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Snake Man

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Everything posted by Snake Man

  1. Snake Man

    PMC Apache has been released!

    v1.3 has been released, first post updated. Enjoy.
  2. Snake Man

    A2D Editor

    You should remove the spaces in the file name, makes it look very unprofessional.
  3. Snake Man

    BinPBO; Clear temp folder

    I also recall some post in these forums from Opteryx/Nicholas Bell who said he actually had to manually delete the TEMP dir before his terrain compiled properly (sorry don't have link to the post). Usually when I'm hammering some small issue which I'm familiar with and perhaps the addon is large, I run the clear temp dir OFF. But when time comes to make final pbo or if my addon is very small (compile time quick) I keep clean temp dir ON.
  4. Snake Man

    worldId

    Anyone know the function of this worldId in terrain configs? class CfgWorlds { class utes : CAWorld { worldId = 4; Any information would be much appreciated.
  5. AGS Port / Harbor Pack ported for ArmA by PMC. This is AGS Port / Harbor Pack addon from OFP, now ported to work in ArmA. These models can be used from mission editor, or placed in WRP terrains directly. AGS was so kind to grant permission for anyone to use his work in ArmA, the original topic was in BIS forums here and he added news also to his homepage here. Read online manual PMC Addons/Mods Online Manuals: PMC AGS Harbor/Port. PMC Tactical forums topic. This new release has all shiny textures removed and window reflections adjusted where applicable. Changelog: Changelog --- bugs ags_port\prefabs\ags_pier0_01.p3d: house, config class missing ags_port\prefabs\ags_pier1_04.p3d: house, config class missing ags_port\prefabs\ags_pier1b_02.p3d: house, config class missing ags_port\prefabs\ags_pier1c_01.p3d: house, config class missing ags_port\prefabs\ags_pier1c_02.p3d: house, config class missing ags_port\prefabs\ags_pier1p_01.p3d: house, config class missing ags_port\prefabs\ags_pier1s_01.p3d: house, config class missing ags_port\prefabs\ags_pier1s_02.p3d: house, config class missing ags_port\prefabs\ags_pier2_01.p3d: house, config class missing ags_port\prefabs\ags_pier2_03.p3d: house, config class missing - buildings cannot be destroyed, please confirm. - some textures on objects like helipad flicker. --- fixes v1.2 - removed shiny textures. - tweaked window reflections where applicable. --- fixes v1.1 - created new low res LOD for ags_signal_red. less than 100 points now. - created new low res LOD for ags_signal_green. less than 100 points now. - created new low res LOD for ags_pier2u. less than 100 points now. - created new low res LOD for ags_pier2s. less than 100 points now. - created new low res LOD for ags_pier2. less than 100 points now. - created new low res LOD for ags_pier1s. less than 100 points now. - created new low res LOD for ags_pier1p. less than 100 points now. - created new low res LOD for ags_pier1h. less than 100 points now. - created new low res LOD for ags_pier1c. less than 100 points now. - created new low res LOD for ags_pier1b. less than 100 points now. - created new low res LOD for ags_pier1. less than 100 points now. - created new low res LOD for ags_gsmtransmiter. less than 100 points now. - created new low res LOD for ags_crates2. less than 100 points now. - created new low res LOD for ags_crates1. less than 100 points now. - created new low res LOD for ags_crane1. less than 100 points now. - created new low res LOD for ags_bldgs2. less than 100 points now. - created new low res LOD for ags_bldgs1. less than 100 points now. - merged textures for blok2. - merged textures for blok3. - merged textures for blok100_ds. - merged textures for blok100_e. - merged textures for blok100_eds. - merged textures for blok100_k. - merged textures for blok100. - merged textures for crane1. - merged textures for crane1base. - merged textures for crane1tower. - merged textures for crate. - merged textures for crate_open2. - merged textures for crate_open. - merged textures for crates1. - merged textures for crates2. - merged textures for crates3. - merged textures for crates4. - merged textures for dock_pole. - merged textures for pier_a1. - merged textures for signal_green. - merged textures for signal_red. - merged textures for skc_crate. - merged textures for AGS_pier0_01. - merged textures for AGS_pier0_02. - merged textures for AGS_pier1_02. - merged textures for AGS_pier1_03. - merged textures for AGS_pier1_04. - merged textures for AGS_pier1_05. - merged textures for AGS_pier1b_01. - merged textures for AGS_pier1b_02. - merged textures for AGS_pier1c_01. - merged textures for AGS_pier1c_02. - merged textures for AGS_pier1s_02. - merged textures for AGS_pier1s_03. - merged textures for AGS_pier1s_04. - merged textures for AGS_pier2_01. - merged textures for AGS_pier2_02. - merged textures for AGS_pier2_03. - merged textures for AGS_pier2s_01. - merged textures for AGS_pier2s_02. - merged textures for AGS_pier2u_01. - merged textures for AGS_bldgs1. - merged textures for AGS_bldgs2. - merged textures for AGS_crane1. - merged textures for ags_crates1. - merged textures for ags_crates2. - merged textures for ags_gsmtransmiter. - merged textures for ags_pier0. - merged textures for ags_pier1. - merged textures for ags_pier1b. - merged textures for ags_pier1c. - merged textures for ags_pier1h. - merged textures for ags_pier1p. - merged textures for ags_pier1s. - merged textures for ags_pier2. - merged textures for ags_pier2s. - merged textures for ags_pier2u. - merged textures for ags_signal_green. - merged textures for ags_signal_red. - merged textures for ags_streetlamp. - merged textures for ags_pier1p_01. - merged textures for ags_pier1_01. - merged textures for ags_pier1s_01. - created fire geometry for blok2, blok3, blok100_ds, blok100_e, blok100_eds. - created view geometry for blok2, blok3, blok100_ds, blok100_e, blok100_eds. - created fire geometry for blok100_k, blok100, crane1, crane1base, crane1tower. - created view geometry for blok100_k, blok100, crane1, crane1base, crane1tower. - created fire geometry for crate, crate_open2, crate_open, crates1, crates2. - created view geometry for crate, crate_open2, crate_open, crates1, crates2. - created fire geometry for crates4, dock_pole, pier_a1, signal_green, signal_red. - created view geometry for crates4, dock_pole, pier_a1, signal_green, signal_red. - created fire geometry for skc_crate, ags_pier1_02, ags_pier1_03, ags_pier1_04. - created fire geometry for ags_pier1_05, ags_pier1b_01, ags_pier1b_02, AGS_pier1s_03. - created fire geometry for AGS_pier1c_01, AGS_pier1c_02, AGS_pier1s_02, AGS_pier1s_04. - created view geometry for skc_crate, ags_pier1_03, ags_pier1_04, ags_pier1_05. - created view geometry for ags_pier1b_01, ags_pier1b_02, AGS_pier1c_01, AGS_pier1c_02. - created view geometry for AGS_pier1s_02, AGS_pier1s_03, AGS_pier1s_04, AGS_pier2_01. - created fire geometry for AGS_pier2_01, AGS_pier2_02, AGS_pier2_03, AGS_pier2s_02. - created view geometry for AGS_pier2_02, AGS_pier2_03, AGS_pier2s_02, AGS_pier2u_01. - created fire geometry for AGS_pier2u_01, ags_bldgs2, ags_crane1, ags_crates1. - created view geometry for ags_crates1, ags_crates2, ags_gsmtransmiter, ags_pier0. - created fire geometry for ags_crates2, ags_gsmtransmiter, ags_pier0, ags_pier1. - created view geometry for ags_pier1, ags_pier1b, ags_pier1c, ags_pier1h, ags_pier1p. - created fire geometry for ags_pier1b, ags_pier1c, ags_pier1h, ags_pier1p, ags_pier1s. - created view geometry for ags_pier1s, ags_pier2, ags_pier2s, ags_pier2u. - created fire geometry for ags_pier2, ags_pier2s, ags_pier2u, ags_signal_green. - created view geometry for ags_signal_green, ags_signal_red. - created fire geometry for ags_signal_red, ags_streetlamp. - ported cranebase.sqs to sqf. --- v1.0 - initial release. Please post feedback if any bugs are found so I can fix them, thanks. If no critical bugs are reported, this will be the final release for ArmA. Download AGS_port_v1.2.rar - 81mb. Mirror 1: Armaholic.com. Mirror 2: Armedassault.info. All mirrors are highly appreciated, thank you.
  6. Snake Man

    AGS Harbor Pack ported by PMC

    v1.2 has been released, first post updated. Enjoy.
  7. Snake Man

    AGS Industrial Pack ported by PMC

    v1.2 has been released, first post updated. Enjoy.
  8. AGS Industrial Pack ported for ArmA by PMC. This is AGS Industrial Pack addon from OFP, now ported to work in ArmA. These models can be used from mission editor, or placed in WRP terrains directly. AGS was so kind to grant permission for anyone to use his work in ArmA, the original topic was in BIS forums here and he added news also to his homepage here. Read online manual PMC Addons/Mods Online Manuals: PMC AGS Industrial. PMC Tactical forums topic. This new release has all shiny textures removed and window reflections adjusted where applicable. Changelog: --- bugs - buildings cannot be destroyed, please confirm. - some textures on objects like helipad flicker. --- fixes v1.2 - all texture shining textures fixed. - window reflections adjusted where applicable. If no critical bugs are reported, this will be the final release for ArmA. Download AGS_inds_v1.2.rar - 68.7mb. Mirror 1: Armaholic.com. Mirror 2: Armedassault.info. All mirrors are highly appreciated, thank you.
  9. Snake Man

    Island Panthera for ArmA 2

    Not true. Some OFP objects were not included in ArmA.
  10. Snake Man

    PMC First Fight - Campaign

    v0.7 has been released, first post updated. Enjoy.
  11. PMC First Fight This is no addons required (no queens gambit required) user made campaign for ArmA. You take part in pure infantry combat in army squad leader, special forces squad leader and sniper roles. v0.7 Sep 17th, 2009. Please read the online manual at PMC addons/mods manuals: PMC First Fight. Changelog --- fixes v0.7 - added new final mission. - tweaked final cutscene. - swift sweep won't end, fixed. - forward ending triggers wont activate (units building rooftops?), added briefing note. - estrellas takes long time to finish after enemies are all dead, fixed. - champagne does not end even all enemies dead, timeout 20min added to briefing, ie; fixed. - night shift -> init_weaponpool.sqs not found error, fixed. - airwave -> init_weaponpool.sqs not found error, fixed. - saveStatus is for "PMC_army?" but unitnames are "PMC_a?" sigh. fixed. - small trigger tweaks to champagne. Official release topic at PMC Tactical Forums. Note that unless critical bugs are reported, this will be the final release. Download PMC_First_Fight_v0.7.rar - 150kb.
  12. AGS Buildings Pack ported for ArmA by PMC. This is AGS Buildings Pack addon from OFP, now ported to work in ArmA. These models can be used from mission editor, or placed in WRP terrains directly. AGS was so kind to grant permission for anyone to use his work in ArmA, the original topic was in BIS forums here and he added news also to his homepage here. Read online manual PMC Addons/Mods Online Manuals: PMC AGS Buildings. PMC Tactical forums topic. This new release has all shiny textures removed and window reflections adjusted. Changelog: Changelog --- bugs - aircraft hangar can be entered through closed doors - no shadows on buildings/objects (all) - ladder textures are flat - buildings cannot be destroyed, please confirm. - some textures on objects like helipad flicker. --- fixes v1.2 - shiny textures removed. - tweaked window reflections where applicable. - fixed some normal mapping like helipads and signs. --- fixes v1.1 - merged textures for build6. - merged textures for cinema. - made _co and _nohq textures for pav2sq and several his friends. - merged textures for kw3. - merged textures for kw2. - merged textures for kw. - merged textures for build7. - merged textures for build5. - merged textures for build4. - merged textures for build3. - merged textures for build2. - merged textures for build12. - merged textures for build11. - merged textures for ags_plaza4. - merged textures for ags_plaza3. - merged textures for ags_plaza2. - merged textures for ags_plaza1. - merged textures for ags_hospital. --- v1.0 - initial release Please post feedback if any bugs are found so I can fix them, thanks. However this is considered to be the last and final release for Armed Assault, if no bugs/issues emerge within reasonable time, no more releases will be made. Download AGS_build_v1.2.rar - 26.7mb. Mirror 1: Armaholic.com Mirror 2: Armedassault.info. All mirrors are highly appreciated, thank you.
  13. Snake Man

    AGS Buildings Pack ported by PMC

    v1.2 has been released, first post updated. Make a note that unless critical bugs are reported, this will be the final version released for ArmA. Enjoy.
  14. Well you asked about editing in internet relay chat, skype ain't it, far from it in the oldschool chat way. I don't care about BIS forums offtopic stuff, that is indeed for moderators, but as I didn't want to say what many people really think about skype, I worded my post like its offtopic here. If you are interested in skype... well what can I say DrLame.
  15. Snake Man

    The best way to add roads?

    I don't even remember how WRPEdit did the roads, can you refresh my memory how was it done?
  16. PMC Silent Bat (formerly known as "PMC Cmp1") v0.4 Sep 13th, 2009. Command Engine X (CEX) campaign with 28 straight forward combat missions. You have several infantry squads, special forces, tanks and helicopters as well as artillery in your disposal. It is up to you to command your troops into victory. Please read the online manual at PMC addons/mods manuals: PMC Silent Bat. Changelog --- fixes v0.4 - created brand new opening cutscene. - major improvement to final cutscene. - 06-28 added intro cutscene. - weather is too cloudy/rainy, fixed, sort of. - added enemy helo guard. - blackhawk map marker is heloattack, fixed to medium airlift. - 03 changed AH6 map marker to recon. - 01 no binocs for team leaders, added. - 04 added snipers. - all missions with same briefing notes, added more. - removed the description.ext onloadmission entry which was lame. - 04-28 changed briefings from "your forces start at rahmadi" to "HQ is at rahmadi" instead. - adjusted 01-03 briefings to reflect the unit types on starting location. - added notification of armored vehicles arriving into sahrani mainland. - 01-04 has different overview.html text, replaced with "campaign mission". - 14 adjusted units starting as tanks engaged immediately with 5km viewdistance. - 14 added keep out warning to the briefing. Discussion and feedback for this campaign at our forums here. Download PMC_Silent_Bat_v0.4.rar - 184kb.
  17. Snake Man

    CAT Afghanistan v1.2 ported by PMC

    Thanks Stewy for the feedback, you are the first and ONLY one to give any feedback since the 1.3 beta release several days ago. I am truly grateful that you take the time and post, thank you. Yes as I said in the PMC Tactical forum post, this is special beta version, none of the floating objects (anything related to objects) have been fixed, yes it requires v1.2 which is already alone strange (hence the beta special strange version). Final v1.3 will be with ArmA engine v1.14 requirement and standalone. At this point I'm afraid I cannot go promising any object fixes, but of course I'll see what I can do.
  18. kju with all due respect, he was asking about IRC... please can you refrain of bringing offtopic clients into this issue. Thanks.
  19. Snake Man

    The best way to add roads?

    XYZ is terrain format, we were talking about roads. I have no clue how to import something to visitor which would be ready to be use roads or that it would somehow generate them. That information I'm looking for here.
  20. Snake Man

    The best way to add roads?

    What format GM exports, which Visitor3 reads then? Are you saying that with GM you can create roads really in "no time" without any fuss?
  21. Snake Man

    Lest we forget...

    I will never forget, never forgive.
  22. Snake Man

    Satellite mask image creation

    [APS]Gnat thanks for the PSP tips, I'll see if similar commands can be found on PS (dilate is new to me). Alliexx, well to me freehand method is not really an option. Also by looking BIS mask images, they just look like made with some automated way, not by freehand. There is so much single pixels used that I cannot imagine BIS terrain team guys doing them freehand. Anyways. So far I had to redo my mask because of BinPBO / registry failure deleted my original, now I used the magic wand in PS to select the edges of terrain types and to copy them into their own layers. Then I tried my best to use the Opteryx's method of saturate, contrast and color replacer, which still doesn't work that well but its step in the right direction. Usually I ended up just freehand fix all the "loose pixels" in there. This method of course is limited, because we either have to completely finalize the texture first and then proceed of doing mask, or any changes to the texture means another rework of the mask (depending on the level of edits in the texture).
  23. Snake Man

    CAT Afghanistan v1.2 ported by PMC

    Latest ArmA is v1.16.5277 The port is made out of the mentioned CAT's Afghanistan Revisited 1.2, ie latest version released by AGS.
  24. Snake Man

    Satellite mask image creation

    plumose 219, I really appreciate your instructions with the screenshots and all... but I already have my PSB file with layers: OFP - Textures Satellite Texture Satellite Mask The ofp-textures is for my reference which I need to follow when creating the sat texture, the other two are obvious. I have now freehand painted the mask using the ofp textures invisible, sat texture about 80% opacity and then sat mask selected and stuff painted there according to texture with appropriate RGB values. If I'm correct, your instructions are pretty much focused in the same. Still working on the new method though, I do not want to give up yet ;) Oh one more thing, if we are forced to use freehand method... then we absolutely must finalize the sat texture first before even starting the mask because... any changes to the texture regarding terrain type outlines would mean the mask go haywire. This is especially why I'd want to have some automated way of creating the mask. Not to mention it is absolutely horrible to get the texture + mask to fit precisely when doing it by freehand.
  25. Snake Man

    RSS Feed for Beta Patches

    I believe the 58932 patch release came through OK from the rss feed, although again I found it first on the forum, but I believe that was just a blind luck. So good work so far, this RSS is indeed appreciated.
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