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Everything posted by [aps]gnat
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Per request and as I can't see anything in the BIKI (which I'll do later) For more detail on default classes of sounds available, use a config explorer or the ALLINONE config available from Dev-Heaven. The faces used in the ROADWAY LODs in 3d models provides at least 2 functions. (This is very similar to how surface sounds are defined for Terrains also) First, defining what the game engine considers a floor or roadway, so things dont fall through Second, defines the sound that surface generates when it for example is walked on. The later is defined in CfgSurfaces and then directly ascociated with a "Man" character via class SoundEnvironExt in class CAManBase. Modder and Terrain makers can either use the default definitions or add classes. As the default definitions are over 1000 lines, heres are samples instead; The important parameters are the files = soundEnviron = This is the file name of the texture that the sound will be associated with. A hint of what the sound is is usually possible from the "soundEnviron" parameter. When that texture is applied to ROADWAY LOD faces within a 3D model, walking on the surface will create the associated sound. EG files = "plechprolis*"; (soundEnviron = "steel"; ) Is trigger via the default texture; ca\buildings\data\plechprolis.pac Note the use of the * (star). This works as it looks, as a wild-card for file names. The actual sound file(s) played (for Man class) come from the SoundEnvironExt definitions. i.e. for "steel" as above; steel[] = {{"\CA\sounds\Characters\steel\run_1",0.0316228,1,37},{"\CA\sounds\Characters\steel\run_2",0.0316228,1,37}, ........ Default classes for sound files. class SoundEnvironExt { normalExt[] = normal[] = road[] = rock[] = water[] = gravel[] = gravel2[] = sand[] = drygrass[] = grass[] = forest[] = mud[] = wood[] = wood_int[] = carpet[] = concrete_int[] = concrete_ext[] = metal[] = steel[] = hallway[] = dirt[] = parkety[] = wave_plate[] = lepenka[] = }; Related Threads http://forums.bistudio.com/showthread.php?127296-different-sounds-inside-a-building http://forums.bistudio.com/showthread.php?85582-Adding-footstep-sounds http://forums.bistudio.com/showthread.php?69228-Custom-sounds http://forums.bistudio.com/showthread.php?68338-Roads-and-their-proper-sounds http://forums.bistudio.com/showthread.php?67191-List-of-soundEnviron http://forums.bistudio.com/showthread.php?65081-Sound-(-forest-and-snow-) Side note Surface sounds for vehicles are defined within each vehicle class via sound classes like TiresAsphaltOut, TiresAsphaltIn, TiresGravelOut, TiresGravelIn, TiresMudOut etc etc
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Identified and fixed. Per a WIP in the I44 Forums
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Rendered? Sure, you can see large objects in game, but all the physics get messed up.
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Amazing .... but sad
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Vehicle internal /external views
[aps]gnat replied to shinkicker's topic in ARMA 2 & OA : MODELLING - (O2)
You provided the texture as a png so we can't properly check the file ...... Is it 32bit or 24? When you load the paa direct into TexView2, what does it look like ? Same quality? -
Binarizing Error
[aps]gnat replied to eagledude4's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
class CfgVehicles { class CfgVehicles { Incorrect. Only define it once hiddenSelectionsTextures[] = {"UltRP_Skins\skin_blue_co.paa","ca\air_e\ah6j\data\default_co.paa"}; Try changing to hiddenSelectionsTextures[] = {"\UltRP_Skins\skin_blue_co.paa","ca\air_e\ah6j\data\default_co.paa"}; (added a leading " \ " ) -
When using setposASL remember that terrain is also above sea level.
[aps]gnat replied to giorox's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
so ..... why did you ask? -
Vehicle internal /external views
[aps]gnat replied to shinkicker's topic in ARMA 2 & OA : MODELLING - (O2)
Latest version of TexView2 ? You manually converting the TGA to PAA or letting O2/Buldozer do it? Are you using the default settings in the top of TexView2? Have you actually viewed the model ingame? (it can be very different from Buldozer) ? -
I'm continently disappointed over the years in that a few long time community members are so free and easy about letting absolutely anybody know about the various somewhat dangerous rev er se eng inee ring tools that are about. I'm not being elitist. Its just that we know there are rouges out there who want to rip / sell /modify both Addon Makers and BIS's own stuff. You see them all the time, they have like 1 or 2 posts to their name and the next question (if not first) is "How do I convert this" or "Why can't I open that. Please help" Happy to help a community member who obviously understands the the community code of conduct, but thats typically not someone who joined the forums a short time ago and shows limited history or engagement. Interest in your views.
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News to me that that would work ..........
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Thanks guys. Protection? Hmmmm .... this has ALWAYS been a tough subject here. I for one am ok with the "approved" (refer to general requirements first post) people opening all parts of my addons, including p3ds ONLY for educational purposes. I somewhat expect others in the community to allow the same. But how to I control it so only approved people can do this? ....... near impossible. The only hope is that if they have spent at least a few hard-yards reading and learning in the forums and months dabbling only with the basics, the community code has rubbed off on them and when they finally discover or get advised about the "other" tools, the trust won't be broken. .... somewhat idealistic ! Buts as for real locks to keep people out or regulated ..... I'm afraid this may send the community too far the other way. A few rouges come to town one day, or a mysterious theft happens, suddenly EVERYONE's afraid and locking all their doors. Trust is broken and the town is never the same from then on.
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[SP] [Invasion1944] tom3kb's I44 SP Mission Pack
[aps]gnat replied to tom3kb's topic in ARMA 2 & OA - USER MISSIONS
Great !! Thanks -
My work is being illegally sold on World Zombie.ru
[aps]gnat replied to -martin-'s topic in BOHEMIA INTERACTIVE - GENERAL
Thanks Argument. I've PM'ed CSJ with reference to your post. -
? Client doesnt have the same addon loaded ..... ?
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Binarizing Error
[aps]gnat replied to eagledude4's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
There is no need for all this; class Air; class Helicopter : Air; class AH6_Base_EP1 : Helicopter; class MH6J_EP1 : AH6_Base_EP1; simply do this; class CfgVehicles { class MH6J_EP1; class MH6J_UltRP : MH6J_EP1 { Might help -
What version of the game are you using? Have you patched the game?
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animation translationY cant get it to go down only up
[aps]gnat replied to bk1276's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Translations dont use axis points, they only use one Beginning and one End point Translations are linear or straight line animations class HBeam1 { type="translation"; initPhase=1; source = "speed"; sourceAddress = "clamp"; selection="boatbeam1"; begin="beam1Start"; end="beam1End"; memory=1; animPeriod =5.0; minValue=0.0000; maxValue=1.0000; offset0=0; offset1=1; }; -
AI weapon/ammo config value for AT weapons
[aps]gnat replied to ceeeb's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
and "cost" is also a parameter the AI use. i.e. attack high value targets -
Yeh, the western media tends to lean one way (but not always). Half the reason is major media companies, sponsors and heavy hitters in the US and European arena have their balls firmly in the hands of a very long heritage of (low profile) pro-Israel activity and big business. And their trick is, if you corner them or speak out, they hit back with the "Antisemitism" line. That aside, as with almost all conflicts, theres at least 2 sides. In this conflict it very clear who the Oppressor is and who is Oppressed. And of course, theres no oil or gas supplies at jeopardy, so none of the big boys are stepping in.
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Blocked :(
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Schwemlitz, Germany WIP
[aps]gnat replied to WA Lancer's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Great looking terrain. Great video. Is all your clutter objects got good lods? Seem there might have been 1 (light green) grass type that "pops" into view. eg 1:42 on right side of road and in one of the fields later in the video. -
Hacker hiding his name & PID
[aps]gnat replied to Corewarp's topic in ARMA 2 & OA - Servers & Administration
!! wow ... expect to become a target for all those reprobates who enjoy wrecking anything where the defences have been slightly lowered. And all those who ARE using hacked ID's -
Clafghan Map 20x20 Beta Release
[aps]gnat replied to minimalaco's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
? .... so there are some backups around? Hope the project won't be dropped completely. All that very hard, great work lost. When ArmA3 comes around it would be nice if it could be ported, by someone, if permission is given. -
Pegasus Team 101 MULE WIP
[aps]gnat replied to J. Schmidt's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Cool. Nice model -
Arma 3: Community wishes & ideas- NO DISCUSSION
[aps]gnat replied to Maio's topic in ARMA 3 - GENERAL
Full re-skin ability. - Allow SETOBJECT-TEXTURES and SETOBJECT-MATERIAL for all 3d models Custom ANIMATION Sources - Allow a animation source to come from a script function and/or formula. e.g. a whip aerial on a vehicle can be animated via a formula that uses speed and the roughness of the terrain