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luki

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Everything posted by luki

  1. luki

    Island crashing

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">No more slot to add connection at 65553162 (5710.8,6356.4) Happens when road network not closed, BiS island has it too. (for ex. when you build a parking lot with road objects). Otherwise check this grid position (5710.8,6356.4) and watch what there is. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">ca\cti_buildings\cti_hesco_10x.p3d: house, config class missing Be sure you have unraped configs (*.cpp) from this objects in "p:/ca/" so binpbo can read it in the binarize prozess. About crashing: Island size parameters (grid,cell,size)? and what says binpbo log after binarizing. \atsche
  2. luki

    Where can I find this object(s)?

    If you dont correct binarize and dont have all needed config.cpps and sometimes mlods in source project foldier the objects dont work on final island (like ladders and anims). And check binarize log file. Do you resized them with visitor? then its possible that problems with geolod comes up. \Atsche
  3. luki

    Where can I find this object(s)?

    \misc\seno_balik.p3d \misc\data\seno_balik_co.paa
  4. You could define your own laser like: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgMagazines { class Default; class VehicleMagazine; class your_lasermag : VehicleMagazine    {  scope = 2;  displayName = "Laser Designator";  ammo = "Laserbeam";  count = 1;    }; }; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgWeapons { class Default; class your_weapon : default    {  scope = 2;  displayName = "Laser Designator";  primary = 10;  magazines[] = {"your_lasermag"};    }; }; And be sure u listed the weapon and magazine in the turret class.
  5. luki

    Textures going Black after BinPBO

    Yeah noticed that too on a short test last night. I got an ati x1950xtx. Your wheat textur ending is *_co. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#  _CO - color (difuse map), sRGB color space # _CA - color with alpha (difuse map with alpha), sRGB color space Workaround: Dont binarize the textures when packing plants (BinPbo Options add *.paa). Or manualy add source textures after binarize. otherwise turn on msn  greets
  6. luki

    Segment Size Performance Impact?

    Had exact same problems with 20m cell size and maps greater than 12800x12800, especially with high rez textures. With 25m cells no problems.
  7. Nice Objects @ BadBenson small criticism: like cheritto said, but i would change the ground detail textur a bit in this direction like the sattexur in the distance  The wheat field is absolut constant, all is at the same high and that looks not realy natural. Maby you can tweak it a bit so it gets some differentness. But texture looks very nice \Sgt.Ace
  8. luki

    PROJECT'85 TOPIC

    It will be a mix of all more infos coming soon.
  9. luki

    PROJECT'85 TOPIC

    2 small wips from the island Island is under construction with 3DE
  10. When you require addons <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">requiredAddons[] = {"CAData", "CABuildings", "CAMisc", "CAPlants", "CARoads", "CARocks", "opxbuildings", Â "opxmisc", "opxplants"}; then you need to be certain that you load all that addons listed there detailed infos about that : Conflicting addons / addon load order
  11. The map_3de.pbo (the core programm) requires just arma 1.14. map_eu.pbo requires Queens Gambit and other stuff you can see on the mapfact dl pages of each addon.
  12. The warning pops up because of "arma.ext" its absolut save! Read the DL Page for more Infos and/or for the virus warning extended dll thread we try to fix the problem asap. \Sgt.Ace
  13. luki

    Random Vegitation Script?????

    i dont think this looks naturalWhy you dont just use the Random Object Placer script. Its exact this what you need.. you can load diffrent object types and natural&artificial objects.
  14. luki

    Model Binarization

    you should binarize the model.p3d together with the model.cfg in same foldier.
  15. Sure all stuff will be included and there will be also a empty island for testing around with 3de.
  16. The island has some small isles but one runnway and it makes no sence to make more on that island.
  17. I tested around with airplane turrets some time ago. If i see your error messages (i got the exactly same) u have done something wrong in the turret class. i just see your Turret class there the error sits. Try with newturret <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class NewTurret; ................ class turrets; class MainTurret: NewTurret maby it helps in some way. \sgt.ace
  18. Keep in mind: Each texture cell (16 per segment) can only have one surface, based upon the first terrain type in that cell. This means you'll only be likely to get a few surfaces over an entire island. And whats your detail textures call? sneeuw_detail_co.paa? And change old: files = "sneeuw*"; new: files = "sneeuw_*";
  19. Yeah its on the 3de island Why?
  20. luki

    Unknow mask problems

    Use a 8bit mask instead of the 24bit. I use on my Islands only 8bit mask files without any problem. BIS has done the same on the samplemap. \Sgt.Ace
  21. luki

    Dock names

    You are in the Visitor Forum, do you mean in the ingame Editor? then you should take a Editor Upgrade. PS: use setPos or wait for the 3D Editor
  22. luki

    Dock names

    Wich Dock Types u exactly mean there are several types. molo_beton molo_drevo molo_drevo_bs molo_drevo_end molo_drevo_krychle molo_drevo_krychle2 molo_krychle molo_krychle2 ofpec.com/COMREF/armavehicles
  23. The 3deditor detecs any addon/mod that is loaded and if the addon has a propper config, u can use it
  24. The map will be approximately 6km sq. spotted something in the deep forrest
  25. I used P svetlo for the light memory and i typed it in the class CfgModels under sections and nowhere else. I use config.cpp and model.cfg. greets
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