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Everything posted by memphisbelle
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Yes, I used the one from Nicholas Bell, which he offered in his post above. But I am about to use the desert Island config.cpp (ArmA/addons). will see whether it works, so I´ll keep you posted. Greetings Memphis
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OK...all now works fine, but what does that error message tells me, when I try to open my Island in the editor?
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I found the Problem, it was just a wrong written path in the layers.cfg
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Yeah, thats exactly the same where I am just going through. But I learn much more each day I try to get a working result. I already made one working object, but it looks pretty bad, cause I havent used a nice Sat map. OK, thanks so long, your answer tells me that my way which I am going at the time is not as bad as I thought. But do you know the reason for the Buldozer crash? since today it always crash´s when Buldozer has to work. All is fine, the layer.cfg has been defined correctly, the RVMAT files as well. The import process went fine and the converting "sometimes" as well. I reinstalled V3 around 3 times, but it doiesnt fix the problem Greetings MemphisBelle
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That seems to be up to your bin.pbo located in DTA folder in the main directory. Does that message appears as well, when you run ArmA normaly to play?
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OK, so I understand the mapLegend is actually not really important. It only needs to be existing in the source folder anyway...am I right? hmmm....now all that confuses me much more. I though I am already on the right way. Now I get, that I seems to be totaly wrong, therefor I mustnt wonder why Buldozer always crash. When I create a Mask file in PS then I am always working with layers. So i.e. at first I´m adding a yellow colored fillmentlayer as basic one. Then the next layer = the next color...a.s.o. untill I finished my work. Then I am flatten all the layers down to one layer, so many colors are overlapped. And that musnt be? What is about the grid? Is that a function in PS or only a phrase. Sorry for my silly questions, but I started mapping a few while ago. My actual job is translating...
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Hmmmm.....thats pretty funny...So I mustnt paint 5 different colors for may be 5 different kinds of textures? An example: I am just about to create a small test Island with 3 different kinds of Sand (wetsand close to the coastline, normal Sand and desert Sand (I think the real names are pisek, pisekplaz and pisekplouz (hope thats right))). Additionaly to this I am using 2 further textures, one for grass and 1 for rocks. Now I am wondering why Visitor is always importing the Sat_LCO and Mask_LCO but always crash when Buldozer shall do its work. The layer.cfg is all fine. I was using my table and the results from Textview and the opened paa files in the unpboed sara Data folder.
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If you have Textview2 then you can open the respective paa file, I did and I think theres something like a hardcoded color code for each Texture. Unpbo sarahni and check the textures. What confused was that a rock trexture and a grass texture seems to have the same code.
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I think so. I am only a little confused about the different ways how to define a color. I also believe that the color codes are not soooooo important. The mapLegend only represence the different ways how to identify a texture in the engine. The most important structures to make the engime identify a texture is the RVMAT file name....Thats only my opinion, I dont know whether I am right or nor...please correct me if it´s needed
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I made a table which contains all the colors of the mapLegend with their color codes and Original Bis Names Maybe someone knows some more definitions...there´re must be, cause of some textures named pole1 and the one from the RVMAT example lesje or that way... The strange thing is that the colored stripes in the mapLegend seems to exist out of multiple colored areas. So when I checked the color code I noticed that some areas of the example color stripe have some different color codes. An exampel: wet sand= Mosky Pisek - most known code is 0,0,0 also possible 7,3,0, or Sand = Pisek known as : 207,115,0 also possible as 201,105,0.
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Hi, I have only a little question, and I hope you will reply (soon)! ArmA has been released more than half a year ago. OFP has been released at 2001 and as we all know, ArmA is only the continuation of OFP. The OFP Community has made a very great Job to you and you know, you havent reached that Status you have today without that great Community with their lots of modders, Addon builder, scripter and so on. What had happen if you haven´t released the tools for OFP 5 years ago? So I ask you directly.. When will you release the tools for the ArmA community at least? ArmA is going to become boring and more and more peoples are turning their back to ArmA. So hurry hup and release the tools. That is what you are guiltily to the Community!!! Some more informations to the Community whether and if, when you think to release the tools would not be bad . Don´t keep them in the dark so long. They haven´t earned this... ArmA have to become a great game as OFP was (I only say 2008 and Codemasters)...and that is the way it should become again. Regards MemphisBelle
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Camera.sqs / Cam scripting
memphisbelle replied to desertfox's topic in ARMA - MISSION EDITING & SCRIPTING
SFG was right. By pressing the left MB. The Coordinates are getting saved in the System. So you can just paste them into an Editor or Notepad....by the way...I always use Editior to write the Camscripts. -
Hey all I have somethinks about Y2K3 There seems to be still some installation Probs, well the installation is not as easy as the creators told. Since the release of 7.1 its quit easier to install. so I found a good way to install the mod. All you need is Y2K3 Mod 7.2 Full install. By the way forget all the manuals, all of them sucks...some premade files, all shit... needed files can be found here: Update Patch from 1.75 to 1.96 http://www.flashpoint1985.com/download/index3.html Y2K3 7.1 Full Install http://operationflashpoint.filefront.com/file....ownload Y2K3 7.2 Update http://tootallinc.atwar.net/download.php?list.7 My way: 1.) Install OFP GOTY Edition (1.85) 2.) Patch up to 1.96 + first from 1.85 (Goty Edition to 1.91, single Patch) + second from 1.91 to 1.96, single Patch as well 3.) Create a folder named Y2K3 located in game main directory 4.) Install Y2K3 Mod twice + 1st C:/Programs/Codemasters/Operation Flashpoint + 2nd C:/Program files/Dodemasters/Operation Flashpoint/Y2K3 5.) change to game directory and look for FLASHPOINTRESISTANCE.EXE + open FLASHPOINTRESISTANCE.EXE with right klick and open the properties from the context menu + add -nosplash -nomap -mod=Y2K3 to the gamefilename (the are next to the Icon in the properties) >>>>>Do not just rename the file that doesnt work<<<<< you have to go in the file Properties to add 6.) 1st thats all, during installation of Y2K3 7.1 an icon should be created on the Desktop by it self. Just Press this icon and an Errormessage will be shown. It means, that the Program cant find FLASHPOINTRESISTANCE.EXE now press search for... and look for your renamed FLASHPOINTRESISTANCE -nosplash -nomap -mod=Y2K3 file. 7.) Press open or OK or what else and the game should run with Y2K3 Mod Version 7.1 8.) to update the Mod install 7.2 and following updates to both paths ( C:/Program files..... AND C:/Programs...... ) 9.) hafe fun
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Y2K3 Installation watch here
memphisbelle replied to memphisbelle's topic in ADDONS & MODS: DISCUSSION
Hi all, please write some feedbacks into this thread. I really would like to know some thinks. 1.) does my description work 2.) is it easy to follow or not Thanks Memphis -
Y2K3 Installation watch here
memphisbelle replied to memphisbelle's topic in ADDONS & MODS: DISCUSSION
hugh??