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rip31st

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Everything posted by rip31st

  1. Awesome, anything helps. Look for a pm later this afternoon.
  2. All of ArmA3's radio voice's (lines) are contained in dubbing_radio_f.pbo in your ArmA3 addons folder. A lot of people use Audacity(free software) from sourceforge.net which can be found here: http://audacity.sourceforge.net/ I personally use FL Studio Pro which you have to pay for a license. I believe with FL studio you can obtain a trial version with most of the use of the full version. Both work well. If you're not familiar with the ArmA3 development structure, I could teach you, or you could learn rather easily from the boards as there are many tutorials on how to setup a P:drive structure and begin modding ArmA content. The idea is to go into the dubbing_radio_f.pbo and pick a character ( male00 through male09 ) any one of them will do, listen to, modify and replace the current radio sounds with your own version. Once you've extracted the pbo and looked at the contents, you'll see more or less what needs to be replaced for whatever character you choose. The lines don't have to match exactly, you can tweak them however you wish, add some flare if you know what I mean, or drama to the voice, whatever you wish. :D I can give you a set I already have extracted and you can take them and mod them as you wish, or like I said I could teach you or you can learn from the boards. Either way, pm me if you desire to participate.
  3. Hey, that's what studio software and filters are for! So here's the map area otherwise known as the "English channel" map. It can serve a variety of purposes. Map size is 153.6 km x 153.6 km.
  4. You'll just have to wait and be surprised!
  5. Yes...mine is in the same folder as the .pew and it still won't load.
  6. Faster=better! Any way to speed up what is known by many of us to be a long drawn out process of trial and error is a good thing. Keep the tips coming! Thanks ZeroG and Snakeman!
  7. ( don't know if this was previously mentioned )Also remember to remove all your .png files from your layers folder, otherwise buldozer will load slowly. You may also have to edit all your .rvmat files with notepad ++ and change any file extensions from .png to .paa, otherwise there will be errors.
  8. Uh yeah, that's not I44. That's my previous map and mod. The dimensions are the same. The difference is the sat map on that one was 2048x, same height two ground textures ( grass, sand), 549,000 objects mostly from the BIS model library. The new map has a 20480x sat map, 4096 height map, several terrain materials, Just under 5,000,000 objects, mostly custom objects with some mod tweaks ;) Oh yeah and a lot of towns
  9. I don't have any knowledge of that map. Maybe you could give us the details of the size, amount of objects, etc. Then I could tell you in relation to what our project is.
  10. OK, whatever you say! You're the boss! It's your world! :butbut: All I ask is for a fine bottle of merlot, some brie, and a baguette. I want to sit on top and snipe people trying to climb up.
  11. Yes, if you go all the way to the top you have beautiful views of Paris, The Seine river, and The French country side in game! :)
  12. Since 2008 would be years in the making. But unfortunately our map isn't the size of Altis...it's 2.275 x's larger. :)
  13. I haven't been on for a while until recently... he has a euro bldg pack?
  14. I tried all that with no luck. So weird! All I know is visitor is touchy as reported by others. Thanks for the ideas though, I was able to load up my terrain and sat map in gimp and line them up. 12 gigs! :butbut: slow editing! 20480 x But got it lined up good.
  15. I'm referencing the background tool feature of visitor. Everything is fine when I import the masks.
  16. I'm creating beaches and tidal flats in my map and I was wondering during low tide, how far does the tide receded from 0. Is there a general default value set for the game or is it a parameter in a config somewhere? Also does the tide ever surpass 0? Say +1 meters for example at high tide.
  17. rip31st

    A3 :p\ drive setup info

    ExtractPbo.exe complains it's missing mfc110.DLL Same with the latest Eliteness. I'm running 64-bit and after checking both system32 and SysWow folders mfc110.DLL is present I used the latest credist.exe from Microsoft which is the 2012 version of the visual c++ redistributable What's strange is eliteness 2.61 hooks the .dll just fine. I did most of the work extracting via eliteness. I just prefer the power of the command line.
  18. Thanks! We've been working on it off and on. Things take time.
  19. Thanks! Yes it is quite a project. The map itself isn't ai friendly in a few spots because the dynamics of the complexities of some of the structures do not allow for ai to move between multiple models. The train stations however should have ai paths in the future that will allow some functionality along with entry and exit points. The primary function of the map will be pvp
  20. rip31st

    objectlimit for arma 3 ?

    I've done 153km. 5,000,000 was the max object limit for the .pew file that buldozer/ visitor could handle without crashing, at least for me on several attempts to go beyond that. I'll also add there are terrain/ object geometry lod issues at this map size.
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