t_d
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Everything posted by t_d
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any error message in the arma.rpt?
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use _ca as ending not _co
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destrType = "DestructWreck";
t_d replied to [frl]myke's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
My own ;) -
destrType = "DestructWreck";
t_d replied to [frl]myke's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
no I am not talking about the usual LandContact points. I am talking about similar points in the WreckLOD. Here a picture: http://img85.imageshack.us/img85/2286/wrecklod.jpg -
destrType = "DestructWreck";
t_d replied to [frl]myke's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Do you have a sort of LandContact points in the WreckLod? BIS models do at least. -
You cant use proxies for that.
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remove the binarized one and binarize the mlod with the new tools.
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You can see the model in O²?
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ArmAII engine doesn't support binarized OFP p3ds. You could use ODOL Explorer to create a MLOD p3d open it with O² and save it as ArmAII MLOD and then binarize it again.
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minimalHit - how is it working?
t_d replied to king homer's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
So if you leave out minimalhit value the damage behaviour is normal? -
minimalHit - how is it working?
t_d replied to king homer's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
You shouldn't be able to produce any damage to the hull with a gun that has a hit value smaller than 400. That at least is the meaning of the value minimalhit. So your description doesn't imply that minimalhit isn't working, because hit value is 1200 which is definately bigger than 400 ;) -
class Animations question?
t_d replied to noubernou's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
"MainTurret" and "MainGun" are the names of the animations. But I doubt that the "animate" command will work, because the source isnt "user". You can still try though. -
Probably CfgNonAiVehicles class is meant.
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via facetype entry in config class for the soldier. You then need to define your faces in cfgFaces class in a subclass named like the according facetype.
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Be sure that the savefilename ends with paa or at least not with tga. Otherwise the save as paa thing gets overridden.
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save the pic as tga (32Bit uncompressed) and then convert the tga with TexView2 to paa. maybe that will solve the issue.
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You cant apply RTMs to vehicles.
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Without BinMake your stuff wont get binarized. So yeah it is a big deal ;)
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BinPBO; Clear temp folder
t_d replied to Snake Man's topic in ARMA 2 & OA : BI TOOLS - TROUBLESHOOTING
If BinPBO works the way I think it does then it puts all the binarized and needed data to temp folder and then it will pack this temp folder. If you for example remove a texture from the source folder and pack again, the removed texture is still present in temp folder and will be packed when you dont set "Clean Temp". -
They can be unbinarized if you would know how. ArmA ODOL format for example is good documented and can be unbinarized (you wont get the same MLOD as the original source MLOD but you get nearly everything to produce the same ODOL again)
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Trigger pull animation: Config or rtm?
t_d replied to yakavetta's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
From characters.pbo config: -
Trigger pull animation: Config or rtm?
t_d replied to yakavetta's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
There is a trigger.rtm in anims.pbo afaik -
the class My_thing has probably scope = 1, so just add scope = 2 to all your fence classes.
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Ah ok problem seems clear now. ResLodRemover only works with binarized p3ds (ODOL format). Your p3ds are probably in MLOD format. In this case you can use O² to remove LODs.
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No the tools don't need to be in a special folder. Just make sure the Bis.dll is in the same folder as the tool. Furthermore try to execute the tool from console so you could see an exception error message if there is any that could help me to help you.