Snake Man
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Everything posted by Snake Man
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Its identical to the original v1.2 as far as missions are concerned.
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Good job Q and the-f!
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Am I required to delete JOH_CfgMarpat.pbo, JOH_DesMarpat.pbo and JOH_WodMarpat.pbo files before using the contents of the v1.6 release?
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Shawk al Tarif - V0.99 Beta
Snake Man replied to OChristie's topic in ARMA - ADDONS & MODS: COMPLETE
What size in kilometers is this terrain? Are there roads and populated places? Btw I suggest you remove the spaces from the filename. -
Well as much as I understand texture merging its only because 1) your porting OFP model. 2) some weirdo made ArmA model with many textures. Heh, of course there is many situations, but its quite common that texture merging only happens on OFP ported models. Anyways... I would think that if you merge 2 (or more) textures, you just create brand new _NOHQ and _SMDI textures for the new merged one(?), therefore you can just skip the old rvmats completely. Thats as far as I understand it. Yeah as I said, just make new _nohq/_smdi as its much easier. Actually Synide could explain it more detailed (Synide: the vte_sampanbig demo model, tai.pdf, remember?). But in a nutshell the merged texture pieces or their coordinate information is not in proper locations on the .tai file, therefore synMoveUV.exe does its job on wrong .tai information, resulting a model that has the texture information mixed up.
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Me, I'm jumping between Synide's method and pantool ptm method. I really like Synide's method because it uses the native new p3dm mlod format editing. However I hate the nvidia atlastool as it fucks up so many times on making the merge .tai file for me, meaning the textures are all mixed up in the UV. I like the pantool tetris puzzle when making the texture, you can choose how to place them... but I hate the fact that I need to use the old/first O2 export version to save into old p3d format, then use old o2 to do the merge and back to new O2PE again to finish it up with rvmats etc. In a nutshell, if the atlastool would work OK then I would absolutely only use the Synide moveUV method alone. Right now I'm doing so as long as atlastool makes proper .tai file
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I just open the merged TGA image in Photoshop and save it again, works fine. Should work the same in paintshoppro(?).
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PMC Editing Wiki: reskinning tutorial.
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L3DT Island - Bliss - large km
Snake Man replied to [aps]gnat's topic in ARMA : MAP EDITING (VISITOR)
Too bad that those 102 and 204km terrains wont work properly as ArmA crashes eventually. -
You need to add model.cfg to your addon dir and have the cfgmodels part like this:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class ArmaMan : Default { sections[] = { Â Â "osobnost", "Head_Injury", "Body_Injury", "l_leg_injury", "l_arm_injury", "r_arm_injury", "r_leg_injury", Â Â "clan" }; Â skeletonName = "OFP2_ManSkeleton"; }; Notice the "clan" there, thats the line that fixes the visible BIS clan logo in soldiers arm.
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wld427 we definitely need to join forces as I'm about to merge textures/fix/tweak the footmunch's F4 model as well as Col Klinks A4 which I assume your screenshots are from. Can you please contact me in PMC Tactical forums so we can coordinate our work (that is, if you're interested).
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CAT Afghanistan v1.5 port by PMC. This is Afghanistan terrain and objects addon from Operation Flashpoint ported into Armed Assault. Its a advanced port, several modeling errors were fixed, textures merged and models optimized as well as config tweaked. No content have been added (except terrain has no ocean now, ie this is a terrain, not an island) or removed. Also the terrain uses now satellite texture / mask. There are no soldiers or vehicles in this addon. Read online manual: PMC Addons/Mods Online Manuals: PMC CAT Afghanistan. Download PMC_CAT_Afghanistan_v1.5.rar - 153mb. Mirror 1: Armaholic.com Mirror 2: Armedassault.info. All mirrors are very much appreciated, thank you.
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CAT Afghanistan, ported by PMC
Snake Man replied to Snake Man's topic in ARMA - ADDONS & MODS: COMPLETE
I was thinking of me merging as many of the textures as possible (all would be superb), and then someone with texturing skills to touch up the textures. Making normal/specular maps is dead easy, that is no problem I can do those myself. Actually I already merged textures for the mosque. -
CAT Afghanistan, ported by PMC
Snake Man replied to Snake Man's topic in ARMA - ADDONS & MODS: COMPLETE
Would anyone be willing to help me out on this, to do some re-texturing of the objects? -
Well the question for this topic was: And I answered to him regarding my own experience and as well providing example terrains.
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I have made 204 x 204km terrain, its not fully working as there is some bugs that cause RPT go nuts. But for example my 51km x 51km desert terrain runs absolutely smooth for hours, no problems. These above of course are the 4WVR oldschool method, not the satellite texture layer thing. You've seen the PMC WRP Demo islands?
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CAT Afghanistan, ported by PMC
Snake Man replied to Snake Man's topic in ARMA - ADDONS & MODS: COMPLETE
Neither, its on CATintro\isl\ dir if I recall correctly (sorry dont have the files here with me now to check), but anyway it was not any of those BIS visitor 3 dirs, this terrain has nothing to do with visitor. -
CAT Afghanistan, ported by PMC
Snake Man replied to Snake Man's topic in ARMA - ADDONS & MODS: COMPLETE
I have no solution for the infamous ladder WRP problem. The ladders work on mission editor placed objects but not on WRP placed. Thats all I know. Sorry. -
CAT Afghanistan, ported by PMC
Snake Man replied to Snake Man's topic in ARMA - ADDONS & MODS: COMPLETE
I just tested road last night, it appears to work ok (at least the one leading from airport to the first city). Can you provide more details where the roads dont work? Yeah that is a strange lighting bug, I'll definitely try to fix it. Ladders are known ArmA issue, nothing I can do that for now. As for buildings height, I'll try to see where such objects are located and align them properly. Yeah there has been good feedback enough for me to continue editing this. I'll try to release fixed version if I cant get those fixes done. Indeed, thats one part of ArmA editing I havent yet done but I think in our wiki there is already shadow tutorial so I'll take a moment and try to create the shadow LODs. Nothing was changed, but it eases up the bug reporting etc to have it only run on the latest version and why not run the latest anyways. Well thats just it, the 4WVR wrp terrains cause CTD if you fly with high viewdistances. I run my ArmA on 2500m viewdistance and never had a crash flying helos. As said known problem and I'll take a look at the object heights. Thats true, known problem for 4WVR terrains. The problem with porting DMA Libya and therefore yours is that the first includes so many permissions that I dont even know where to begin. If someone hunted down all the DMA Libya authors (I mean there was several unless I'm totally mistaken) and got permissions for me to port it, I would try to do it. So far I know that these are the required addons: Mapfact Oil Addon 1.02 Mapfact barracks 1.5 Mapfact MilObj-Pack 1.0 Mapfact Airport/Mines 1.2 3WX Object Pack 1.1 Thats tons of addons Anyways. Thanks for everyone for the feedback, much appreciated and nice to see you guys are enjoying it. I'll now try to fix some of the stuff in there, I cannot give any promises if anything gets done, but I'll try. So stay tuned and keep those bug reports and suggestions coming. -
I usually dont like the scifi zombie stuff, but for whatever reason; I have to say that I really liked this campaign. Technically its outstanding compared to the other campaigns/missions out there, I was very Very impressed. Good work OTK!
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Can you tell us something about the techniques you're using to edit this terrain. For example where did you get the real life map for this city? How did you put it to Visitor 3 (I assume thats what youre using and you put the image there)? How accurately can you follow the real life map if you're using it? What about satellite texture, google earth or something else? What about building/object locations, how accurately you're putting those in? You know, small details like that
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Join the club. This problem has been known for us a long time now, its been said that the only fix is to use individual vegetation objects.
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The path + model name is ca\misc\vez_ropa.p3d Wether its animated in your WRP, you'll have to report back to us, I dont know (referring to the ladder problem).
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They work just fine, VTE is full of them.
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It was said that the big sparks only fly when bullets hit a soldiers weapon. Okay... I can dig with that... But can someone please tell me why when I shoot unarmed (meaning NO WEAPON) civilian... sparks fly the same?