Jump to content

Wessix

Member
  • Content Count

    10
  • Joined

  • Last visited

  • Medals

Community Reputation

0 Neutral

About Wessix

  • Rank
    Private
  1. Wessix

    Road Painter 2

    ok after i have now suceeded in running the Road Painter 2 i got a question. The exportet txt for "export all" looks similiar to the one the old tool produces. is it possible to import such a txt so i can use my old already placed roads ? before i start double posting posting all the time wich way of communication do you prefer skype or here?
  2. Wessix

    Road Painter 2

    ok now it seems to work, i don't really know what was the problem i deleted the 0 byte files and made some Changes with user rights and write Protection Settings under windows 7 x64 and did a reboot, not i get the xyz file. Thx for your Help, THink it was some weird configuration Issue in my pC. Now i can play with the settings and see the results, perhaps we can collect some parameters for special circumstances, for example, what parameters are best for making a double serpentine down a cliffy hill ....
  3. Wessix

    Road Painter 2

    sorry i have a problem again, now i have the beta, an launch it via armaIIlauncher, i can start the road painter 2 mission and make roads end smooth them, then i press export xyz and now he makes a file, but it is empty. 0 bytes any suggestion what i made wrong?
  4. Wessix

    Road Painter 2

    Hi, i have a Problem, i have not installed arma2 and oa via steam, so i have only an arma2 folder in wich all files are located, your tool seems to export the xyz to an arma2oa folder. thin i have to correct the path for my installation setup. where can i do this?
  5. Wessix

    Road Painter 2

    Yeah sounds good. i check this thread every day twice to see if there are news :-) Keep on going!
  6. Wessix

    Road Painter 2

    any news about the Project? any possibility to support you?
  7. Wessix

    Road Painter 2

    Ok, and another possibility if the scripts in buldozer don't work perhaps also not possible, but it came to my thoughts: perhaps it is possible to change the .xyz heighmap files out of your script, since they are only textfiles?? just another thought Wessix
  8. Wessix

    Road Painter 2

    Hey Homer, that looks so promising. Have you thought of making your tool for buldozer.exe instead of making it as an mission in game? With buldozer opened and v3 in background it is possible to change the height of vertices. It is also interesting that instead of buldozer.exe you can copy your arma2.exe or arma2oa.exe to your P:\ drive and change the setting in v3 and it works. an in the v3 readme: just had some kind of brainstorming, not knowing if that would be possible at all. Wessix
  9. Wessix

    Road Painter 2

    Hi Homer, i use youre tool an it is so great. Is there any news about the smoothing? i played around with some blurring in my heightmap but i had no breakthrough right now. thx for your great work
  10. Hi guys, First of all great tutorial! After trying a lot things for several times and f*** around with the folder structure of my island i've reached a point where I can say "lets start doing something that will look great" ;-) I have a Addition to the tutorial, If you use GM you can make the Streets from the downloaded Vector-Layer broader via Tools>Configure>LineStyles, that will save you some work in photoshop or gimp. Ok i've reached a lot so far, but still there are some questions, I'm from Germany and would appreciate to talk or write with someone who is still doing island building for arma2. At th moment: how can i move vertices of e-G. a wood placed in visitor3 or make more sophisticated areas than a square. Please Write me a PM or answer to this. Also wenn jemand das liest und am Erfahrungsaustausch interessiert ist. Ich würde mich freuen, denn zusammengetragenes wissen bringt einen gleich viel weiter. Grüße Wessix
×