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mondkalb

CDLC Developer
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Everything posted by mondkalb

  1. Buggy_GeoLOD.p3d As to the Dimensions: The building is within the 50x50x50m-Limit. :rolleyes: As said the Geometry was working as intended, but after adding new blocks and rearranging the existing this phenomenon occurred.
  2. Indeed... I was immediately thinking of the ASS - ArmA Satire Studios. No offense at all: Are you serious?
  3. mondkalb

    COOP 20 Takistan Force (OA)

    Found a little tiny bug: When delivering the officer back to camp he's not being deleted when he is still in a vehicle. Simply run TheOfficer action ["Eject", vehicle TheOfficer]; before deletevehicle-ing the officer. That should solve the issue.
  4. Aloha there, They don't. At least not yet, because:I noticed a common error in your pack that makes this addon unsuitable for usages other than the Ingame-Editor. All your classnames are wrong/not adjusted for Visitor 3-usage. To be properly usable on an island without causing .rpt errors you need to put a "Land_" in front of each and every classname. After the "Land_" tag follows the name of your .p3d without the ".p3d" extension. A proper config-entry for your "MHaus2.p3d" would look like: class Land_Mhaus2: House { scope = 2; simulation = "house"; vehicleClass = "PMC_SomaliaObjects_box_class"; model = "\PMC_SomaliaObjects\Mhaus2.p3d"; displayName = "House with balcony"; }; Another point: Name your .p3ds properly and in English instead of German, as the map-maker will need to identify what object this is by only reading the .p3d's name. I, as a fellow map- and addon-builder, suggest something like: I always like to make different colored versions of the same type of building. And one last thing: Always stick to the texture naming rules. Especially when using alpha-channel textures it is mandatory to use the _CA extension. Otherwise Texview/Oxygen will not convert your texture properly causing some nasty issues with your alpha-channeled texture. I hope you take these advices serious, as your great addon is currently not really usable for mapmakers.
  5. mondkalb

    [CAMP] John - A Rambo Medley

    Hmm... Might be an aspect-ratio issue. Since I worked with safe-zones, this should not occur. :( Try setting your aspect ratio to 16:10 as a test and try to open the codebook then. Yes... that was intended. I hate to see the "Go there, do that, make this"-Campaigns of today's Egoshooters. So I wanted to challenge the player in two disciplines: "Trigger Finger" and "Brains". Although I made things a bit easier now by moving the safe to a more obvious position...
  6. mondkalb

    [CAMP] John - A Rambo Medley

    Update released: MBG_John.7z (107MB)
  7. mondkalb

    [CAMP] John - A Rambo Medley

    Confirmed and fixed. A simple trigger was set from "Present" to "Not Present". Update soon to follow... (A release without some kind of release-patch would be just too good to be true...)
  8. Here's a little sketch-show I finally got around doing. It's filled with OA-Content. Thanks to Sniper Pilot for hinting me this thead. :)
  9. Here's a little sketch-show. Finally i got around doing it. And even for OA. :D
  10. Aloha, and again some addons: First some pictures: Then a Video: And now the text: This little neat addon adds five (5) new Bulldozers to ArmA2. Three of them are the CAT D7H in different paintings and two of them are the CAT D7G Uparmored Version in two different paintings. The caterpillars are actually capable of moving large objects like wrecks, cars and non-static stuff. Additionally the bulldozer-blade can be raised and lowered for better working with stuff. Maybe even ACE2 would like to/be able to put some more funcionality into this addon. I'd appreciate it very much. If you're kinda fond of the "attachTo" command: Things can be attached to the front blade using the memory-point "BladePOS". Classnames: Vehicles: MBG_D7H_Civ MBG_D7H_GRN MBG_D7H_DES MBG_D7G_GRN MBG_D7G_DES Items: MBG_FreeBacon Credits go to www.cgtextures.com as I was using large amounts of it's textures. Additional Credits go to XT-19 and Freshman for helping me with the WIP-Video. And now the Download!!! See the Readme for more detailed information. MBG Caterpillar V.1.0. @ Filefront; 28 MB
  11. Never mind that, we're about to release a 3DE to Visitor3 tool/addon.
  12. How about a script converting 3DE sqf into Visitor3-object converter? That would be just awesome and save a lot of time for island-makers. And doing this shouldn't be that hard... What do you think about that?
  13. Yes, yet another Island... Image #6 Overview map of Kellu Features: Four new -walkable- buildings Parliament Store Office Outlook 145 new, smaller Objects Parking lots Roadsigns/Signposts Street-name sings Four new bird species Potato clutter Five to Six times bigger than Utes Island No Airport Nine Cities/Villages I have tried (and hope to have succeeded in) creating an island, that is supporting infantry fight in many ways. Therefore this island has some distinct key locations to aid missiondesigners in creating thrilling and demanding tasks. The island features huge cliffs, a remote castle, thrilling forests, mountains, raw countrysides, urban areas with larger towns, a rather sophisticated road net, and much more. But most important: It's kept realistic. So don't expect sky scraping cities next to poor villages, bombastic Industry or an International Airport. In fact, since the Island of Kellu is quite small compared to real life islands, it doesn't even have any airports at all. A scruffy harbor has to do the trick.. The island's mountain region contains a large gold mine which created enormous prosperity, which resulted in a rather modern island. Download V1.1 Changelog V.1.1: Readme (V.1.1):
  14. mondkalb

    CLY PVP missions (beta)

    Worked flawless at all time on dedi-server. End triggerd properly after time was expired. (45 minutes can be a very short time...)
  15. mondkalb

    CLY PVP missions (beta)

    Played it today with 5 people. And I'd like to descibe the mission with a picture: -> <- Haven't had that much fun in a long time... Extraordinary good job! :)
  16. mondkalb

    Caterpillar D7 Series

    Yes to all. Well... depends on the type of wreck you're trying to lift. Although I don't have a working version yet, I'm very confident you'll also be able to pick up pallets. (Not the BIS ones, their GEO-LOD forbids for the fork to actually go under the pallet.)
  17. mondkalb

    Caterpillar D7 Series

    Thanks a lot. Expect the ATLAS next weekend. :) Over the past few days I have been doing very little changes to the model, as I'm currently lacking time. As you can clearly see on the below pictures, there's still a lot to do; although the the main chassis textures is already completely finished.
  18. mondkalb

    German Misc Pack released

    Very nice, but: I have to nag: 3021 Faces for a single sign is way too much. There is no need to model a 10cm bending with ~ 600faces. Proper resolution LODs, otherwise the performance will drop due to the unusual high amount of faces (roughly a third of an ArmA2 BMP-2) significantly when putting those signs into towns. For comparison: A signpost on Kellu Island holding 5 direction-signs reaches roughly 1100 faces in First lod, 18 faces in it's last lod. Additionally a FireGeometry-LOD with bullet-penetration physics would be nice. An accurate Shadow-LOD is also, IMHO, mandatory. Named Properties (eg. Destruct = Tree) is missing. There is no need for an NOHQ-Stage if it is only a single color. Try instead: class Stage1 { texture = "#(argb,8,8,3)color(0,0,0,0,NOHQ)"; ... Config-Entries like "KPFS_Town_Sign" should always start with an "Land_", otherwise the Island's Arma2.rpt will be flooded with "missing config class" errors. In additon, the text following the "Land_" has to be the exact name of the .p3d: [i]Cow_goes_like_moo_Sign_A.p3d[/i]: class LAND_Cow_goes_like_moo_Sign_A { ... Well... actually this isn't nagging, it's all technical advice to make your work actually usable on islands, because, currently as it is, your work sadly cannot be used on islands. It simply cannot be used when you want to ensure performance/quality/clean Arma2.rpt. Sorry. Edit: I really do advise you to work through my tutorial. And if you're not that good using the English language, you can always go for the German original.
  19. mondkalb

    Celle

    The problem is: I don't know how to fix it...
  20. mondkalb

    Caterpillar D7 Series

    Sweet Jesus!!! Thanks for the tpub.com links. They're gold. I wasalready aware of the other links: But the tpub.com links are awesome. Thanks!!!
  21. mondkalb

    Caterpillar D7 Series

    ATLAS 10K: Making things look dirty is the easiest part... This thingie is nearly Alpha. In only one day. If you have suggestions or - even better - technical details/knowledge of the All-Terrain Lifter, Army System (ATLAS): Please contact me. There is nearly zero info about this vehicle on the Internet.
  22. mondkalb

    Caterpillar D7 Series

    It's something I can't influence. Those wrecks are static. Like Buildings. Another WIP video? SURE AS HELL. But first the real work.
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