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Woolridge

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Posts posted by Woolridge


  1. If you unpbo the file ArmA/Addons/Animals.pbo, there is a folder named "Rabbit".

    Inside it seems to have all the necessary stuff:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Rabbit.p3d

    Rabbit - boxes in BIND pose.p3d

    data/Anim/rabbit_basicIdle.rtm

    data/Anim/rabbit_hop.rtm

    data/Anim/rabbit_idleLookArround.rtm

    data/Anim/rabbit_run.rtm

    data/Rabbit.rvmat

    data/rabbit_co.paa

    data/rabbit_nohq.paa

    "data/rabbit_co.paa" (Click to enlarge)

    rabbitnn9.th.jpg

    It seems that initially they wanted to add Rabbits to ArmA, but they probably ruled out it for some reason....

    I have not any experience in addon making, but probably it has to be easy to compile it as an addon and make rabbits appear in random positions in all forests in the game.

    Could anyone try it??? It has to be great to lose time hunting in the deep North Sahrani forests!! crazy_o.gif


  2. GREAAT!!! I've been expecting for OFP islands looooong time. Now, you're very very close to finish your work. This Beta2 is great!!! Can't wait to see a final version or a release candidate!!! biggrin_o.gif

    At first sight, the only thing left to do is satellite and layer masks... the hardest job comes now... :O

    ! (mmhh... Kolgujev should not be north of Everon??? For those of us who have played CWC campaign, strategically Everon should be between Malden and Kolgujev, and if Kolgujev is so cold and is all full of snow, should be the norther island. If you could shift Everon's with Kolgujev's position, OFP World would be perfect then)


  3. I have a problem with Bulozer. I don't Know if it's a problem, or if I need to know a special key for it.

    The thing goes with the terrain modifications made with Buldozer.

    Let's see an example.

    I put this Building in this place using Visitor:

    gcs0029ie6.th.jpg

    Then, I can move the building anywhere and turn it to the right facing. All the changes are saved when I go back to visitor. No problem.

    gcs0030ud6.th.jpg

    Then, I have to modify the terrain under the building to avoid this problem:

    gcs0031en4.th.jpg

    So, I use the U and J keys which moves the terrain vertex 1meter up and down. (even without having the select arrow and box). And the result is this one:

    gcs0032at8.th.jpg

    The problem is, that when I close Buldozer and go back to Visitor 3, the terrain has not been modified in it, and when I connect Buldozer again the Building is again half-buried in ground.

    What's Wrong?.


  4. Well, I'm trying to modify my island with Bulldozer.

    However, I don't see the famous arrow and box.

    I've unpacked UI.pbo and UIFonts.pbo and put the folders into P:\Ca, created the ArmaAddons.txt with class addons[] = and called it in System preferences with -addons="ArmaAddons.txt".

    The result is that I can't see the famous selection box and arrow when I press "H" in Buldozer. What's wrong??? huh.gif


  5. I'm trying to create an Island based on the Rahmadi's model released by BIS.

    I've created a small island with an external program (GeoControl) and exported to png. I've imported the island to the Visitor3 exactly as it says in the tutorial "Visitor 3: Making of simple landscape", using the same settings than has the SampleMap.

    gcs0016rx8.th.jpg

    Then I've modified the mask_ico.png and the sat_ico.png with photoshop to give them the appearance of my island.

    The mask_ico.png is all in brown colour, with a small yellow & green zone, so all the island has to be with sand texture, and one part with grass. I guess that having the underwater surface in sand texture is correct.

    gcs0024wq7.th.jpg

    All right. When I import the satellite mask and layer mask, it makes the process correctly, and it creates de data/layers subfolder with all the info. Satellite and Layer files, and the .rvmat files too.

    gcs0020nd3.th.jpg

    All seems right, but when I connect the Buldozer, the result is that all textures are BLACK.

    gcs0025yl3.th.jpg

    What's wrong???

    help.gifbanghead.gifsad_o.gif


  6. 1) I create an image with GeoControl.

    2) I export it in tga.

    3) I open it with wilbur.

    4) I export it to png. (16-buit values)

    5) I create the pbl file with a texteditor and I write in it:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class cfg

    {

    PNGfilename="world.png";

    squareSize=1;

    originX=0;

    originY=0;

    minHeight=10;

    maxHeight=376;

    };

    6) I open the file in Visitor:

    sinttulo2jd7.th.jpg

    PERFECT. BUUUUUT.... the problem now is that Bulldozer doesn't works with the maps I import in this way. When it is loading the map it says:

    sinttulo2ma6.th.jpg

    And then shuts down.

    Anybody knows what's wrong in my process???

    Anybody knows what's wrong in Bulldozer???

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