus"

    Basically you´re right and I am very thankfull for your help. I am but not very sure what excatly this particular update will achieve ones it goes stable and evolves further. What I but have to say is that...for the moment...I dont really like the look of Tanoa...I know, it´s yet in DevBranch and thus it´s still in development and many things may change. But what I (and the Team) are wondering is...has this enhancement of the lighting really been necessary? Tanoa will be THE reference as the development goes on to answer this question and we´ll see whether or not the new lighting opportunities really are a real win for the Game und thus for the community. But for the Moment, I dont really see this. To be honest, Tanoa would´ve been look better with the old lighting....but this is my personal opinion. It also doesnt represent my overall opinion about the Game. But the main question still applies...has this really been necessary?
  16. memphisbelle

    [WIP] Terrain "X-Cam-Taunus"

    I think that I can safely say that the hold on the project wont last too long anymore, I´m making quite well progress in fixing the lighting issue. Besides this I am just about to create the ILS coordinates for the Airports on Taunus. The nothern one is already finished.
  17. memphisbelle

    [WIP] Terrain "X-Cam-Taunus"

    It doesnt make any sense to make changes to the color settings in the configuration menu. The map needs to look good right on startup and not only after a session of adjusting sliders. So what we have to do now is to get in touch with those new config possibilities and apply them for Taunus in order to continue our work. Basically I´d agree with you. But considering the future I disagree. The new lighting classes are enabling many interesting things that we can not see right now, but which will take place later. What we now have to do is to adapt on that new Situation together with BIS what makes me hope that the promissed Tutorial will arrive quickly.
  18. memphisbelle

    Visual Upgrade – Feedback

    I dont see a moderator Tag on your Profile, so please dont behave as such. People are upset, what else shall they do?...as long as the complains are not offending BIS or BIS employees personally, everything´s ok. That is what a developer has to live with when he implements a major update with no rollback options. Of course they/we/I know that BIS has acknowledged this situation and will try to help us in their possible ways.
  19. memphisbelle

    Visual Upgrade – Feedback

    What tweet are you talking about? Anyways, as long as a tweet doesnt tell me anythings about how to fix lighting issues, I dont care. That´s all what I am interested about at the moment. I dont like the visual update. This has somethings to do with my personal preferences. I dont know whether this update really will give a push to Tanoa, but it doesnt give a visual advantage to the current official AND inofficial content...thats only my point of view... What I but have really seen is that the performance became better...at least for my machine. I also noticed that the Textures of the models look better...somehow like enhanced resolution. So those are things I like about the update....but Map Groundtextures are looking bad now...way too bright. But according to the View...I really have to say that I prefere the left image more than the right image (below)...sorry, but thats what I feel about the visual part of the update. The lighting update simply makes the World look unrealistic. Less colorfull, less living. source: https://twitter.com/bohemiainteract You might feel OK that you´re defending BIS...and it is OK...but I (and others) would be happy if we would get at least a few words about a plan on how to make maps look better again. Thats all we want.
  20. memphisbelle

    Visual Upgrade – Feedback

    If that would be so easy, most of the changes are sitting deep in the engine and cant be adjusted pretty much. I´ve tested Taunus with newest config parameters and they changed nothings... Community made assets are what keeps ArmA alive...
  21. memphisbelle

    Visual Upgrade – Feedback

    https://twitter.com/Dslyecxi/status/739212390374514688 THIS shows that people kept waiting and are still waiting...how long are we supposed to wait?
  22. memphisbelle

    Visual Upgrade – Feedback

    are you just about to create a project that might help to attrackt more people getting ArmA and gaining money on the Dev´s side? Many people getting new to ArmA just because they hear from friends which cool maps have been released by mod authors. Without them BIS would sell way less copies of the game and would earn way less money. Consider ArmA beeing a game just with the Vanilla Maps and vanilla DLC´s without an Editor and without Modding possibilities...what would we have? So what the mod authors are complaining about is not only the update itself (which definately has it´s pros) it´s the fact that BIS should have been prepared better before rolling out the update and release tweaking tutorials and options to play around with lighting effects prior the release. That would be somethings that would prevent us Mod Authors from complaining. It´s all about communication. We are not even sure if BIS at all will take a Hand on reported issues, all we know is that the know about it and that they might (or might not) care about...communication...that´s what we´re complaining about.
  23. memphisbelle

    Visual Upgrade – Feedback

    A question @googlava what´s about that Tutorial that you´ve been mentioned above. Can we still expect it to have soon? @Vasily.B The Problem is that they might look OK for Stratis and Altis...although the opinios are splitting in this matter if you ask the community. The Problem that we have (mainly all Terrain Builders) is that the effects present on Stratis are not applying for custom maps. see this image in excample: http://i.imgur.com/nFVSN8C.jpg on the left side you see clear shadow/no shadow border. On the right you can see that border as well, but it is brighter than it is supposed to be. And according to the objects present here...we see just A3 Clutter and no CUP Objects that might need tweaks as well.
  24. memphisbelle

    Visual Upgrade – Feedback

    well this is interesting, after the 1.60 was gone public the groundtextures are way to bright. Looks like the groundtextures are beeing illuminated although Objects (such as Clutter) should cast more shadow or at least make the texture darker, but they simply dont (well, a little bit.-..but not that much that I would consider it satisfactory).
  25. Hello, I´ve installed the tools again yesterday and set up everythings Properly (P was set and A3p ran through fine). But as soon as I want to run Buldozer I get this f****** Errormessage that absolutely makes no sense. As from what I understand is that the error must rest somewhere in the command line, but it doesnt matter whether I leave the startup Parameters by default (as they come right after installation) or if I remove everythings. The errormessage is always the same (except for the removed entries from the Startup Parameters Commandline. Only one thing always remains the same. It´s this part of the errormessage quoted below. This part always stays the same, anyways what I do. So what the hell is that errormessage supposed to mean and why doesnt any attempt to fix it do absolutely nothings. - changed the Buldozer path as suggested after A3P ran through - I ran A3P meanwhile a couple of times - I changed the Buldozer.cfg that I´ve recieved from someone where it works absolutely fine - I changed P - reinstalled ArmA3 tools - ran integrity check for the steam tools and for ArmA3 - I ran Buldozer with an absolutely clean Commandline It´d be great if someone knows whats causing this issue. I never ever ran into this in all those years before. May be it´s a simple solution, but I cant see it at the moment. Thanks and regards Memphis
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