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memphisbelle

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Everything posted by memphisbelle

  1. memphisbelle

    Australia in Arma2

    So you´re just using the old kind of layers.cfg, not the one provided by BIS in the BIKI?? By using the co not the mco file it´s causing a crash of Vis3. Using the mco file still takes no Textures on the ground...what is it what I am doing wrong? I´ve absolutely no clue anymore. Is the config needed as well for the Textures? In A1 it was needed only to tell the engine the details for ingame presentation. Is the class cfgSurfaces within cfgsurfaces.hpp somehow needed? I dont have any config running at the moment. EDIT: I just took a look around in the Forums here and there I found somethings which makes me wonder since it is releated to the project size (2048x2048) and the respective image size of mask- and sat_lco.png. At a total size of 2048x2048 what a size do I have to use for those images? Is that the same size as well? In Watermans thread I noticed somethings which means that the imagesizes need to be expandet on 20840x20840 px...is that correct, or did I (hopefully) missunderstood somethings there?
  2. memphisbelle

    Starting from scratch.

    I think that there´re no ArmA2 related Tutorials available at the time. The Biki is mixed I guess, but the content is not well explained. So tutorials of dedicated Arma2 terrain editing need to get written by someone who want to do this...so we need to be patient...unfortunately. Or crying for help until some of the experts gives up and represents his way step by step and reevaluable...:D
  3. memphisbelle

    Australia in Arma2

    OK, I got unrap and extracted the config as you said. There is a bunch of Stuff in these files, but this is related to the massive amount of material (textures and objects) I guess/hope, right? Do you also use a special tool to open the hpp files to get the content displayed correctly? Because the importing process works without a crash meanwhile, but no textures are visible...by zooming in I break the Sat map and then the ground turns to black where the Textures should be visble actually. Thats so much different then in A1. In A1 it worked perfectly for me, but not for A2, thats why I want to figure out the Texture thing....so if you could give me some explanations about how to do this so it would be so much awesome...please This is how it looks like: My Project: Textures stored in: MB_Tarrafal/Data/ ( I´m using one texture set from Chernaurus Map and renamed from cr_les1_....paa into les1_....paa) terrain.pbl stored in: MB_Tarrafal/Source/Terrain Sat_lco and Mask_lco stored in: MB_Tarrafal/Source/ These are my files I´m using: (just testing around with 1 texture only) layres.cfg (I just checked the RGB code, but it´s correct) And the respective rvmat file Just ran the process again with the same result...
  4. memphisbelle

    Creating new maps

    Have you uploaded it already? I still cant get Textures on the map. Importing Sat/Mask process proceeds meanwhile without a crash but even without textures..:mad::mad:
  5. memphisbelle

    Australia in Arma2

    So far it´s clear and still similar with A1 editing. But where is that config.cpp located? I cant find it in unpacked chernausrus? The normal config file which is stored in Chernaurus.pbo, is not containing that cfgsurfaces entrie. Thanks Memphis
  6. memphisbelle

    ARMA 2 textures in Visitor 3

    Yes, those texture files are stored in Chernaurus_Data, I know these files and already set up the resp. rvmat file for these textures (depending on what textures they are of course). But where is the Grass_lco.paa stored as displayed in the Biki example within the layers.cfg. That absolutely makes no sence. Thats why I am so much irritated. I already did and stored them on my drive, but usualy all the relevant things like rvmat files and layers.cfg are removed. The only rvmat files are stored in chernaurus_Data_layers. But there are hundrets of them and opening one of them as back in ArmA1 is giving out this. So it´s a bit tricky to figure out how it works...for me, not at all because you somehow managed it already...only the hell knows how...
  7. memphisbelle

    ARMA 2 textures in Visitor 3

    Ehhmmm...if I may ask somethings again, hope you guys dont mind me...but why is the layered Terrain Surface Representation in the Wiki talking about a texture file called grass_lco.png defined in the layers.cfg, as shown here: class Layers { class Grass { texture="Tarrafal\data\[b][i][u]grass_lco[/u][/i][/b].paa"; material="Tarrafal\data\grass.rvmat"; }; although there´s not respective file included in the Data folder:confused:, even not in the extracted chernuarus_Data folder. For some reason this is pretty hard to see what´s happeneing there. It was so much easier in ArmA1, why is it that much complicate in A2. The stages thing is a further thing which is quite impossibe to get, what the heck does those files mean, where are they coming from? And basically do I need those files actually? I think a sample map made by BIS would really be helpful. I just gonna try to see whether the old layers.cfg file is still working...
  8. holy cow, this is but an pretty old Tutorial. Cause it explains all the things like 16bit greyscal (about how to get in PS) and converting the hundrets of paa files manually instead letting Visitor handling this. I dont think that newbees could really much use it. As it seems so Opterix´s guide for ArmA1 can still be used for terrainediting. Link Also further information about the new texture settings should be provided here as well I think.
  9. memphisbelle

    ARMA 2 textures in Visitor 3

    OK, that looks basically pretty good. Now I can get with my ArmA1 knowledge abot to paint my Island. Thanks Waterman and still good luck for your work. regards Memphis
  10. memphisbelle

    ARMA 2 textures in Visitor 3

    Hello guys, I am still so much confused about the whole textures in A2, bcause I dont really understand what happens there Is it still possible to use ArmA1 rvmats like that one in the same way as used in ArmA1? 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="MB_Testinsel\Data\pisek_detail_nohq.paa"; uvSource="tex"; class uvTransform { aside[] = {10,0,0}; up[] = {0,10,0}; dir[] = {0,0,10}; pos[] = {0,0,0}; }; }; class Stage2 { texture="MB_Testinsel\Data\pisek_detail_co.paa"; uvSource="tex"; class uvTransform { aside[] = {10,0,0}; up[] = {0,10,0}; dir[] = {0,0,10}; pos[] = {0,0,0}; }; }; In one thread, was it here?? I dont know, someone told somethings about stages he recieved after he used one of Kegeteys tools to open that rvmat, file. I did as same but honestly...what to do their? Isn´t it possible to give some more basic Information about handling with those things?...That would be pretty apriciated. All the things are more professional Stuff, so it´s hard or nearly impossible to reevaluate it if one hasnt´ some further information about this. I also checked the ressources linked by kju. But most of the content is either not related to textures in Terrainediting or still incomplete stuff. A short description would be nice and if it´s as same as for ArmA1 then a short note about this would help a lot. Thanks... Memphis
  11. memphisbelle

    Simple island Config

    Have you tried to just remove those names and may be respective classes from the config file?
  12. memphisbelle

    Visitor 3 Quick Tutorial

    Puh...thanks Opteryx
  13. memphisbelle

    Visitor 3 Quick Tutorial

    ehhhmmmm...guys...what happened to Opteryx´s first post...the guideline? Has this thread been hacked and replaced with such a shit?:butbut::butbut::butbut:
  14. memphisbelle

    ARMA 2 textures in Visitor 3

    I am totaly confused about the handling of A2 Textures, how does it work? Can I go the same way known of ArmA1 and get the same RVMAT (ArmA1) files together with the new ArmA2 Textures in one produktfolder like this: Islandname/Data/Texturename and its RVMAT file? Some better explanations about how to get it worked would be apriciated, would it also be possible to get an example here in this form, which represents how to get an Island ingame? I made such an example for ArmA1 and that helped many peoples.
  15. memphisbelle

    Patch 1.04 suggestions

    If it was posted already so sorry...if not, fine for me. All 6 DOF´s for TrackIR. That feature has been enabled in most of the recently released games, so why not for ArmA2? Espacially Pilots would apriciate this...
  16. memphisbelle

    History of Bohemia 2001

    I think that the Gameplay has changed a lot since OFP and release of ArmA. The Campaign has actually been a part of the Game just to have somethings to play. The mainfocus is based on the Multiplayer possibility. Thta is what the fun is taking into gameplay and that is what it is actually created for...my opinion. Both games do have their lags, but both games also do have their potencials. ArmA2 MP Athmosphere just rocks and I am sure that once the patch 1.08 and further ones have been installed the Gameplay will be great again...BIS I believe in you although I sometimes hate you...:D
  17. memphisbelle

    Windows 7 is the cure to all issues

    Just the RC 7100 and nothings else, it´s my only installed OS
  18. memphisbelle

    Windows 7 is the cure to all issues

    Win7 is indeed the better Solution than any other OS. It´s stabil it´s fast and it makes just fun. I´ve running it as well and reserved my 50€ copy when it´ll get released at 22nd of October. Any other comment about Win7 sucks is simply Bullshit commented by people without any knowledge.
  19. memphisbelle

    ARMA2 Stops Working with 1.03

    So what now guys? I checked again and I haven´t got this problem....may be it is an self caused issue. One of my teammates think it could be a GFX Card issue. I dont know where the problem is there but actually noone of our Teams has Problems like this.
  20. memphisbelle

    Patch 1.04 suggestions

    5? no, thats definately wrong. 7 minimum...my wife and her girlfriend are playing as well :p ...and god damit they are pretty good..:D
  21. memphisbelle

    ARMA2 Stops Working with 1.03

    Considering that many people have problems but only a few ones have a no more running application so I guess that the Problem is up to you. OPF and all what comes after that was always, and I guess always will be, pretty perrish about the way how to get installed. I´ve a seperated partition of my Harddrive for Arma and a further seperated one for ArmA2 as well. Nothings else as ArmA/ArmA2 can be found there. 30 GB for only one application can cause miracles. Additionally to this I always keep my sys clean and run defrag as often as I think it´s necessary and I dont have any problems about reported overall in the Forums. My only Problems are the fixed or better explained not fixed issues as there are AI behaviour and sound realted things. The rest works fine. I suggest you to reinstall it on a clean system far away from your OS partition, believe me, it´ll take a magic effect...
  22. memphisbelle

    Patch 1.04 suggestions

    Is actually someone of BIS reading this? Those kinds of topics have always been started but never really took any effect to the next Patches. The OFP/ArmA Com is pretty much too effective so BIS can lean back and relase some nice Patches...without any really effective stuff...The com will fix that as she does since 10 years... My suggestion: Finally get your *** off and make the Game to that what it was announced for, considering that OFP: DR is about to be released soon, or did you guys forgot that? I am underlining this pretty much....the current radius is so annoying
  23. memphisbelle

    SQF revive script

    No, having no Problems anymore. I guess that 45 units are just too much. So I reduced them down to 30units and it works now. enabled or disabled AI?...hmmm...need to check, dont know actually. Thank you for your support
  24. memphisbelle

    SQF revive script

    Hmmm...this is my line: NORRN_player_units = ["s1","s2","s3","s4","s5","s6","s7","s8","s9","s10","s11","s12","s13","s14","s15","s16","s17","s18","s19","s20","s21","s22","s23","s24","s25","s26","s27","s28","s29","s30","s31","s32","s33","s34","s35","s36","s37","s38","s39","s40","s41,"s42","s43","s44","s45"]; I can´t find any missing comma or quotes...may be I did and overlooked it, so I posted it here
  25. memphisbelle

    SQF revive script

    Hey Norrin. I am not sure why this happens but as I have read in your readme.pdf so I´ve to get all the playable unit names in the NORRN_player_units = ["s1","s2"... Line. I have 45 playable units and so far I paste all these unitnames in this line so the script will no more be initiated. Is this a bug or are there only a given number of playable units allowed in this line?
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