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Everything posted by [aps]gnat
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VBS2/3 Discussion thread - the one and only
[aps]gnat replied to Placebo's topic in ARMA 3 - GENERAL
Go mine thanks Guys ! Been using ArmA2 too long ...... forgot how ... clunky ... ArmA1 was ;) -
o2/Buldozer Model doesn't show in viewer
[aps]gnat replied to sabre's topic in ARMA 2 & OA : BI TOOLS - TROUBLESHOOTING
Wont work unless the game is installed No, 100's of people dont have a real issue with it. -
Pegasus Team 101 MULE WIP
[aps]gnat replied to J. Schmidt's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Whats the poly count of that model? Looks very high (e.g. wheels) Could be a challenge to get it to work well in ArmA -
addon config.bin/cpp help please
[aps]gnat replied to don2k7's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
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Please help, UV map distort in bulldozer but fine in oxygen
[aps]gnat replied to Delta Hawk's topic in ARMA 2 & OA : MODELLING - (O2)
Too many faces/bad faces in those areas? -
They are all as bad as each other ..... no one has gained any credibility or moral high ground in the last decades/1 year/1 week .... yet again. Seems nothing short of several nukes or a region wide pandemic would change this regions dynamic ...... Like a few other locations, destined to remain a scab on our planet that gets picked at forever. Religion is evil.
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Clafghan Map 20x20 Beta Release
[aps]gnat replied to minimalaco's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Oooo Nooooosss !! -
getText (configFile >> "cfgVehicles" >> whatever >> whatever )
[aps]gnat replied to panther42's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Objects !! ?? Correct use ? ; _plane = _this select 0; _text = gettext(configFile >> "CfgVehicles" >> (typeof _plane) >> "destrType") untested -
Bulldozer failing to start
[aps]gnat replied to shinkicker's topic in ARMA 2 & OA : MODELLING - (O2)
Good-o, glad you got there :D -
first building for Arma2 creation
[aps]gnat replied to Lukas's topic in ARMA 2 & OA : MODELLING - (O2)
As SD suggests, those tut's are mostly valid. Only some named sections and exact config text change. Check other links in the sticky section -
ARMA 2: Community Configuration Project (A2CCP)
[aps]gnat replied to maruk's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
http://forums.bistudio.com/showthread.php?142291-Adding-flares-to-quot-UH1Y-quot BUT, the p3d models need to have the normal launch and direction memory points. Some obviously don't. Alternate memory points can be used, like the above thread. -
My work is being illegally sold on World Zombie.ru
[aps]gnat replied to -martin-'s topic in BOHEMIA INTERACTIVE - GENERAL
"Too busy making money, don't want to stop because of some silly IP issue" As such he's indirectly confirmed your addon is essential for their revenue making. Seems a validate start to take some of his illegal revenue. Lets say, 50% ? ... good luck Martin. -
Bulldozer failing to start
[aps]gnat replied to shinkicker's topic in ARMA 2 & OA : MODELLING - (O2)
Maybe someone here can explain the full actions ArmA2P does ....... But what I would do based on your recent info. Start with the clean P and before using ArmA2P I'd protect all your directories like Core, DTA, Bin but renaming something like Xcore, xDTA etc If I remember correctly theres only ROADS in the CA directory at this early stage. They should need protecting as they shouldn't be causing the issue. If its more than Roads, maybe protect those with a rename also. Then run ArmA2P Now check if you have new DTA, Bin, Core etc directories. If you do, try renaming them to zDTA, zBin etc then grab your original xDTA etc and rename back to original. Check in the CA directory for something similar. Hopefully that keeps Buldozer working. -
Bulldozer failing to start
[aps]gnat replied to shinkicker's topic in ARMA 2 & OA : MODELLING - (O2)
edit, sorry, see you confirmed 2.51 How did you get the CA folder made? Any chance you overwrote data in the BIN, DTA & CORE folders? Did you change the .cfg file? ----------- Dozens of Buldozer threads, just thread title search "buldozer" in ArmA1 and ArmA2 editing -
Day Z Announced as standalone title.
[aps]gnat replied to Placebo's topic in BOHEMIA INTERACTIVE - GENERAL
Nice interview ........... -
VME PLA MOD for ARMA II
[aps]gnat replied to Alex.XP's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Nice ! Thanks Mark -
Yep. And the Stealth Hawk too. ..... can't have 1 single film becoming the biggest source of intelligence, for "others", since black hawk down ;)
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VBS2/3 Discussion thread - the one and only
[aps]gnat replied to Placebo's topic in ARMA 3 - GENERAL
Work in Australia .... avoid global recessions ..... -
Runway Denial Bombs BLU-107 and BetAB-500
[aps]gnat replied to hcpookie's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Nice work! -
Lookin great
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VME PLA MOD for ARMA II
[aps]gnat replied to Alex.XP's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Impressive detective work Mark. Can you share a little more so others can maybe do their own config adjustment (given a few here won't know how to adjust configs) cheers -
Press INSERT key
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A LOD is a completely different View or object function. Every object will typically have a few LOD's Several Resolution LOD's (ones that are numbers), Memory & Geometry LOD's maybe and others like the LandContact LOD Your wireframe is not turning yellow, its a completely different "view" and the editor shows your first Resolution LOD as a yellow background trace to help. To finish the blank LandContact LOD, simply place points or vertexes (at least 3) exactly where your model will touch the ground (bottom corners? )
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Yeh ... a the ultimate battle could be short circuited at the last minute by some sleeper kill-code secretly embedded in the drones firmware ! hmmmm .... anyhow, OT .... I want a 5000 poly 3d file of it ..... so I can then chase it with the dozens of aircraft in ArmA ;)
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Very cool ! .... yes, somewhat H&D2 :D