Snake Man
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Everything posted by Snake Man
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Some Exciting Developments...
Snake Man replied to rocket's topic in ARMA 2 & OA : TERRAIN - (Visitor)
I would be interested. Could you tutorialize the gathering of this data, what site, what to download and so on? -
Object export compare and save
Snake Man replied to Alliexx's topic in ARMA 2 & OA : TERRAIN - (Visitor)
You can do the same in EditPadPro. Dunno about notepad++ as I only have it installed but I'm using EditPadPro on all my text editing. Anyways about your method... what if your friend deletes or moves some of the old objects, or are you guys disciplined so this will not happen? Or some other method of organizing editing? -
island maker looking for model maker :)
Snake Man replied to Alliexx's topic in ARMA 2 & OA : MODELLING - (O2)
If you are seriously interested in modeling, then I highly recommend modo. It is just so awesome in all aspects. There is so many tutorial videos for it you'll spend week just watching them through. -
USEC Aoraki/Mount Cook (New Zealand) Island
Snake Man replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Sounds very interesting, could you please share some more technical details about this? -
Simple ArmA 2 Terrain Tutorial
Snake Man replied to luki's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Binarization takes as long as it takes. It doesn't not matter how many addons you have in your personal namespace (to which you refer as P:\xxx\ dir), for example in PMC namespace I've got 45 addons right now. You only choose one for BinPBO and binarization at one time. If you want to speed up the process, I guess you could try the unpacked addons method. However I'm afraid I've got very limited (if any) experience on that, I have no idea if it works with terrains the same as with config and soldier etc addons. Please try and let us all know. -
island maker looking for model maker :)
Snake Man replied to Alliexx's topic in ARMA 2 & OA : MODELLING - (O2)
I recommend Modo and Synide's p3dm2lwo/lwo2p3dm converter. -
Could you please post the readme here so we could read it before downloading?
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USEC Aoraki/Mount Cook (New Zealand) Island
Snake Man replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Now this is a TERRAIN and not some sandbox for children! Excellent job! -
island maker looking for model maker :)
Snake Man replied to Alliexx's topic in ARMA 2 & OA : MODELLING - (O2)
Indeed the response has been just something I'd expect for my own post similar to this. Its good to know that I'm not alone, but its sad to see how little response there is for interesting project like this. I personally cant model good enough to offer anything viable. Sure I can make some houses with few boxes, but that's as far as I can go. -
Replaceobjects doesn't work in ArmA2 ?
Snake Man replied to granQ's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
This config feature was "widely" used in VTE during early OFP times (lateron I got some WrpTool magic going on and objects were properly aligned). If this work in ArmA or ArmA 2, is uncertain. -
Visitorscript request
Snake Man replied to beton's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
There is! :) PMC Editing Wiki: Visitor 3 erosion. Always good idea to include PMC Editing Wiki in your searches for editing stuff. If you cant find something in our wiki, send me a PM or post message to PMC forums and I'll see what can be done for making such page. -
So if tackup wont release it, we wont be seeing it on ArmA, fair enough. Regarding B17, what was the technique you used to make that addon, was it attachTo command or something else? Like RKSL-Rock said, it was assumed it doesn't work properly.
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Watching the youtube now. In the mean time, will you release the CH46 like you promised?
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ARMA 1 : beta patch 1.18.5278 RC (road to final) + feedback
Snake Man replied to Dwarden's topic in ARMA - GENERAL
I am truly amazed how quiet the Armed Assault community is now. I was totally thinking that PMC releases wont get any notice because people just don't like them etc, but if Maruk the man behind BIS himself posts a new patch for ArmA and we get like just few replies ... that is bad. Thank you BIS for the 1.17, it is much appreciated by me, going to develop one full mod using this patch. Thanks :) -
Hehe no its a models geometry "class = treeSoft" or treeHard.
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Please tell me everything you've learned about road networks
Snake Man replied to El Mariachi's topic in ARMA 2 & OA : TERRAIN - (Visitor)
If AI finds a road object, it tries to use it when traveling on careless/safe mode. I believe the "network" is just visitor 3 editing term, its meaningless in-game. WrpTool has networks also (in a way), but they have absolutely no relations to in-game data. -
Any Desert maps out?
Snake Man replied to neojd[ny]'s topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
PMC ArmA 2 wrp demo. -
Town markers for ALICE mod?
Snake Man replied to icebreakr's topic in ARMA 2 & OA : TERRAIN - (Visitor)
I believe those are just the extra class names entries on the terrain config. ArmA names type = "BorderCrossing"; type = "Hill"; type = "NameCity"; type = "NameCityCapital"; type = "NameLocal"; type = "NameMarine"; type = "NameVillage"; type = "RockArea"; type = "VegetationBroadleaf"; type = "VegetationFir"; type = "VegetationPalm"; type = "VegetationVineyard"; type = "ViewPoint"; radiusA = 100; radiusB = 100; ArmA 2 new names type = "Airport"; type = "CityCenter"; type = "FlatArea"; type = "FlatAreaCity"; type = "FlatAreaCitySmall"; type = "StrongpointArea"; But dunno as I have not tried them out yet. -
Individual cfgEnvSounds per terrain
Snake Man replied to Snake Man's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Yeah I don't know about the exact class names for the meadows and ocean rain etc stuff, the main basic ones work for me okay but I have not tested each and every one (like with rain and night time etc). Keep us posted if you discover some new info. -
Campaign 2 Seal Team Six release!! (SP)
Snake Man replied to sick1's topic in ARMA 2 & OA - USER MISSIONS
Well that's just random then. Dynamic campaign is the holy grail word, please use it carefully. Or read campaign install instructions from PMC addons/mods online manuals: how to install a mod. -
binPBO - errors & solutions thread
Snake Man replied to mr burns's topic in ARMA 2 & OA : BI TOOLS - TROUBLESHOOTING
To be precise, those are binarize / RPT errors. BinPBO is just the front end GUI to run binarize and the file pack tool things. -
I have no problem with BinPBO but couldn't decide if this topic would suite o2 or v3 editing, so I decided to drop it to tools troubleshooting :) BinPBO - Clear temp folder If someone doesn't know how this works, its simply an option to leave the temporary directory intact when binarizing/packing your addon. This means when you first run BinPBO it fills the temp dir with your processed addon files and when you run it second time, if clear temp folder is NOT selected, your addon binarize/packing process is much much faster. This is very handy when testing some addon which has many files to be binarized/packed and only one or few of them have been edited. My question is; what are the downsides of leaving the temp dir intact, can some edited files be skipped when running it unselected, are all textures/rvmat's really copied over properly if edited etc?
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PMC Editing Wiki: Terrain grid and cell size. Up to you how much work you are willing to put to it. Larger the size, more work to process the files etc. I suggest you setup your build environment first with ridiculously low res like 1024x1024 image. When that works and you've learned the ropes, then pump up the resolution to achieve good visual quality. This way you don't waste time working on huge satellite image only to have v3 crash on you.
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Nice tutorial Beton, except its german. I don't believe there is chance to see english version because you're using german win/photoshop(?). BTW what normal map plugin are you using as I don't recognize the outlook (completely different than my nvidia plugin)?
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Quesh-Kibrul, island WIP
Snake Man replied to floosy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Hmm, you mean the terrain size is 5.1km x 5.1km (26 square kilometers)? Or 25.6km x 25.6km (655 square kilometers)?