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Talyn

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Everything posted by Talyn

  1. Handles good and visually it's coming together. Good job to those involved!
  2. (click for bigger image) click for bigger image) Addons: ardvarkdb's MGS4 PMCs | MODUL's Anims | EricM's Hind | Mapfact's 3DE
  3. Talyn

    Metal Gear Solid PMCs (beta)

    Great work! They look identical to the ones in MGS4. Thank you ardvarkdb!
  4. Talyn

    ArmA photography - Questions&Comments

    @ardvarkdb Nice work on the PMC units, from what I can see of them.
  5. Thanks for the quick update!
  6. just to explain the issue I’m experiencing a bit better. Every object I have placed in 3DE has the following extension in the int field: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">oedummy=[this, 0, 0] call (compile preprocessFile "\\MAP_3DE\OED\OED_Set_PitchBank.sqf"); For example, here is the int line I have in one of the objects: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this setpos [2298.99,1829.39,4.62724];oedummy=[this, 0, 0] call (compile preprocessFile "\\MAP_3DE\OED\OED_Set_PitchBank.sqf"); I can remove that line from every object and everything still works. I’m just wondering if it’s something I’ve done/clicked that  is causing this.
  7. Fantastic job on the editor, it’ll make mission/map editing all the more easier. I’m just having one issue when testing the mission file outputted. The objects placed refer to a missing sqf file (OED_Set_PitchBank.sqf) any idea why this is happening? Yet again, great job and a HUGE thank you!
  8. Modular mods! Just to throw it out there... I know that some mods are already quite modular, such as 6th sense (from what I understand.) But there are still a few which just won’t collaborate with one another. So this is more or less a shout out to future mods, and how they’re structured. Because I consider myself quite the average Joe, I know very little about scripting and the like (for now anyway.) So it frustrates me when I play a mod that I really do enjoy but at the same time I know that there are parts of it which other mods have done better... tracers, sound just as an example but because of how certain mods are structured it’s not feasible for someone with my limited knowledge to change these aspects. Just wondering if there are any drawbacks to structuring mods in that fashion, essentially breaking them up into smaller sections?
  9. Might be something to do with the transition to a new area? I’ve only just noticed this myself having spent most time within a small area while testing this awesome mod. Hopefully this issue can be resolved.
  10. Talyn

    ArmA photography - Questions&Comments

    Cheers It’s funny how often the better pics are those which were unexpected...
  11. One piece _ ArmAEffects | CWR | Mr Editor Guy
  12. ____ ArmAEffects | EVEN's A10 reskin | SIX packs | Mr Editor Guy
  13. Talyn

    ArmA photography - Questions&Comments

    For a moment there i had no idea what you were referring to, that was until i loaded the page in IE... Cheers for the heads up! Also, great shots of the troops (CMcD's.) Can't wait to play with them.
  14. One piece ____ ArmAEffects | Jonny´s Marines | Mr Editor Guy
  15. __ ArmAEffects | RHS Mi-24 | CWR | SIX Packs | Jonny´s Marines | Mr Editor Guy
  16. Talyn

    ArmA 2 on Xbox 360

    Would you say games such as flashpoint are made for casual gamers? …hmm.
  17. Talyn

    RHS Hind v1.0 for ArmA

    Bravo to all involved. I’m sure glad to see the hind again.
  18. The combination of scripts is just fantastic and really opens up a whole new set of options for mission makers. However I have come across one issue. I’m creating a rescue mission but the captives once freed don’t join group and I get a whole host of errors cropping up. Is there anything I can do to amend this?
  19. Talyn

    XML: Beginning to End Explaination Needed.

    TGAs don’t save layer information so basically when saving it as a TGA you’re flattening the image which will give it a white background. TGAs however do save alpha channels also sometimes called a mask, which controls the transparency of an image. Here is a quick and easy way to creating an image with alpha transparency. First select the area of your image you want visible. Either with one of the many marquee tools, magic wand or my personal favourite (assuming you’re working with layers) Ctrl + left clicking the layer. Once you have your selection click on the “channels†tab. Then simply click on “save selection as channel†this will then create your alpha channel. Now check if what you want to be visible is white. If it's the opposite, click on the Alpha1 channel deselect (Ctrl+D) and invert (Ctrl+I). Now you can either save it directly as .PAA (using the plug-in) or save it as .TGA and convert it using TexView. Hope that helps!
  20. Talyn

    XML: Beginning to End Explaination Needed.

    Check the Biki page it answers some of your questions and there is already a topic about this subject here.
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