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Striker -GER-

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Everything posted by Striker -GER-

  1. I can confirm this - something limits the FPS sometimes. Several trees and other objects also cause a huge FPS drop. If I spawn my unit in a forest with different trees or next to another building it's fine. :crazy: LOD's or Shaders maybe ? I'm not an expert :plain: Q6600 GTX260 2GB RAM It should perform better :bored:
  2. TheOverseer continued his "first impression report" here He mentions a few minor bugs he had with the ingame map ( some sort of selection bug which disappeared after a while ) and that he can't get Anti Aliasing to work properly. Apart from that he says he has alot of fun , it runs stable and smooth for him with good graphics ( ShadowNX quoted his specs above )
  3. Striker -GER-

    ArmA II: The Vehicles

    I hope they added different "damage sections" for the planes. I never understood why in Armed Assault the player was able to destroy the tail rotor of a chopper but wasnt able to destroy the engine of an aircraft? What I am pointing at is the fact that the engine of my harrier is still working in ArmA 1 after a SAM hit me. You should be forced to land the harrier or eject. (Apart from the fact the jet would be ripped into pieces i guess) Just imagine a C130 doing an emergency landing with only 1 or 2 engines working... :rolleyes: - btw this could also lead into reduced engine power after having lost 1 of 4 for example...
  4. Striker -GER-

    Fast Roping

    Well, Fast Roping would be a very cool feature to have. In situations were a unit should be placed on top of a building to have a better overview over the situation and the BH is just to big to land fast roping would be the way to go. Also, Mr Murray wrote in this post (german forum) that BI works on it but its not sure if it will be implemented. Dunno if this is the latest info ... Edit: Btw , why not let the mission maker decide wether to use this feature by just placing a special game logic for example...
  5. Placing a C130 in the editor and try to load chicken and cows into cargo :D :rolleyes: When you start a game and you don't know what to do first because you're so excited one has to admit that this game can be called a success. :bounce3:
  6. Striker -GER-

    Mapfact releases 3DE-Project

    Thanks for the answer, I knew I could not be right. Then I will copy and paste all units and triggers into the new 3DE sqm
  7. Striker -GER-

    Mapfact releases 3DE-Project

    I did not found any information about the ability to load already existing *sqm files in the 3DE. Is there something i missed ? I was just wondering because i have set up a mission (based on an earlier 3DE version) with units and stuff and i would like to add some additional objects with the 3DE. Is that possible ? Also am I somehow able to play this mission without the the MAP_3DE.pbo by adding that script even if it was created with an old version ? Is this possible ? I am bit confused at the moment - Hope you can help me ... Â
  8. Striker -GER-

    Mapfact releases 3DE-Project

    Tried downloading it twice. same here   .
  9. Striker -GER-

    Mapfact releases 3DE-Project

    Finally ... Thanks alot for this !
  10. Striker -GER-

    Few questions...

    Hello everyone, A few weeks ago I started working on a map. Now I worry if I have chosen the right settings because i had really no experience when I did it. Right now, I'm also unable to get it ingame so I will ask here first. Terrain Grid Size: 1024x0124 Terrain Cell Size: 9.0 Terrain Size: 9216x9216 Huge Number of objects Sat/Mask is 8192x8192 Â - Satellite Grid is 62 My first question is now: Will the small cell size cause any lag? Is it atleast playable with high VD ? 2nd What would be the optimal cell size for an island that size? Thanks
  11. Striker -GER-

    Mapfact announces 3D Editor & more

    Well, you will be able to create a sqf script which allows you to adjust the static environment in a mission. But I have another question: Will you be able to edit objects which were already placed in Visitor 3 (Position, Directon...) or are objects which were not placed with the 3DE untouchable ?
  12. Striker -GER-

    Mapfact announces 3D Editor & more

    *2 | This - is - simply - awesome| No more words! Really looking forward to the release Wipman already said it : With this amazing tool we can build the real thing!
  13. Striker -GER-

    Mapfact announces 3D Editor & more

    Hey, I'm sure you know that you're sitting on a masterpiece that will be a revolution for ArmA. If you're thinking about betatests just let know
  14. Striker -GER-

    Al Amiriya

    Top work you did . Like the pics - the terrain enables so many possibilities for mission makers. 3 thumbs up
  15. Striker -GER-

    Shawk al Tarif - V0.99 Beta

    To prevent clutter from going through the runway you lay MESTO, you do not put roads down, you will also run into problems as other vehicles will use the runway as they will follow the invisible roads Ya you're right - it's another ( maybe better ) solution do solve that in the mask   .
  16. Striker -GER-

    Shawk al Tarif - V0.99 Beta

    Mean the runways ? yeah there should be automatically MLOD variants of all roads in your visitor folder which are placeable. Or download them from the BIS MLOD release.
  17. Striker -GER-

    Shawk al Tarif - V0.99 Beta

    You can find the Runway lights and the PAPI's in the ca\buildings\misc\ folder i think. Names are: runway_edgelight runway_papi runway_papi_2 runway_papi_3 runway_papi_4 The Runways and the invisible road are in ca\roads ... Place the Invisible Roads under your Runways because they won't work as roads without them. It's also useful to avoid that dirt effect on clear runways. Just take your time and work out the detail.
  18. Striker -GER-

    Shawk al Tarif - V0.99 Beta

    Hi blackknight63, First, thanks to share your island with the community Maybe it's a good idea to improve the detail of your airfields because on a map that size people will often use planes and helicopters operating from those airfields. - You could use the BIS runways in combination with invisible roads to make it look more real. - Or create a group of these desert stones and some dry grass to copy and paste few yards away from the hole thing to have some eye candy - Use runway lights and those PAPIs and configure the Runways in your config.cpp to make it easier for players and AI to use them. = Also some stuff like Oil pumps and ruins rarely placed make a nice atmosphere Just my 2c - keep it up , large scale maps are the key for a great gameplay.
  19. Striker -GER-

    MV-22 Osprey Tilt-Rotor

    That bee looks awesome Gnat! Can't wait for the beta as I dont want to wait for Arma 2 to fly an osprey. Thanks again for making that possible.
  20. Striker -GER-

    SampleMap query

    I'm also doing my first steps in Visitor right now but I think im able to help you a bit... So you already got your textures working in buldozer but you see only the desert texture where you expect to see more ? Check your layers.cfg for path errors and compare again the color values with your mask_lco. Also the Mask_lco should contain only clearly defined colors ( no blur effects) . And for additional information about Mask and Sat I would recommend reading this tutorial. Dunno if this helps you - Good luck
  21. Striker -GER-

    Uhao island

    Wow, looks awesome ! Could you give us some information about expected object count? And how is the actual performence ? Anyway, really well done  - can't wait for spending my holidays on Uhao Â
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