Yamato
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Hi. I wrote a script that would auto-generate objects within certain radius from the player. I am no master-scripter, but I hope you'll check it out. I need better object positioning algorithm. Glad if someone could help me out. Thanks. Script file
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Using visitor to make missions in ofp
Yamato replied to chard's topic in OFP : MAP EDITING (VISITOR)
I think the answer is no since Buldozer, while it uses same graphic engine as OFP does, is a completely different program. There is one closest solution which is to 1) make a wrp. 2) make a script which extracts Carthesian coordinate and the azimuth for all objects in the island and outputs it in sqm-compatible form 3) Copy and paste whatever output it may be OR a) make a wrp b) if you are a fine C/C++ programmer (or Java ...or Python... you name it), you can make a program that extracts position and azimuth of all objects in a wrp file (I believe OFPEC had a file spec for Wrp file.) But, since making (2) script will be pain in the A_S and making a wrp file by itself (with all the cpp, correct folder structure, etc) is kindda cumbersome, I suggest that you make a script where you can: 1) Camcreate an object 2) Move its position precisely 3) Modify angle precisely 4) output each object's coordiate onto a text box exempli gratias. -
Actually, you sortta can. First, add a tree or grass or anything that you can move in buldozer. Second, select portion of the road that you want to move and do "detach objects from road." Third, Select that potion AND the object that you've placed in step 1. Finally, move around the object from step 1 in buldozer. The road should move along with the object. ----------- Actually, you can do quite nice things with this. Let's say that you have two separate, perpendicular roads and you want to add a T-instersection to join them, but the roads don't quite fit. What you can do then, is make a T-intersection, "detach.." it, and then you can move it so that the two roads fit nicely together, covered up by the T-intersection layering over the two.
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class CfgWorlds {  class DefaultWorld{}  class Eden:DefaultWorld{}  //can be anything. I wanted to derive Everon class b/c i believe you don't have to set plate settings, etc.  class YourIsland:Eden{   //all the configuration for your island...   //YOU HAVE TO PUT THE REPLACE OBJ OVER HERE.    class ReplaceObjects   {    class ForestBorder1    {     replace="blahblah.p3d"; with[]={"blahblahT1.p3d","blahblahT2.p3d"}    class blah...    }   }  } }
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You can simply extract files from O.pbo, and it's ready. I heard that there are some dePBOing softwares that won't work though...
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Qestions for bohemia interactiv studio
Yamato replied to MINIGUN's topic in OFP : MAP EDITING (VISITOR)
blackdog, I agree, but I did a Japanese translation of Visitor. Some DLLs have no strings at all, and if you have a Czech friends who were kind enough to translate the strings, be happy. It took me some half a day to do the translation, but it's do-able. Oh, is it possible to modify strings in dropdown boxes? -
If you look at other threads, you have to set different tex in different "terrains" You have to define new Terrain type for each type of tex; if you put everything in one Terrain Type, then no transitional textures will be made. There is a wonderful 'Search' function in this forum. I suggest that you use it to your advantage.
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Hi. I'm working on an island for a MOD right now, and I have some issues. 1) Anyways, I was trying to make a cave using stone objects (remember the times when ppl used to go into mission editor and place bunch of objects with SETPOS [] and make a fort, etc?), but although things look fine in Visitor, the heights are reset when I load them on OFP. Also, I had trouble making ports because all the objects sink Are there ways to place objects above 0m and keep it that way? 2) Does anyone know what the units in Visitor is? is it the "game-metre"? 3) Does anyone know the lowest possible height that sea level rises to? (I don't think it's below 0, but is wondering...)
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As for the ramped SS, I think you have to make the water level steady. Also when I was messing w/ WrpEdit, I noticed that the bridge should be on land for only 1 grid, otherwise it's screwed ingame (when changing terrain detail level.) Second thing is, I have sloped bridge like yours in Buldozer, but it works fine in OFP. I think what you need is some intense tweaking. Thanks to Kegetys for telling us how to change object height in Buldozer. ...Someone wanna release list of shortcut keys in Buldozer/Visitor that are not known by many of us?
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I think you have to add it as artificial object (name : O\hous\mostred_30.p3d, I think it was) I don't know how to set ABSOLUTE height in Visitor, so it's going to be a bit hard placing the bridge. The height from the bottom to the bridge is 33.47m, I believe. So, if you set the landheight to 30m and waterlevel to -3.47, it's going to be fine. The only thing is the bridge part that connects the bridge over water and the land together. You have to average out both their height by calculation, i think
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I was using the wonderful function of "Set Random Angle", "orientation", "size" for trees. Anyways, then I was adding 200 trees in Visitor and previewed it on Buldozer. It seems that I had 'bank' and 'orientation' mixed up, and what I've got were trees that seemed as if a hurricane had struck the island. Now, I know that I can select each obejcts out of the gazzilion that I've added and set angle to 0. Is it possible to modify multiple objects and set their bank angle to 0? Also for 'group of objects,' I thought it would be nice if it was possible to rotate multiple objects with same vector rotation so that I won't get really warped results. Of course, I love Visitor, though.
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They used to say: "Love thy partition; Love thy fdisk; Love thy subst; Yet hate thy daddy who knows subst but doesn't know how to delete it, or becomes afraid that deleting a drive may delete all the files; Hate thy brother who just wants to become smarter than thee and says, 'Yo, bro! I'm saving hard-disk space for you! You have all these things that you never use. What's this C:\windows that takes up over a gigabyte!?' and to show his smartness, he types in the command window del C:\windows\*.* "
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You can set road manually by right clicking on the road and clicking "Modify A..." You can set everything to sil25, for example, and ta-dah! you have a completely straight road. Nice way to make roads if you are making a city.
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Is it possible to generate a road such that a road is looped? for example, something like # <-this where the cross of the top left goes to the cross on top right, which goes to lower right, to lower left back to top left. I want to make a city with such kind of road. Do I have to set everything manually?
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I don't know the exact problem, but perhaps you haven't binarized Obloha.p3d?