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OChristie

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Everything posted by OChristie

  1. OChristie

    Civilian Airfield (Geo Specific)

    Civilian Airfield (Geo Specific) This Map is a Geo Specific Representation of a Civilian Airfield in Louisiana. It is all real Sat Data etc In-Game Released Version *NEW* V0.93 Alpha Released just another Beta! UH-1Y is from VBS2 Mirrors - V0.93 Alpha Download Link - File Front - v0.93 Alpha
  2. OChristie

    Civilian Airfield (Geo Specific)

    Goooood to hear!! Please can everybody who has experienced crashes of anysort, tell me what addons you are using???
  3. OChristie

    Civilian Airfield (Geo Specific)

    Dang not good, I personally wasnt experiencing any crashes or errors with the new version of the Map, To fix the config class error I just removed the Helipads, You area able to do that yourself to fix your own tempary problem as i have included the source folder and .pew! The tree error is, I believe to many tress oasted in the same grid area, it shoudnt give you crashes atall. Again, my map has failed you all lol, It is ashame the errors kept occuring, I will try and sort out all of the tree errors ASAP, again thank you all for your response!
  4. OChristie

    Civilian Airfield (Geo Specific)

    Thank you very much for your offer when I fix this I will send you it. I have fixed the Helipad issues allready, Can you tell me the error when it CTD'd Also if anyone else gets a CTD please can you PM Me the error and i will fix it!
  5. OChristie

    Civilian Airfield (Geo Specific)

    Thank You, I will work on this problem ASAP
  6. OChristie

    Civilian Airfield (Geo Specific)

    Thank you for the mirror but i am about to upload the fixed version!
  7. OChristie

    Civilian Airfield (Geo Specific)

    Texture Issue Sorted - Will Upload Soon
  8. OChristie

    Civilian Airfield (Geo Specific)

    Rgr tht, I can fit tht in
  9. OChristie

    31st Normandy mod -WW2

    Yes Dover is in there. Â Here's a pic. Â But the problem with the pic is I can't get all the towns in the pic that are on the map. Â The map is so big, the zoom factor comes to play when displaying town names. Â There is quiet a bit more to the west of this area on the map, but here's a tid-bit to chew on. There are a lot of towns on there. Â I plane to add 100% more towns. when I get the chance, but not before the first phase release. You are able to change the zoom settings in the config!
  10. OChristie

    31st Normandy mod -WW2

    Np mate, Ill get started on it as soon as i have free time on my hands!
  11. OChristie

    31st Normandy mod -WW2

    Hey RiP! Is there anyway you could tell me your Visitor 3 Terrain Setting?? Cheers
  12. Hello All, Have you got any suggestions or bug reports or something similar?? Then join the Lost Brothers Mod Forums Link: Lost Brothers Forums Lets keep the Lost Brothers Community Alive!! Cheers -blackknight63- Lost Brothers Forum Admin
  13. OChristie

    --=Terrain Starter Kit=--

    -=Update=- -New Data and Layers.cfg Link http://www.2shared.com/file/4089275/ae70a959/Archive.html Installation -Replace all of the files in the 'data' folder with all of the files in your current 'data' folder, and then also replace the 'layers.cfg' aswell!! {WARNING} You will have to rename all the names again to your current terrain name! This should fix your problems if done correctly! ***After replacing your new files, delete the 'Layers' folder inside the 'data' folder, and then import your Satellite and Mask again!!*** @DaKa layers.cfg <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Layers { class trava { texture = "YOURTERRAINNAME\data\trava_mco.paa"; material="YOURTERRAINNAME\data\trava.rvmat"; }; class travanf { texture = "YOURTERRAINNAME\data\travanf_mco.paa"; material="YOURTERRAINNAME\data\travanf.rvmat"; }; class pisekplaz { texture = "YOURTERRAINNAME\data\pisekplaz_mco.paa"; material= "YOURTERRAINNAME\data\pisekplaz.rvmat"; }; class pole1 { texture = "YOURTERRAINNAME\data\pole1_mco.paa"; material= "YOURTERRAINNAME\data\pole1.rvmat"; }; class travajih { texture = "YOURTERRAINNAME\data\travajih_mco.paa"; material= "YOURTERRAINNAME\data\travajih.rvmat"; }; class fieldtravajih { texture = "YOURTERRAINNAME\data\fieldtravajih_mco.paa"; material= "YOURTERRAINNAME\data\fieldtravajih.rvmat"; }; class lawn { texture = "YOURTERRAINNAME\data\lawn_mco.paa"; material= "YOURTERRAINNAME\data\lawn.rvmat"; }; class mesto { texture = "YOURTERRAINNAME\data\mesto_mco.paa"; material= "YOURTERRAINNAME\data\mesto.rvmat"; }; class lesjeh { texture = "YOURTERRAINNAME\data\lesjeh_mco.paa"; material= "YOURTERRAINNAME\data\lesjeh.rvmat"; }; class leslist { texture = "YOURTERRAINNAME\data\leslist_mco.paa"; material= "YOURTERRAINNAME\data\leslist.rvmat"; }; class skalaj { texture = "YOURTERRAINNAME\data\skalaj_mco.paa"; material= "YOURTERRAINNAME\data\skalaj.rvmat"; }; }; class Legend { picture= "YOURTERRAINNAME\Source\mapLegend.png"; class Colors { /// color names should correspond to surface layer names ///travajih[]={{255,255,0}}; fieldtravajih[]={{255,255,0}}; ///pole1[]={{0,255,0}}; ///pisekplaz[]={{255,0,0}}; ///pole1[]={{255,255,255}}; ///trava[]={{255,0,255,}}; travanf[]={{255,0,255,}}; lawn[]={{0,255,0}}; mesto[]={{255,0,0}}; lesjeh[]={{0,0,255}}; ///leslist[]={{0,255,0}}; skalaj[]={{255,255,255}}; } }; That should help you with all of your problems!
  14. OChristie

    Razani, North Waziristan Map

    Nicholas, In your MASK_LCO are you using a specific colour for vegitation and rocks or are you maually placing all of the objects in Visitor 3 Please help me as this could save alot of time! Cheers
  15. @All I am making a new map at the moment and an easier way than manually placing all the plants and rocks in visitor! I heard of a way that you can define the objects to show up via the config and your RVMAT files aswell as your mask and your layers.cfg!!!!!! But i am very stuck on how to get that to work!!! I have attached my Config, my Layers.cfg, my Mask_LCO!! Layers.cfg <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Layers { class trava  {   texture = "bknt_pakistan_40km\data\trava_mco.paa";   material="bknt_pakistan_40km\data\trava.rvmat";  };  class travanf  {   texture = "bknt_pakistan_40km\data\travanf_mco.paa";   material="bknt_pakistan_40km\data\travanf.rvmat";  };  class pisekplaz  {   texture = "bknt_pakistan_40km\data\pisekplaz_mco.paa";   material="bknt_pakistan_40km\data\pisekplaz.rvmat";  };  class pole1  {   texture = "bknt_pakistan_40km\data\pole1_mco.paa";   material="bknt_pakistan_40km\data\pole1.rvmat";  };  class travajih  {   texture = "bknt_pakistan_40km\data\travajih_mco.paa";   material="bknt_pakistan_40km\data\travajih.rvmat";  };  class fieldtravajih  {   texture = "bknt_pakistan_40km\data\fieldtravajih_mco.paa";   material="bknt_pakistan_40km\data\fieldtravajih.rvmat";  };  class lawn  {   texture = "bknt_pakistan_40km\data\lawn_mco.paa";   material="bknt_pakistan_40km\data\lawn.rvmat";  };  class mesto  {   texture = "bknt_pakistan_40km\data\mesto_mco.paa";   material="bknt_pakistan_40km\data\mesto.rvmat";  };  class lesjeh  {   texture = "bknt_pakistan_40km\data\lesjeh_mco.paa";   material="bknt_pakistan_40km\data\lesjeh.rvmat";  };  class leslist  {   texture = "bknt_pakistan_40km\data\leslist_mco.paa";   material="bknt_pakistan_40km\data\leslist.rvmat";  };  class skalaj  {   texture = "bknt_pakistan_40km\data\skalaj_mco.paa";   material="bknt_pakistan_40km\data\skalaj.rvmat";  }; }; class Legend { picture="bknt_pakistan_40km\Source\mapLegend.png"; class Colors {   /// color names should correspond to surface layer names   travajih[]={{255,255,0}};   fieldtravajih[]={{255,255,0}};     pole1[]={{0,255,0}};   pisekplaz[]={{255,0,0}};   pole1[]={{255,255,255}};   trava[]={{255,0,255,}};   travanf[]={{255,0,255,}};   lawn[]={{0,255,0}};   mesto[]={{255,0,0}};   lesjeh[]={{0,0,255}};   leslist[]={{0,255,0}};   skalaj[]={{255,255,255}}; } }; Config.cpp <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #define ReadAndWrite 0 #define ReadAndCreate 1 #define ReadOnly 2 #define ReadOnlyVerified 3 class CfgPatches { class bknt_pakistan_40km { units[] = {}; worlds[] = {bknt_pakistan_40km}; requiredVersion = 0.1; requiredAddons[] = {CAData,CABuildings,CAMisc,CAPlants,CARoads,CARocks}; }; }; class DefaultLighting; // External class reference class DefaultLighting_CA : DefaultLighting {}; class CfgSurfaces    { class Default {}; class water {}; class lawn : Default { access = ReadOnly; files = "lawn_*"; rough = 0.01; dust = 0.8; soundEnviron = "grass"; character = "lawnClutter";     }; class fieldtravajih : Default { access = ReadOnly; files = "fieldtravajih_*"; rough = 0.01; dust = 0.8; soundEnviron = "grass"; character = "fieldtravajihClutter";     }; class travanf : Default { access = ReadOnly; files = "travanf_*"; rough = 0.01; dust = 0.8; soundEnviron = "grass"; character = "travanfClutter";     }; }; class CfgSurfaceCharacters { class lawnClutter { probability[] = {0.98}; names[] = {"lawnClutter"}; }; class fieldtravajihClutter { probability[] = {0.99}; names[] = {"fieldtravajihClutter"}; }; class travanfClutter { probability[] = {0.99}; names[] = {"travanfClutter"}; }; }; class CfgWorlds { class DefaultClutter { scaleMin = 0.9; scaleMax = 1.4; }; class DefaultWorld; // External class reference class Intro : DefaultWorld {}; class bknt_pakistan_40km : Intro { access = 3; cutscenes[] = {"DesertIntro1"}; description = "Pakistan (40km x 40km)"; icon = ""; worldName = "\bknt_pakistan_40km\bknt_pakistan_40km.wrp"; pictureMap = ""; pictureShot = ""; plateFormat = "ML$ - #####"; plateLetters = ABCDEGHIKLMNOPRSTVXZ; longitude = -40; // positive is east latitude = -40; // positive is south class Grid //OFP style Aa00 - JJ99 { //colorGrid[]={0,0,1,1}; //colorGridMap[]={0,0,1,1}; offsetX=0; offsetY=0; class Zoom0 { zoomMax=0.2; format="XY"; formatX="Aa"; formatY="00"; stepX=256; stepY=256; }; class Zoom1 { zoomMax=1.0; format="XY"; formatX="A-"; formatY="0-"; stepX=2560; stepY=2560; }; } startTime = 06:00; startDate = 07/07/2007; startWeather = 0.1; startFog = 0.0; forecastWeather = 0.3; forecastFog = 0.0; seagullPos[] = {1272.84, 150.0, 14035}; centerPosition[] = {2500, 2500, 300}; class ReplaceObjects {}; class Sounds { sounds[] = {}; }; class Animation { vehicles[] = {}; }; class Lighting : DefaultLighting {}; clutterGrid = 1.11; clutterDist = 55; noDetailDist = 40; fullDetailDist = 5; minTreesInForestSquare = 3; minRocksInRockSquare = 4; class clutter { class  lawnClutter : DefaultClutter { model = "ca\plants\clutter_trava_dlouha.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.5; scaleMax = 0.7; }; class  fieldtravajihClutter : DefaultClutter { model = "ca\plants\clutter_grass_desert.p3d"; affectedByWind = 0.2; scaleMin = 0.7; scaleMax = 1.2; }; class  travanfClutter : DefaultClutter { model = "ca\plants\clutter_grass_general.p3d"; affectedByWind = 0.2; scaleMin = .5; scaleMax = 0.9; }; ///Note Change above++++++++++++++++++++++++++++++++++++++++++++++++++ class GrassGeneral : DefaultClutter { model = "ca\plants\clutter_grass_general.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.75; scaleMax = 1.0; }; class GrassFlowers : GrassGeneral { model = "ca\plants\clutter_grass_flowers.p3d"; }; class GrassLong : GrassGeneral { model = "ca\plants\clutter_grass_long.p3d"; affectedByWind = 0.6; scaleMin = 0.6; scaleMax = 1.1; }; class GrassSevenbeauty : GrassGeneral { model = "ca\plants\clutter_grass_sevenbaeuty.p3d"; affectedByWind = 0.2; scaleMin = 0.7; scaleMax = 1.1; }; class GrassYellow : GrassGeneral { model = "ca\plants\clutter_grass_yellow.p3d"; affectedByWind = 0.2; scaleMin = 1.0; scaleMax = 2.0; }; class GrassDesert : GrassGeneral { model = "ca\plants\clutter_grass_desert.p3d"; }; class ForestFern : GrassGeneral { model = "ca\plants\clutter_forest_fern.p3d"; affectedByWind = 0.1; scaleMin = 0.9; scaleMax = 1.1; }; class SmallRocks : GrassGeneral { model = "ca\rocks\clutter_stone_small.p3d"; affectedByWind = 0; scaleMin = 0.9; scaleMax = 1.1; }; class FlowersColor : GrassGeneral { model = "ca\plants\clutter_smetanka.p3d"; }; class FlowersWhite : GrassGeneral { model = "ca\plants\clutter_white_flower.p3d"; }; class MushroomsHorcak : GrassGeneral { model = "ca\plants\clutter_horcak.p3d"; affectedByWind = 0; scaleMin = 0.85; scaleMax = 1.25; }; class MushroomsPrasivka : MushroomsHorcak { model = "ca\plants\clutter_prasivky.p3d"; }; class MushroomsBabka : MushroomsHorcak { model = "ca\plants\clutter_babka.p3d"; }; class MushroomsMuchomurka : MushroomsHorcak { model = "ca\plants\clutter_muchomurka.p3d"; }; }; class Subdivision { class Fractal { rougness = 5; maxRoad = 0.02; maxTrack = 0.5; maxSlopeFactor = 0.05; }; class WhiteNoise { rougness = 2; maxRoad = 0.01; maxTrack = 0.05; maxSlopeFactor = 0.0025; }; minY = 0.0; minSlope = 0.02; }; class Ambient { class BigBirds { radius = 300; cost = "((1 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)"; class Species { class Hawk { probability = 0.2; cost = 1; }; }; }; class Birds { radius = 170; cost = "(1 - night) * ((1 + (3 * sea)) - (2 * rain))"; class Species { class Seagull { probability = 0.2; cost = 1; }; }; }; class BigInsects { radius = 20; cost = "(5 - (2 * houses)) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)"; class Species { class DragonFly { probability = "0.6 - (meadow * 0.5) + (forest * 0.4)"; cost = 1; }; class ButterFly { probability = "0.4 + (meadow * 0.5) - (forest * 0.4)"; cost = 1; }; }; }; class BigInsectsAquatic { radius = 20; cost = "(3 * sea) * (1 - night) * (1 - rain) * (1 - windy)"; class Species { class DragonFly { probability = 1; cost = 1; }; }; }; class WindClutter { radius = 10; cost = "((20 - 5 * rain) * (3 * (windy factor [0.2, 0.5]))) * (1 - sea)"; class Species { class FxWindGrass1 { probability = "0.4 - 0.2 * hills - 0.2 * trees"; cost = 1; }; class FxWindGrass2 { probability = "0.4 - 0.2 * hills - 0.2 * trees"; cost = 1; }; class FxWindRock1 { probability = "0.4 * hills"; cost = 1; }; class FxWindLeaf1 { probability = "0.2 * trees"; cost = 1; }; class FxWindLeaf2 { probability = "0.1 * trees + 0.2"; cost = 1; }; class FxWindLeaf3 { probability = "0.1 * trees"; cost = 1; }; }; }; class NoWindClutter { radius = 15; cost = "(20 * (windy factor [0.1, 0.2])) * meadow * (1 - rain) * (1 - sea) * (1 - forest) * (1 - houses)"; class Species { class FxWindPollen1 { probability = 1; cost = 1; }; }; }; class SmallInsects { radius = 3; cost = "(12 - 8 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)"; class Species { class HouseFly { probability = "deadBody + (1 - deadBody) * (0.5 - forest * 0.1 - meadow * 0.2)"; cost = 1; }; class HoneyBee { probability = "(1 - deadBody) * (0.5 - forest * 0.1 + meadow * 0.2)"; cost = 1; }; class Mosquito { probability = "(1 - deadBody) * (0.2 * forest)"; cost = 1; }; }; }; class NightInsects { radius = 3; cost = "(9 - 8 * hills) * night * (1 - rain) * (1 - sea) * (1 - windy)"; class Species { class Mosquito { probability = 1; cost = 1; }; }; }; }; class Names { class Veg_1 { name = ""; position[] = {2713.62, 2140.92}; type = "VegetationPalm"; radiusA = 50; radiusB = 50; }; class Veg_2 { name = ""; position[] = {2446.09, 3038.29}; type = "VegetationPalm"; radiusA = 50; radiusB = 50; }; class Veg_3 { name = ""; position[] = {356,333}; type = "vegetationBroadleaf"; radiusA = 50; radiusB = 50; }; class Veg_4 { name = ""; position[] = {3050,959}; type = "vegetationBroadleaf"; radiusA = 50; radiusB = 50; }; class Veg_5 { name = ""; position[] = {162,3284}; type = "vegetationBroadleaf"; radiusA = 50; radiusB = 50; }; class Veg_6 { name = ""; position[] = {2940.52, 2923.19}; type = "VegetationPalm"; radiusA = 50; radiusB = 50; }; }; }; }; class CfgWorldList { class bknt_pakistan_40km {}; }; Mask_LCO http://farm4.static.flickr.com/3290/2934750981_3ef5ae6bc7_b.jpg 1024 x 1024 Please, can somebody help me i am really trying to save time by defining it all in the config! Thank You blackknight63
  16. OChristie

    --=Terrain Starter Kit=--

    Make sure that all of the RVMATS and the LAYERS.CFG have the YOURTERRAINNAME replaced with shemya in your case!
  17. OChristie

    --=Terrain Starter Kit=--

    @Greg, you have to select the colour gradient map at the top of visitor - see below! http://community.bistudio.com/wiki/Visitor_3_Manual The 5th button from the left is the button that you want selected!! Hope it helps!
  18. OChristie

    --=Terrain Starter Kit=--

    Thanks for Everything ofpdeadeye -Top Post Updated with Mirror
  19. OChristie

    --=Terrain Starter Kit=--

    Thanks Mate, I forgot to add to the list, If anybody has any suggestions or anything like that, Feel free to let me know and I will see what i can do! --> D@nte Thanks Mate
  20. OChristie

    Razani, North Waziristan Map

    Nicholas Bell you have done it again, What a truely amazing map in the works, It looks absoulotley amazing, If you want and help or anything atall like that just ask!! Cheers
  21. I am in the process of making a 4096x4096 Afghanistan Map, And i am looking for somebody to assist me! Afghan (40km x 40km) This map is a large empty area, designed for end user customization via templates. It is 40km x 40km of Geo-Specific terrain of central afghanistan. It is perfect for large air battles or large scale missions. It is only in BETA stage atm but i would like this to be a really good map eventually. Other aspects of the map are still WIP. So I release this for people to work on. The PBO includes the Source Folder, You will need to place the Un-PBOed Folder in the P:\ Drive for it to work properley. Contact me with any queries If anybody is interested please Email me at: ilovefood11@hotmail.co.uk or Add me on MSN at the same Address, I would like you guys/girls to tell me what i could add to improve this, atm it is just a massive 4096x4096 map with alot of Desert Grass!! I was thinking about putting a FOB in there but not sure yet??? Thanks in advance, i will post some screenys v.shortly! Screen of Sat_LCO: Map + Source Release I have released the earliest possible BETA because, I want other people to have a go at the map, as for 2 reasons I am not currently able to complete it. 1. Problem with Visitor 3 2. No time I will continue to modify this map in the v.near future but I also want to give this out to new map makers as well as pro's as a sort of base mountain project! Link UPDATED - Afghanistan Map + Source 04/10/2008 Thanks That is a VBS2 Helicopter, they are the only screenshots i have of the map, please do not ask any questions like "What helicopter is that" or "Where did you get that helicopter from"!! Disclaimer I release the map + the source to the public for free use etc, if you want to release as another map, Please change the Name, also contact me before hand
  22. OChristie

    Afghanistan Mountains

    Updated: 04/10/2008 - New Sat + Links
  23. Shawk al Tarif - V1.04 Release Shawk al Tarif - V1.04 Release This map is made by blacKKnight63 It is a large Desert Map Perfect for Air Missions and Night Scenarios including a large town and alot of small settlements. It will also be released by me later on with the Lost Brothers Mod (I Think....) but i am granting you all permission to test this vast open Desert. *EDIT* V1.04 Uploaded Now! -Added -Settlements -Oasis (WIP) -Small Town -2 Large Airfields (Not the Best) -Huge Forrests -More Detail -Much More! -ROADS (YAY) -Changed the Airfields to look more realistic -Added a few Easter Eggs -Changed Mask so more detail Thanks Installation: Place the "bigdesert.pbo" in your ArmA\Addons Folder ********************************** V1.04 Links: 2Shared Mirror - V1.04 ePrison.de Mirror ArmABase.de Mirror ArmedAssault.info Mirror Any feedback is welcome Known Bugs: When "Show Textures" Clicked, Terrain objects do not appear on the map, the map appears just like a desert but is not! The only thing that appears on the Maps are the two large airfields, BUT the towns and citys are there!!! 10km View Distance Crashes Game rstratton: tried to run 10k viewdistance and it killed my game Am in the process of fixing this with bravo_6 If you do want to edit this or anything of the sort, please contact me via email at: ilovefood11@hotmail.co.uk Thank you in advance to anyone who mirrors my map! -blacKKnight63-
  24. Helllo, I am working on a Snow based map, and i am not sure what to do to fully recreate it, is it just the sat and mask?? Will i need to change the 4 RVMATS in the Data folder and make it so that differenet textures are made?? I have no Idea, Please can someone help me!!! blackknight63
  25. Please can you also post what you might want to see in the next release in the Appropriate forums on The Lost Brothers Mod Forums Thank You
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