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Snake Man

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Everything posted by Snake Man

  1. Snake Man

    Project RACS

    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).
  2. 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.
  3. Snake Man

    CAT Afghanistan, ported by PMC

    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.
  4. Snake Man

    CAT Afghanistan, ported by PMC

    Would anyone be willing to help me out on this, to do some re-texturing of the objects?
  5. Snake Man

    Maximum island size

    Well the question for this topic was: And I answered to him regarding my own experience and as well providing example terrains.
  6. Snake Man

    Maximum island size

    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?
  7. Snake Man

    CAT Afghanistan, ported by PMC

    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.
  8. Snake Man

    CAT Afghanistan, ported by PMC

    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.
  9. Snake Man

    CAT Afghanistan, ported by PMC

    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.
  10. Snake Man

    Campaign "Range of Dead"

    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!
  11. Snake Man

    As Samawah

    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
  12. Snake Man

    Objects and slopes

    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.
  13. Snake Man

    Oil Pump

    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).
  14. Snake Man

    Object disappearing\reappearing problem

    They work just fine, VTE is full of them.
  15. Snake Man

    ArmA Effects

    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?
  16. Snake Man

    AI and Roads

    I'll take a wild quess that you've made those roads and forgot to add the proper Geometry property to it So in O2 open the road, double click the Geomety, make sure the Property window is open (CTRL-1), then add new property and put name: class, value: road. Also at the same time I suggest you add name: map, value: road. Then also make sure you have LOD called RoadWay in the road object. The RoadWay should be about the same as the first/normal LOD. Take a look at the BIS example models for roads. When you have these setup properly, try again and we'll see if it helps.
  17. Snake Man

    Disable enviroment sounds?

    Yes its possible. Do a config like this: class CfgEnvSounds { class Rain { name = "NAM rain"; sound[] = {"",0,1}; volume = "rain"; }; class Sea { name = "NAM sea"; sound[] = {"",0,1}; volume = "sea"; }; class Meadows { name = "NAM meadows"; sound[] = {"",0,1}; volume = "meadow*(1-rain)*(1-night)"; }; class Trees { name = "NAM trees"; sound[] = {"",0,1}; volume = "trees*(1-rain)*(1-night)"; }; class MeadowsNight { name = "NAM meadows night"; sound[] = {"",0,1}; volume = "meadow*(1-rain)*night"; }; class TreesNight { name = "NAM trees night"; sound[] = {"",0,1}; volume = "trees*(1-rain)*night"; }; class Hills { name = "NAM hills"; sound[] = {"",0,1}; volume = "hills"; }; class Wind { name = "NAM wind"; sound[] = {"", db-75, 1}; volume = "(1-hills)*windy*0.5"; }; }; Now in the sound[] part you must define the second parameter as zero or just leave out the wss file completely, I believe "" would work then, so the sound cant be heard at all. With config like this you should get no environmental sounds at all (I have not tested the config btw).
  18. Snake Man

    cfgEnvSounds for ARMA islands?

    Check VTE terrain config, I've included environmental sounds there. Only thing is that I didn't get Rain or Sea sounds to work, I'm looking into it. //class CfgEnvSounds {}; // snake attempt to create name environmental sounds class CfgEnvSounds { class Default { name = $STR_CFG_ENVSOUNDS_DEFAULT; sound[] = {$DEFAULT$, 0, 1}; soundNight[] = {$DEFAULT$, 0, 1}; }; // not working class Rain { name = "NAM rain"; sound[] = {"\VTE_sounds\Environment\JungleRain1.wss",1,1};//0.002 volume = "meadow*(1-rain)*(1-night)";// was just "rain" }; // not working class Sea { name = "NAM sea"; sound[] = {"\VTE_sounds\Environment\JungleOcean1.wss",1,1};//0.0008 volume = "sea"; }; class Meadows { name = "NAM meadows"; sound[] = {"\VTE_sounds\Environment\JungleAmbience1.wss",0.006,1};//0.0006 volume = "meadow*(1-rain)*(1-night)"; }; class Trees { name = "NAM trees"; sound[] = {"\VTE_sounds\Environment\JungleHill1.wss",0.00316,1};//0.000316 volume = "trees*(1-rain)*(1-night)"; }; class MeadowsNight { name = "NAM meadows night"; sound[] = {"\VTE_sounds\Environment\JungleNight1.wss",0.006,1};//0.0006 volume = "meadow*(1-rain)*night"; }; class TreesNight { name = "NAM trees night"; sound[] = {"\VTE_sounds\Environment\JungleNight1.wss",0.006,1};//0.0006 volume = "trees*(1-rain)*night"; }; class Hills { name = "NAM hills"; sound[] = {"\VTE_sounds\Environment\JungleHill1.wss",0.006,1};//0.0006 volume = "hills"; }; class Wind { name = "NAM wind"; sound[] = {"", db-75, 1}; volume = "(1-hills)*windy*0.5"; }; };
  19. Snake Man

    USS Nimitz (CVN-68)

    Hey Steve, talk to Ron, I've had this addon ported and texture merged with normal/specular maps since last year already...
  20. Snake Man

    Vietnam: The Experience

    VTE editing continues, just did few tweaks today. If anyone is willing to help, feel free to PM me here or in PMC Tactical forums.
  21. Snake Man

    ArmA Effects

    Please remove the sparks on soldiers as they look unrealistic, human body wont produce sparks when hit by a bullet.
  22. Snake Man

    Pic of Sydney

    Are those harbour objects the Agent Smith OFP ones now converted to ArmA or something else?
  23. Snake Man

    Pic of Sydney

    Are those harbour objects the Agent Smith OFP ones now converted to ArmA or something else?
  24. Snake Man

    Ps 30000 px limitation

    fasad is absolutely correct, have you even estimated how big the rarred up terrain pbo package would be for download in that satellite layer size?
  25. Snake Man

    Campaign variables

    saveStatus is the command you need. Also very nice command is weaponPool and magazinePool but these arent related of saving unit status to next mission(s). Check out PMC First Fight campaign, it has very nice/simple saveStatus setup.
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