-martin-
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Everything posted by -martin-
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That is so true :biggrin: I can't believe that the US made such a comeback, kind of reminds me of last worlds cup game when Peter Cech let in 3 Turkish goals in the last minutes of the game. :depressed: As for England I think Slovenia will kick their **** back to London, that's what they deserve for this kind of playing, makes me sad :(
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Will my PC Run this? What CPU/GPU to get? What settings? System Specifications.
-martin- replied to Placebo's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
I have a 250GT 1GB and I run the game just fine a around 50 -60 fps most of the time but sometimes it drops down to 25 - 30 when looking at a lot of models with bad LOD's. I think that these cards that you and me have are more than good enough for the game but it gets bottlenecked by other things like CPU and RAM speed/amount. I have this system: AMD Phenom x3 @ 2.1 Ghz Overlocked 2Gb 400MHz RAM Nvidia 250GT 1GB 7200rpm hard disk The system isn't that bad as I said I have around 50 - 60 fps which is quite surprising because a lot of people with much better systems then me have lower FPS but I noticed that when playing on my friends Intel CPU which is a 4 Core 3Ghz CPU the performance is much poorer then my AMD in most games. I'm not a AMD fan boy but even since old school computing AMD always had some kind of better performance then most Intel chips, but then again the worse performance could be because of his other components, I'm just saying :smile: -
:391: USA scored :butbut: if Slovenija looses this I'm going to be ashamed
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Excellent playing by Serbia, I wanted them to win but I didn't expect them to win this match, especially after seeing how aggressively the Germans started the match off. There were a lot unnecessary yellow cards for little things, when other countries played they didn't get yellow card for those kinds of things. But then there was also some pushing and stuff but it really seemed to me like someone was trying to push Germany down. I kind of didn't expect Podolski to score the penalty, he just had some kind of uneasy expression on his face, I guess after all his failed attempts to score, it really seemed to me that something wasn't right in this game, who knows what goes behind the closed doors of the world cup But the Serbian goalkeeper performed well, I don't know how our Peter Cech would do if he was there :biggrin: It seems to me like all the good teams became bad and the bad teams became good, I kind of welcome this change because there is some change now, not always the same countries winning, cant wait for the Slovenia match results! Go SERBIA and SLOVENIJA! make us Slavs proud
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Davaj Srbija :yay::yay: I will be so happy if they win this!
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No way dude, Slovenija is gonna rip them up, I think 2-1, GO SLOVENIA!!!
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Excellent island and big too, looks like you put a lot of work in to it :smile: But as Katipo66 said it looks too empty I have a few tips for you that will make the map better. 1) The trees are too randomly placed around the map, look at how trees grow in real like and the areas they grow in, for example it doesn't happen that you have 1 single tree growing somewhere and nothing around it, trees have seeds and over time smaller trees will ground around it and also some bushes so instead of placing just one tree place a smaller tree beside it and some bushes around it. 2) Make more farms, one of the most unrealistic things that even BIS did on Everon or Nogova is create a huge island with many towns and villages and make like 6 small fields, you can't expect that to feed the whole island for the whole year. 3) Make the mountains look more rocky on the satellite map, cover them with a rocky texture. 4) Clean up the towns a bit, put some wood beside houses, water pumps, trash canes etc... But still its a nice island beta and lots of hard work went in to it, good luck with the project :smile: also people don't forget to post what you like/dont like on the island so he knows what kind of direction to work it. :cheers:
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Don't worry about it, Bulldozer (where you get the 3D view) is designed to run together with the actual Visitor program while being able to access the operating system thus it needs to uses minimal memory and graphics power which is why features like clutter, water effects etc... are turned off. Don't worry about how the pond looks in Visitor when you load the island in to ArmA 2 everything will look like it should :smile: TIP: Read what you write after you finish before posting, I was having some trouble understanding what your problem is because I couldn't read the careless spelling.
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Strange spots/stains on ground textures
-martin- posted a topic in ARMA 2 & OA : TERRAIN - (Visitor)
Hey guys, I have a problem with ground textures in game which has been there since I started working on my island but I didn’t give it any thoughts until now because I guess the earlier I fix it the less problems I might have in the future. Basically when I load the map in game I get some kind of low resolution stains/spots on the ground as if from the satellite mask on parts of the island. This is how it should look normally: And here are some screenshots of how some affected areas look: Did I do something wrong when creating my masks? I never saw this on any other islands. -
Strange spots/stains on ground textures
-martin- replied to -martin-'s topic in ARMA 2 & OA : TERRAIN - (Visitor)
Nope guys even changing the textures to to .paa's doesn't help. Maybe something is wrong with my bulldozer? Although this doesn't occur in Bulldozer only in game, maybe its because I didn't patch my game, its still in one of the earliest versions. I'll be going back to the Czech Republic in a while to sort out some stuff so I'll buy ArmA 2 with arrowhead there but for the time being I will leave it until I release the BETA of the island in like 3 weeks time, maybe I could send the island to one of you guys so you could try to binarise it on your computer but we will see if other people who download the beta also have this issue. Any new ideas are welcome of course and very much appreciated :smile: -
resizing textures?
-martin- replied to Fox '09's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Well resizing bitmap images (textures) to a larger size then the original image will of course take away some of the quality especially if you resize it so much like you want to do. But to get to the point, the first thing you have to do is backup the original file, basically means make a copy of it and put it on your desktop or somewhere in case something goes wrong or you don't like the result. After backing up it's time to save a copy of the .paa as .tga or .png, I recommend .tga but both will do for now. So open the texture in TexView 2, click file > save as and the save window will open, after the file name type .png or .tga. After saving the file, load the .tga or .png that you saved in to a photo editing program such as the GIMP, Paint.Net or Photoshop. (If you don't have any program yet I recommend you download Paint.Net because its very lightweight, free and useful, download from here: http://www.getpaint.net/download.html ) Here is how to resize for Photoshop: 1) After loading the image click Image > Image size and specify your size, then click OK. You can also un-check "constrain proportions" if you want to specify a different size for length and width. 2) Save the image by going to file > save , (when saving as .tga the Targa options window might open, if it does fill it out like in the picture bellow: 24bits/pixel + Compress (RLE) unchecked! then click OK) if saving as .PNG A window will open, under interlace select none and click OK. For Paint.Net 1) Load the image in Paint.Net 2) Click Image > Resize 3) Under "pixel size" fill out "width" and "height" with your desired sizes and click OK. 4) Save as .tga or .png by clicking file > save as and selecting the file type form the drop down menu under "save as type" 5) A Targa Options window will appear, choose 24bits/pixel and uncheck the Compress (RLE) box, click OK. If saving as .png A window will open, leave bit depth at Auto-Detect and click OK CONVERTING BACK TO .PAA 1) Load the .png or .tga in TexView2, click file > save as, type a file name followed by .paa and hit OK. that's all! -
Strange spots/stains on ground textures
-martin- replied to -martin-'s topic in ARMA 2 & OA : TERRAIN - (Visitor)
I didnt find any differences in the RVMAT's, I used the ones from the PMC example island and all the stage paths point to the right place, here is one of the RVAMT's for the brown texture that I showed in the screenshots: ambient[] = {0.9,0.9,0.9,1}; diffuse[] = {0.9,0.9,0.9,1}; forcedDiffuse[] = {0.02,0.02,0.02,1}; specular[] = {0.0,0.0,0.0,0}; specularPower = 1; // specular interpolator must be enabled emmisive[] = {0,0,0,0}; PixelShaderID = "NormalMapDiffuse"; VertexShaderID = "NormalMapDiffuseAlpha"; //surfaceInfo = "landtext\bumps.bisurf"; class Stage1 { // normal map texture="tavi\tavi\data\tav_asfalt_nopx.png"; uvSource="tex"; class uvTransform { aside[] = {10,0,0}; up[] = {0,10,0}; dir[] = {0,0,10}; pos[] = {0,0,0}; }; }; class Stage2 { texture="tavi\tavi\data\tav_asfalt_detail_co.png"; uvSource="tex"; class uvTransform { aside[] = {10,0,0}; up[] = {0,10,0}; dir[] = {0,0,10}; pos[] = {0,0,0}; }; }; Here is my my layers.cfg (the brown texture is called tav_asfalt) class Layers { class tav_trava1 { texture = "tavi\tavi\data\tav_trava1_mco.png"; material= "tavi\tavi\data\tav_trava1.rvmat"; }; class tav_kamen1 { texture = "tavi\tavi\data\tav_kamen1_mco.png"; material= "tavi\tavi\data\tav_kamen1.rvmat"; }; class tav_les1 { texture = "tavi\tavi\data\tav_les1_mco.png"; material= "tavi\tavi\data\tav_les1.rvmat"; }; class tav_pisekplaz { texture = "tavi\tavi\data\tav_pisekplaz_mco.png"; material= "tavi\tavi\data\tav_pisekplaz.rvmat"; }; class tav_asfalt { texture = "tavi\tavi\data\tav_asfalt_mco.png"; material= "tavi\tavi\data\tav_asfalt.rvmat"; }; class tav_beton { texture = "tavi\tavi\data\tav_beton_mco.png"; material= "tavi\tavi\data\tav_beton.rvmat"; }; class tav_emba { texture = "tavi\tavi\data\tav_emba_mco.png"; material= "tavi\tavi\data\tav_emba.rvmat"; }; class tav_pole1 { texture = "tavi\tavi\data\tav_pole1_mco.png"; material= "tavi\tavi\data\tav_pole1.rvmat"; }; }; class Legend { picture="tavi\tavi\source\mapLegend.png"; class Colors { tav_trava1[]={{0,255,0}}; tav_kamen1[]={{100,100,100}}; tav_les1[]={{70,20,20}}; tav_pisekplaz[]={{255,255,0}}; [b] tav_asfalt[]={{255,120,0}};[/b] tav_beton[]={{100,100,0}}; tav_emba[]={{0,255,255}}; tav_pole1[]={{200,0,150}}; } }; And here are the .png's for the texture: http://www.mediafire.com/?1mgfxfo0ttg I dont know what can be causing this maybe colours that are lighter then the texture on the satelite mask? -
Strange spots/stains on ground textures
-martin- replied to -martin-'s topic in ARMA 2 & OA : TERRAIN - (Visitor)
Mmmm, I'm quite new to ArmA, what RVMAT's should I check out, the ones in the Layers folder, or the ones in the Data folder? Also what is Eliteness? I read its like unRap so do I have to use it or is it somehow better?:o -
Hi guys, I looked everywere for these but I cant find them, where are all the industrial buildings like factories located in the CA folder? so far I only found 1 big chimney :o
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Oh now I understand everything :smile: I thought the name has someting to do with the path to the object, thanks for your helps guys!
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Thanks Synide it works now :smile: but what do I do when I add an object from the cement works folder to artificial objects in Visitor and it says that the name cannot be longer than 50 characters?
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Thats exactly how I have it and that error in game comes up
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Well it still doesnt work now the textures of the building show up in Buldozer but the models still doesnt load in game, I recive the classic error message: This is how my CA folder looks: CA\buildings CA\buildings2 + CA\buildings2\Ind_CementWorks CA\misc CA\misc2 CA\misc3 CA\Plants2 CA\Roads CA\Roads2 CA\rocks2 CA\signs2 CA\structures None of the buildings from the "buildings2" folder show up too where exactly do I put the Buildings2 folder and the Ind_CementWorks folder? Maybe you could show me how your CA folder looks in a simmilar way I did. After all the years of OFP and now ArmA I've gotten used to unlogical, hard yet simple, buggy and blood pressure raising problems :biggrin: I guess thats what makes modding so fun
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Sorry for the double post, but when I move the Buildings2 folder in the CA folder and I insert the objects in Visitor they appear black with no textures, and when I run the game they are not there but they are marked on the map. Where do I put the Buildings2 folder or why does it do that?
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Converting Nogovo To Arma II
-martin- replied to MadMardigan409's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks for the explenation B :smile:, unfortunetly I found out the hard way because I didnt read this in time :biggrin: I think that this little issue isnt anything to complain about by looking at all the time saved by this. Yep its on Kellu island I just downloaded it, but the potatoe plant it self isnt as nice as the one in OFP from the Farmlands mod I think, I'll email them for permission and see how it looks in ArmA 2. Anyway, any new screenshots or progress on the island? -
Custom Buildings not appearing on ingamemap
-martin- replied to icewindo's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Try to delete the named properties and add them again, this sometimes helps, also make sure that the named propertes are ONLY in the Geometry LOD and also that the model has a working geometry with some mass. Also save with the latest Oxygen 2 for ArmA 2 :smile: You could send me a model of one of the huts by PM and I will give it a look for you, maybe I can get it to work. -
Thanks dude :smile: there is also a .pbo file called "buildings2_Ind_CementWorks.pbo" which has models inside. This thread can now be closed I guess :padlock:
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Converting Nogovo To Arma II
-martin- replied to MadMardigan409's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks man you just saved me a good couple of weeks of work :cheers: but the EmfToPng convert takes long when working with images higher then 10000x10000 pixels -
Help with clutter... It's getting onto every surface :x
-martin- replied to Mage's topic in ARMA 2 & OA : TERRAIN - (Visitor)
I think its better to use the identical textures, this way its confusing for mission makers when they want to see object ID's and they see a thousand of them and then look for the number for the real object. Also dont think that placing invisable roads doesnt put a load on the cpu, once there is a hundred of them its 100x4 verticies = 400 verticies, thats almoast like a house! EDIT: you dont have to use identical textures, you can put some mud around the road :smile: -
Converting Nogovo To Arma II
-martin- replied to MadMardigan409's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Anyone know of some plants like tomatoes or potatoes? Thats true I had trouble with that when I came to arma 2 and Bushlurker was kind enough to help me with it :smile: But now I seem to notice that when using this in an area with lots of objects or where the mask colours dont take up such a big area this problem occurs where as in areas like fields I comfortably use 5 - 6 colours, who knows just try it first. Here are some of the screenshots of the hay on my island. I think it looks pretty realistic. I dont know why BIS didnt do that, guess they didnt think of it. I think definitly make good vegetation and dont cater to MP players, if they dont want it they can turn it off but for single player I think its good, why did we come to arma 2 anyway if we turn it in to OFP :biggrin: EDIT: I also wanted to ask, does anyone know how to make like a large screenshot of the map in Visitor or in game so I can then paste it over the masks in photoshop and see where the roads are? At the moment I have to make a screenshot in game, then paste it in to photoshop and resize it so I cna kind of roughly see where the roads are.