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Everything posted by luki
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"C:\Program Files\Atari\ArmA\arma.exe" -nosplash ArmA:_Startup_Parameters
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"C:\Program Files\Atari\ArmA\arma.exe" -nosplash
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Select the Object hold down left shift and leftclick on the map have fun greets Sgt.Ace
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Ok good to know anyway
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And what is if u replace the files in "P:\Dta" with the 1.09 ones?
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If ur using 1.09 i had the same problem Then i unpbo the "X:\Program files\Bohemia Interactive\ArmA\Dta\bin.pbo to update the shader files in "P:\bin" greets
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This way it should work 1) Press A 2) Load Texture 3) Highlight + select faces you want to texture 4) Press B 5) Texture applied? I dont know if o2 shows *paa`s, but *tga`s are working
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Sat-mask layers done, but dispear in buldozer!
luki replied to mpantel's topic in ARMA : MAP EDITING (VISITOR)
Grap Notepad++ load all rvmats search and replace png to paa.. done Happy Mapping -
Cold War Rearmed Addons v0.80 released
luki replied to raedor's topic in ARMA - ADDONS & MODS: COMPLETE
Congrats CWR team nice job Someone should make some winter units -
Same here.. runs without props
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wip
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extraordinary masterstroke
- 376 replies
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- dac
- dynamic ai creator
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(and 2 more)
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Tree at xxxx, yyyy out of grid (x-axis)
luki replied to .kju's topic in ARMA : MAP EDITING (VISITOR)
"Out of grid" means in WRP that he placed a tree exact on a grid border. -
Nice to see you still use my crappy everon @ Stewy Nice screens all.
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It the same like you extract a zip archiv but with your arma *.pbo files. You can use cpbo from kegetys to extract pbo files keg tools
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/wiki/Making_Satellite_Texture_and_Mask
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I used the invisible roads on the everon 0.5 airport and it works and this was a long time ago. You find the road under "P:\ca\Roads\road_invisible.p3d"
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Importing from flashpoing. renaming lod's????
luki replied to Rambo-16AAB's topic in ARMA : O2 MODELLING
Why u need to rename lods?? you just need add the shadow lod to old modell. About renaming lods : rightclick --> properties -
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">XX:\Program files\Bohemia Interactive\ArmA\Missions
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Killed eventhandler returns victim as civ
luki replied to nullsystems's topic in ARMA - MISSION EDITING & SCRIPTING
Watch the source link, i cut the script to the minimum but i think in the full version is exactly what u need? -
Killed eventhandler returns victim as civ
luki replied to nullsystems's topic in ARMA - MISSION EDITING & SCRIPTING
Maby this is helpfull: Init of the enemy: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addEventHandler ["killed",{_this exec "killer.sqs"}] killer.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_victim = _this select 0 _killer = _this select 1 #killer hint format ["Warning!\n%1 Enemy killed by (WEST)\n%2 ",name _victim,name _killer] Exit source: ofpec_forums -
Great and easy to do tut. Thanks for this neph. I need to try this right now /Sgt.Ace
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Convert the tgas with textview to paa.
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Do you set the right texture path under Tools ---> Mass Texture&Material renaming...?
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If u mean the converting process for all the generatet pngs from the satmap... when u start buldozer the first time (after the sat+mask import) then the pngs get convertet by visitor itself you dont need do this step anymore self if u have the newest visitor candidate. But if u wana do convert png to paas with pal2pac imanaged it like this: Select all png rightclick ---> openwith ---> browse pal2pac.exe. And when u choos to open the filetype always with pal2pac then the next time u just need to doubleclick on a png to convert to paa.