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Everything posted by [aps]gnat
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WTF! ... simple minded am I (or you? not sure the translation).... lol ok, whatever. BTW, my "15 year old" reference was simply a reference to "a man and event before their time", nothing to do with any other factor.
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Yeh, I wondered too. If the community here had an average age of 15, I might have understood ...... but it doesn't
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Request: Textureless Single-Elevation Island of Minimum Dimensions 2000mx2000m
[aps]gnat replied to kbernges's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Huh "textureless" ?!! I think you are mistaken. All released terrains have a texture. Sure, some of them are just a flat colour ...... but its still a texture. -
Congratulations to NASA and JPL, Curiosity touch down.
[aps]gnat replied to PELHAM's topic in OFFTOPIC
Yep, know what you mean :( -
Which terrain makers can't change ..... sea is at 0 meters. No, I doubt this has anything to do with PW's terrain, except maybe Insurgency scripted side effect of most of the island being only a fraction above sea level.
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problems with my first model addon.
[aps]gnat replied to nitro65's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Suspect its failing quietly in the background due to a lot of error memory="false"; Thats not the way you use it (and you havent defined false anyway). Simply replace with memory=0; class vrtule: Rotation You didnt predefine "Rotation" and you dont need to Just do class vrtule { skeletonName="FAB_BoatSkeleton" There is no FAB_BoatSkeleton defined !! Instead you have class CfgSkeletons { class Vehicle; class FAB_Boat Needs fixing -
Um ... what would that have to do with his terrain? Would it not be the mission?
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A legend of a man involved in a legendary event. RIP Neil
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problems with my first model addon.
[aps]gnat replied to nitro65's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
MODEL.CFG is just a text file. No, don't (well .... I've never) use the config editor thats part of O2. I use the same editor I use for CONFIG.CPP So long as the (one and only) MODEL.CFG file is in the same directory as the P3D file, then when you load your P3D into O2, the model.cfg will automatically load also. NOTES: - If you edit your MODEL.CFG while O2 is open, Buldozer will likely NOT update animations. I usually a) open any other p3d file, b) close, c) reopen your main p3d file. - As I already mentioned, your Class CFGModels must, MUST contain the same name as your P3D file name. e.g. class CfgModels { class Ship; class FAB_Boat:Ship ... ... Your P3D file MUST be called "FAB_Boat.p3d" -
VME PLA MOD for ARMA II
[aps]gnat replied to Alex.XP's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
LOL ... you did read did you. I own and still have; 2 real copies of OFP 1 real copy of Resistance 1 real copy of ArmA 2 real copies of ArmAII 2 real copies of Arrowhead 1 real copy of TOH .... And now hoping VME will be with us for my pending real copy of ArmA3 :D -
VME PLA MOD for ARMA II
[aps]gnat replied to Alex.XP's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
200 million gamers? .... maybe because of 154 million pirate copies? http://www.zdnet.com/blog/china/report-chinas-software-piracy-rate-falls-to-new-low-of-77/414 -
I always keep a copy of the ALLINONE config from DevHeaven live in my text editor for constant reference.
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The all new: Ask a moderator about the forum & rules
[aps]gnat replied to Placebo's topic in OFFTOPIC
Agree 110% Simple rules here. If they are interested in support, they'll read and repost, properly. -
Skarikiska, Island from OFP: Sunken Dragon
[aps]gnat replied to mankyle's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
hmmm (#2) ... well thats a big ask I think Cyper. Was hope it was more simpler stuff like Wolle's list (mostly). saturation and atmosphere: Not hard Rest: Little harder. Aside from the 2 list, just fixing buildings and other stuff I've found will take some time. Definitely cant mimic DR because I refuse to own it (and refuse to blaspheme by calling it "OFP", because it is not) As I should have said in the last post, I won't promise anything, either a result or a timeline, but I will consider it. ... and I'm going to have to research how to do SILVIE/ALICE/WAR module compatibility ..... and stuff ;) -
SOC-R Special Ops Boat
[aps]gnat replied to hcpookie's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
hcpookie, are you aware theres an "anti-water" texture that makes water disappear inside a hull ? As used on BIS addons ca\water\data\antiwater_ca.tga -
Skarikiska, Island from OFP: Sunken Dragon
[aps]gnat replied to mankyle's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
hmmm ... well, I (like probably a few) have the source, but the question is, what is actually needed? Whats the To-Do list? Apart from a few tweaks like moving trees off roads, fix runway/taxiway, do something about the fake water (don't know what) ...... whats the the wish list? -
Did you try creating a Land_Barrel_sand instead? If it doesnt give you an error then chances are your CPP is not loading. Where is your CPP anyway ?
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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
Great, thanks for the links -
brakeDistance in vehicle config
[aps]gnat replied to farwy's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Should work Car = 7 Motorcycle = 16 Man = 1 Plane = 200 Ship = 50 -
But this terrain does deserve another *AWESOME-NESS* said ... ;) Still love it !
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Yep .... and part of it is the fact the gameplay is lethal, not just "blurry" lol
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Alasc mountains ? Is that a typo because I can't find them ........ Maybe this terrain would suit; http://www.armaholic.com/page.php?id=7467 or http://www.armaholic.com/page.php?id=13238
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Hell in the Pacific MOD
[aps]gnat replied to mr pedersen's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
......... how is it that 2 very .... low poly ..... planes can be a 90MB download !!!??? -
Yeh, but even with the WRP Tool the "keepers" kept the final improved versions to themselves and refused to release ..... Visitor4 ppppllllllllzzzzzzzzzzzz !
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Generate PNG/JPG image of ArmA2 maps
[aps]gnat replied to andreasb's topic in ARMA 2 & OA : TERRAIN - (Visitor)
No! Why would you assume the game developers (and other makers) copyrighted content should be easy to open ... really ?!! Primarily the tools are provided to create your own content. Other very generous terrain makers have also provided tutorial matterials and starter-samples. Thats plenty. You need to hang around this (very well matured) community to understand what you have ... and don't have. Despite what it looks like BIS are very generous.