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Symbiot

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About Symbiot

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  1. I DID it !!!! I have HEXed .pew and it works. The easiest way to keep it work - is to have the same name length if you change something... For ex - ca\plants\data\briza2_2.rvmat - 29 symbols So you need to have the path like - ca\fseden\vegetation\b2.rvmat - 29 symbols
  2. I've already did it for model and it works, but not for .pew dunno why...
  3. I try to replace some of objects on my map to the same objects but with changed model and texture path. If i do TOOLS/Replace object it works, i see my obect in Buldozer, but i can't keep it's position. The problem is - i have a few hundreds of this objects on my map and i'd like to keep it as it was with old model. Some ideas how to do it ?
  4. Symbiot

    SeXyWombat's Tank Damage System

    SeXyWombat Any chances to see ripped off parts ? Like it was in FFUR for OFP. Tank parts laying on the ground after explosion, smoking turret ripped off from hull was something nice to see
  5. Symbiot

    Ca_Everon

    There will be only one definitive release. I don't work with BiS to make 1000000 patches of my product Btw small portion of screens Sat texture is almost finished. We work now on vegetation tweaking, lods and ground textures. Low resolution sat on this screens - http://img135.imageshack.us/my.php?image=arma2008091119334664sx7.jpg http://img135.imageshack.us/my.php?image=arma2008091119330151lg7.jpg http://img135.imageshack.us/my.php?image=arma2008091119322418ko0.jpg http://img161.imageshack.us/my.php?image=arma2008091119314839ty3.jpg http://img135.imageshack.us/my.php?image=arma2008091119305104ey7.jpg http://img161.imageshack.us/my.php?image=arma2008091119302303xh6.jpg http://img135.imageshack.us/my.php?image=arma2008091119293354ce6.jpg
  6. Symbiot

    Ca_Everon

    http://img117.imageshack.us/my.php?image=mohjw5.jpg
  7. Symbiot

    Ca_Everon

    http://img98.imageshack.us/my.php?image=arma2008090512233373bx6.jpg http://img301.imageshack.us/my.php?image=arma2008090512241485oe7.jpg http://img356.imageshack.us/my.php?image=arma2008090512231892vs2.jpg http://img356.imageshack.us/my.php?image=arma2008090512200614ar6.jpg http://img98.imageshack.us/my.php?image=arma2008090512195957cn3.jpg http://img98.imageshack.us/my.php?image=arma2008090512192875nz5.jpg http://img356.imageshack.us/my.php?image=arma2008090512253257br8.jpg
  8. Symbiot

    Ca_Everon

    A few minutes in photoshop, tweaked Stacker's trees texture. Repacked, and voila - Not so heavy dark anymore ! http://img222.imageshack.us/img222/1092/arma2008090421493579zn4.jpg
  9. Symbiot

    Ca_Everon

    Low reslution version of Everon Spruces are custom but version is outdated. Grass clutters are default, but tweaked customly Custom models of shrubs will be added in the forest soon. http://img384.imageshack.us/my.php?image=arma2008090420501443bv6.jpg http://img222.imageshack.us/my.php?image=arma2008090420492373vu1.jpg http://img134.imageshack.us/my.php?image=arma2008090420462495ov4.jpg http://img134.imageshack.us/my.php?image=arma2008090420434387yo3.jpg http://img516.imageshack.us/my.php?image=arma2008090420522806rt9.jpg
  10. Problem is fixed, i've found a solution by myself. Anyways thx to everyone !
  11. Symbiot

    Ca_Everon

    Problem is fixed, thx to everyone
  12. Symbiot

    Ca_Everon

    LooooooL i'm a dumbass  class clutter  {  class FSEden _  !!!!! GrassGeneral  : DefaultClutter {        model = "ca\plants\clutter_grass_general.p3d";        affectedByWind = 0.300000;        swLighting = 1;        scaleMin = 0.750000;        scaleMax = 1.000000;      };      class FSEden_  !!!!! GrassFlowers  : FSEden_GrassGeneral {        model = "ca\plants\clutter_grass_flowers.p3d";      };      class FSEden_GrassLong  : FSEden_GrassGeneral {        model = "ca\plants\clutter_grass_long.p3d";        affectedByWind = 0.600000;        scaleMin = 0.600000;        scaleMax = 1.100000;      }; class CfgSurfaceCharacters  {  class FSEden_GrassClutter  {    probability[] = {0.980000,0.030000,0.020000,0.015000 };    names[] = {"FSEdenGrassGeneral","FSEdenFlowersColor","FSEdenGrassLong"," FSEdenGrassSevenbeauty" };  };  class FSEden_SandGeneralClutter  {    probability[] = {0.010000,0.050000 };    names[] = {"FSEdenGrassLong","FSEdenSmallRocks" };  };
  13. Symbiot

    Ca_Everon

    Hmmm, and what is this in my config Look at the end of my previsious post with a config - Isn't this you are talking about ? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgSurfaces { class Default { }; class Water { }; class FSEden_Grass : Default { access = 2; files = "FSEden_Grass_*"; rough = 0.100000; dust = 0.100000; soundEnviron = "grass"; character = "FSEden_GrassClutter"; }; class FSEden_ForestNeedles : Default { access = 2; files = "FSEden_ForestNeedles_*"; rough = 0.200000; dust = 0.200000; soundEnviron = "forest"; character = "FSEden_ForestNeedlesClutter"; }; class FSEden_CityGround : Default { access = 2; files = "FSEden_CityGround_*"; rough = 0.010000; dust = 0.050000; soundEnviron = "gravel"; character = "Empty"; }; class FSEden_Field1 : Default { access = 2; files = "FSEden_Field1_*"; rough = 0.300000; dust = 0.250000; soundEnviron = "mud"; character = "FSEden_SparseWeedsClutter"; }; class FSEden_RockNorth : Default { access = 2; files = "FSEden_RockNorth_*"; rough = 0.500000; dust = 0.200000; soundEnviron = "rock"; character = "Empty"; }; class FSEden_SandBeach : Default { access = 2; files = "FSEden_SandBeach_*"; rough = 0.100000; dust = 0.500000; soundEnviron = "sand"; character = "Empty"; }; class FSEden_SandGeneral : Default { access = 2; files = "FSEden_SandGeneral_*"; rough = 0.100000; dust = 0.500000; soundEnviron = "sand"; character = "FSEden_SandGeneralClutter"; }; }; class CfgSurfaceCharacters { class FSEden_GrassClutter { probability[] = {0.980000,0.030000,0.020000,0.015000 }; names[] = {"FSEdenGrassGeneral","FSEdenFlowersColor","FSEdenGrassLong","FSEdenGrassSevenbeauty" }; }; class FSEden_SandGeneralClutter { probability[] = {0.010000,0.050000 }; names[] = {"FSEdenGrassLong","FSEdenSmallRocks" }; }; class FSEden_ForestNeedlesClutter { probability[] = {0.200000,0.150000,0.100000,0.100000,0.001000,0.002000,0.001000 }; names[] = {"FSEdenForestFern","FSEdenGrassLong","FSEdenGrassFlowers","FSEdenSmallRocks","FSEdenMushroomsHorcak","FSEdenMushroomsPrasivka","FSEdenMushroomsMuchomurka" }; }; class FSEden_SparseWeedsClutter { probability[] = {0.020000 }; names[] = {"FSEdenFlowersWhite" }; }; };
  14. Symbiot

    Ca_Everon

    Thx for your help. You have forgot one closing bracket after class SaintPierre { name = "Saint Pierre"; position[] = {9662,1605,50 }; }; But even after i've fixed it, it dasn't work ((((( Sniffff, dunnnoo what to do
  15. I've changed everything and it still to not work ingame. DAMN here is a new configs Layers - <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Layers { class FSEden_SandBeach { texture = "ca\FSeden\data\FSEden_SandBeach_mco.paa"; material="ca\FSeden\data\FSEden_SandBeach.rvmat"; }; class FSEden_SandGeneral { texture = "ca\FSeden\data\FSEden_SandGeneral_mco.paa"; material="ca\FSeden\data\FSEden_SandGeneral.rvmat"; }; class high_trava { texture = "ca\FSeden\data\high_trava_mco.paa"; material="ca\FSeden\data\high_trava.rvmat"; }; class FSEden_Grass { texture = "ca\FSeden\data\FSEden_Grass_mco.paa"; material="ca\FSeden\data\FSEden_Grass.rvmat"; }; class FSEden_ForestNeedles { texture = "ca\FSeden\data\FSEden_ForestNeedles_mco.paa"; material="ca\FSeden\data\FSEden_ForestNeedles.rvmat"; }; class FSEden_CityGround { texture = "ca\FSeden\data\FSEden_CityGround_mco.paa"; material="ca\FSeden\data\FSEden_CityGround.rvmat"; }; class FSEden_RockNorth { texture = "ca\FSeden\data\FSEden_RockNorth_mco.paa"; material="ca\FSeden\data\FSEden_RockNorth.rvmat"; }; class FSEden_Field1 { texture = "ca\FSeden\data\FSEden_Field1_mco.paa"; material="ca\FSeden\data\FSEden_Field1.rvmat"; }; }; class Legend { picture="ca\SampleMap\Source\mapLegend.png"; class Colors { FSEden_SandBeach[]={{255,255,0}}; FSEden_SandGeneral[]={{128,128,0}}; FShigh_trava[]={{255,0,255}}; FSEden_Grass[]={{0,255,0},{0,128,0}}; FSEden_ForestNeedles[]={{255,128,255}}; FSEden_CityGround[]={{100,100,100},{0,0,255}}; FSEden_RockNorth[]={{255,0,0}}; FSEden_Field1[]={{0,0,0},{99,55,0}}; }; }; config.cpp - <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { class FSeden { units[] = {"FSeden" }; weapons[] = {}; requiredVersion = 1.10000; requiredAddons[] = {"CAData","CABuildings","CAMisc","CAPlants","CARoads","CARocks" }; }; }; class CfgLocationTypes; //Extended class DefaultLighting; //Extended class DefaultLighting_CA : DefaultLighting { }; class CfgWorlds { class DefaultClutter { scaleMin = 0.900000; scaleMax = 1.400000; }; class DefaultWorld; //Extended class CAWorld : DefaultWorld { class Grid { }; }; class FSeden : CAWorld { access = 3; worldId = 3; cutscenes[] = {"FSedenIntro1" }; description = "FSEden"; icon = ""; worldName = "\ca\FSeden\FSeden.wrp"; pictureMap = ""; pictureShot = ""; plateFormat = "3D$ - #####"; plateLetters = "ABCDEGHIKLMNOPRSTVXZ"; longitude = -40; latitude = -40; class Grid : Grid { offsetX = 0; offsetY = -15360; class Zoom1 { zoomMax = 0.500000; format = "XY"; formatX = "Aa"; formatY = "00"; stepX = 200; stepY = 200; }; class Zoom2 { zoomMax = 1e30; format = "XY"; formatX = "A"; formatY = "0"; stepX = 2000; stepY = 2000; }; }; startTime = "8:30"; startDate = "01/05/1985"; startWeather = 0.100000; startFog = 0.000000; forecastWeather = 0.300000; forecastFog = 0.000000; seagullPos[] = {1272.842041,150.000000,14034.961914 }; centerPosition[] = {2500,2500,300 }; ilsPosition[] = {1929,1684,5 }; ilsDirection[] = {-0.700000,0.080000,-0.600000 }; ilsTaxiIn[] = {2257,1878,1985,1651,1968,1655,1947,1679,1950,1700 }; ilsTaxiOff[] = {2188,1899,2460,2127,2473,2125,2495,2097,2494,2077,2257,1878 }; drawTaxiway = 1; class clutter { class FSEden_GrassGeneral : DefaultClutter { model = "ca\plants\clutter_grass_general.p3d"; affectedByWind = 0.300000; swLighting = 1; scaleMin = 0.750000; scaleMax = 1.000000; }; class FSEden_GrassFlowers : FSEden_GrassGeneral { model = "ca\plants\clutter_grass_flowers.p3d"; }; class FSEden_GrassLong : FSEden_GrassGeneral { model = "ca\plants\clutter_grass_long.p3d"; affectedByWind = 0.600000; scaleMin = 0.600000; scaleMax = 1.100000; }; class FSEden_GrassSevenbeauty : FSEden_GrassGeneral { model = "ca\plants\clutter_grass_sevenbaeuty.p3d"; affectedByWind = 0.100000; scaleMin = 0.700000; scaleMax = 1.100000; }; class FSEden_GrassYellow : FSEden_GrassGeneral { model = "ca\plants\clutter_grass_yellow.p3d"; affectedByWind = 0.100000; scaleMin = 0.700000; scaleMax = 1.100000; }; class FSEden_GrassDesert : FSEden_GrassGeneral { model = "ca\plants\clutter_grass_desert.p3d"; }; class FSEden_ForestFern : FSEden_GrassGeneral { model = "ca\plants\clutter_forest_fern.p3d"; affectedByWind = 0.100000; scaleMin = 0.900000; scaleMax = 1.100000; }; class FSEden_SmallRocks : FSEden_GrassGeneral { model = "ca\rocks\clutter_stone_small.p3d"; affectedByWind = 0; scaleMin = 0.900000; scaleMax = 1.100000; }; class FSEden_FlowersColor : FSEden_GrassGeneral { model = "ca\plants\clutter_smetanka.p3d"; }; class FSEden_FlowersWhite : FSEden_GrassGeneral { model = "ca\plants\clutter_white_flower.p3d"; }; class FSEden_MushroomsHorcak : FSEden_GrassGeneral { model = "ca\plants\clutter_horcak.p3d"; affectedByWind = 0; scaleMin = 0.850000; scaleMax = 1.250000; }; }; class ReplaceObjects { }; class Sounds { sounds[] = {}; }; class Animation { vehicles[] = {}; }; class Lighting : DefaultLighting { }; clutterGrid = 1.110000; clutterDist = 60; noDetailDist = 40; fullDetailDist = 5; minTreesInForestSquare = 3; minRocksInRockSquare = 4; class Subdivision { class Fractal { rougness = 5; maxRoad = 0.020000; maxTrack = 0.500000; maxSlopeFactor = 0.050000; }; class WhiteNoise { rougness = 2; maxRoad = 0.010000; maxTrack = 0.050000; maxSlopeFactor = 0.002500; }; minY = 0.000000; minSlope = 0.020000; }; class Ambient { class BigBirds { radius = 300; cost = "((1 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)"; class Species { class Hawk { probability = 0.200000; cost = 1; }; }; }; class Birds { radius = 170; cost = "(1 - night) * ((1 + (3 * sea)) - (2 * rain))"; class Species { class Seagull { probability = 0.200000; cost = 1; }; }; }; class BigInsects { radius = 20; cost = "(5 - (2 * houses)) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)"; class Species { class DragonFly { probability = "0.6 - (meadow * 0.5) + (forest * 0.4)"; cost = 1; }; class ButterFly { probability = "0.4 + (meadow * 0.5) - (forest * 0.4)"; cost = 1; }; }; }; class BigInsectsAquatic { radius = 20; cost = "(3 * sea) * (1 - night) * (1 - rain) * (1 - windy)"; class Species { class DragonFly { probability = 1; cost = 1; }; }; }; class WindClutter { radius = 10; cost = "((20 - 5 * rain) * (3 * (windy factor [0.2, 0.5]))) * (1 - sea)"; class Species { class FxWindGrass1 { probability = "0.4 - 0.2 * hills - 0.2 * trees"; cost = 1; }; class FxWindGrass2 { probability = "0.4 - 0.2 * hills - 0.2 * trees"; cost = 1; }; class FxWindRock1 { probability = "0.4 * hills"; cost = 1; }; class FxWindLeaf1 { probability = "0.2 * trees"; cost = 1; }; class FxWindLeaf2 { probability = "0.1 * trees + 0.2"; cost = 1; }; class FxWindLeaf3 { probability = "0.1 * trees"; cost = 1; }; }; }; class NoWindClutter { radius = 15; cost = "(20 * (windy factor [0.1, 0.2])) * meadow * (1 - rain) * (1 - sea) * (1 - forest) * (1 - houses)"; class Species { class FxWindPollen1 { probability = 1; cost = 1; }; }; }; class SmallInsects { radius = 3; cost = "(12 - 8 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)"; class Species { class HouseFly { probability = "deadBody + (1 - deadBody) * (0.5 - forest * 0.1 - meadow * 0.2)"; cost = 1; }; class HoneyBee { probability = "(1 - deadBody) * (0.5 - forest * 0.1 + meadow * 0.2)"; cost = 1; }; class Mosquito { probability = "(1 - deadBody) * (0.2 * forest)"; cost = 1; }; }; }; class NightInsects { radius = 3; cost = "(9 - 8 * hills) * night * (1 - rain) * (1 - sea) * (1 - windy)"; class Species { class Mosquito { probability = 1; cost = 1; }; }; }; }; class Names { class SaintPhillippe { name = "Saint Phillippe"; position[] = {4674,10730,50 }; }; class Regina { name = "Regina"; position[] = {7197,2347,50 }; }; class Meaux { name = "Meaux"; position[] = {4524,9549,100 }; }; class Tyrone { name = "Tyrone"; position[] = {4946,9056,50 }; }; class Montignac { name = "Montignac"; position[] = {4935,6994,50 }; }; class Gravette { name = "Gravette"; position[] = {4112,7772,50 }; }; class EnreDeux { name = "Entre Deux"; position[] = {5735,7059,100 }; }; class Provins { name = "Provins"; position[] = {5501,6050,50 }; }; class Chotain { name = "Chotain"; position[] = {7057,5987,50 }; }; class Laruns { name = "Laruns"; position[] = {7556,5558,50 }; }; class Figari { name = "Figari"; position[] = {5283,5375,50 }; }; class LeMoule { name = "Le Moule"; position[] = {2590,5384,50 }; }; class Morton { name = "Morton"; position[] = {5134,3955,100 }; }; class Lamentin { name = "Lamentin"; position[] = {1333,5962,100 }; }; class Levie { name = "Levie"; position[] = {7554,4737,10 }; }; class Durras { name = "Durras"; position[] = {8835,2710,50 }; }; class Vernon { name = "Vernon"; position[] = {9142,2159,50 }; }; class SaintPierre { name = "Saint Pierre"; position[] = {9662,1605,50 }; }; }; }; }; class CfgSurfaces { class Default { }; class Water { }; class FSEden_Grass : Default { access = 2; files = "FSEden_Grass_*"; rough = 0.100000; dust = 0.100000; soundEnviron = "grass"; character = "FSEden_GrassClutter"; }; class FSEden_ForestNeedles : Default { access = 2; files = "FSEden_ForestNeedles_*"; rough = 0.200000; dust = 0.200000; soundEnviron = "forest"; character = "FSEden_ForestNeedlesClutter"; }; class FSEden_CityGround : Default { access = 2; files = "FSEden_CityGround_*"; rough = 0.010000; dust = 0.050000; soundEnviron = "gravel"; character = "Empty"; }; class FSEden_Field1 : Default { access = 2; files = "FSEden_Field1_*"; rough = 0.300000; dust = 0.250000; soundEnviron = "mud"; character = "FSEden_SparseWeedsClutter"; }; class FSEden_RockNorth : Default { access = 2; files = "FSEden_RockNorth_*"; rough = 0.500000; dust = 0.200000; soundEnviron = "rock"; character = "Empty"; }; class FSEden_SandBeach : Default { access = 2; files = "FSEden_SandBeach_*"; rough = 0.100000; dust = 0.500000; soundEnviron = "sand"; character = "Empty"; }; class FSEden_SandGeneral : Default { access = 2; files = "FSEden_SandGeneral_*"; rough = 0.100000; dust = 0.500000; soundEnviron = "sand"; character = "FSEden_SandGeneralClutter"; }; }; class CfgSurfaceCharacters { class FSEden_GrassClutter { probability[] = {0.980000,0.030000,0.020000,0.015000 }; names[] = {"FSEdenGrassGeneral","FSEdenFlowersColor","FSEdenGrassLong","FSEdenGrassSevenbeauty" }; }; class FSEden_SandGeneralClutter { probability[] = {0.010000,0.050000 }; names[] = {"FSEdenGrassLong","FSEdenSmallRocks" }; }; class FSEden_ForestNeedlesClutter { probability[] = {0.200000,0.150000,0.100000,0.100000,0.001000,0.002000,0.001000 }; names[] = {"FSEdenForestFern","FSEdenGrassLong","FSEdenGrassFlowers","FSEdenSmallRocks","FSEdenMushroomsHorcak","FSEdenMushroomsPrasivka","FSEdenMushroomsMuchomurka" }; }; class FSEden_SparseWeedsClutter { probability[] = {0.020000 }; names[] = {"FSEdenFlowersWhite" }; }; }; class CfgWorldList { class FSeden { }; }; class CfgMissions { class Cutscenes { class FSedenIntro1 { directory = "ca\FSeden\data\scenes\intro.FSeden"; }; }; }; I have no more ideas what can it be....
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