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raptor 6 actual

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Posts posted by raptor 6 actual


  1. Today I started over to a certain point. I basically did your entire tutorial over Bushlurker. I renamed everything to my tag, and just dropped in my .pew file. I'm using every file you had in your source pack and just went from there. I also did away with the infinite land mass on the ends of the map which fixed another issue I was having.

    Somehow, it has my map ingame, the correct looking land features, and no flickering any more. I wish I could say I knew what I did to fix it so that it could possibly help others, but I just don't know what the correct part was. If I find out, I will report back.

    Thanks for the help, and thanks for the community looking into the thread.


  2. Well, I've tried with the 40 x 40 AND 80 x 80 to no avail.

    Any thoughts on the fact that in preview mode it flickers, but at the SP menu screen, the island looks fine? Or does that even have anything to do with this?

    --------------Update-----------------------------------------------------------

    This may seem un-orthodox, but what we did today, was to take your folder of the AfghanValley Source files and created a folder in our P:\ drive called "Bush." We then extracted your "AfghanValley" project folder into that. All we changed was putting our XYZ data in place of yours and called it "AfghanValley.pew." Basically, we kept every file and config pointing to the same spots as what you originally did on your computer way back when.

    Anyways, we also only changed the "OffsetY" value in the config.cpp to 20480. But what we did, was kept everything the way you had it, so as to eliminate an things we may have messed up.

    In the end, we have ( I hope) isolated the problem to the Sat_lco and Mask_lco files I had generated. Your files are working fine, and we were finally able to play around on the map. We still have some minor issues to ask about, but we are now researching how to create the correct files in PS and save them into correct formats.

    I will continue to update you as we move on, so as to get all of the new files into play and let your files remain in your source files package.

    -------------Later Update------------------------------------------

    Well, apparently, it wasn't those two files either. I just don't know why it will work when we name our .pew to your file name, but when we name it to ours, we get the flickering once again. I guess I've stayed up too late trying to sort this out. I will try again tomorrow and report back if/when I make some progress. At least I got to play around with it some :)


  3. Ok, I found and fixed the typo as you had guessed. But, unfortunately, the flickering still occurs in the Preview of a mission with only one soldier. I am running with no other mods except for the island itself and OA.

    Again, when you back out of the Editor program and sit at the Single Player menu, the island seems to work without flickering. What is the difference between this state and the state of the map when previewing? Does the game engine cut something out during this process to save on memory...and if so, should I see what it is that could be causing it to do this?

    Anyways, this isn't to say that there isn't something wrong with the Sat_LCO and the Mask_LCO. All I meant to do was to use a generic .png for both JUST to get the map ingame and get a feel for what it would be like. Any thoughts?

    ------------Added Information-----------------------------

    I don't know if this matters ( I hope it doesn't), but could it be the way we obtained our original DEM files? By that I mean, after getting it into Visitor via "Import XYZ," it looks ok in Visitor and Buldozer. But, when looking at it in the 2D editor ingame, all of the grids in the water areas look like back to back triangles instead of squares like they look on the land parts.

    Just another piece of info. I will be glad to send you the fixed files to see if you have the same issues ingame.


  4. First Bushlurker....thank you so much for responding. Second, I didn't mean to PM you and then make a public post, other than to ease some of the work load off of yourself, since you have other responsibilities. I thought someone else might have had this problem and had corrected it.

    Third, I wanted to be able to have a thread that people could look at IF they ran into similar problems. Again, I really appreciate the help.

    As far as the AV's and av's to AZ's and az's, I think I started going stare crazy. :) I will definitely go change that and report back. Cheers

    ----------------UPDATE--------------------------------------------------

    I renamed and rechecked everything to make sure it all reads AZ (or az) in their approiate places. Now, I get an error stating : "no entry 'bin\config.bin/CFGSurfacesCharacters.AZ_slopeClutter'"

    I also am still getting the flickering effects. Next go around, I will try and rectify the error pop-up, re-import from the satellite and mask step, re-pbo and report back later.

    IF that doesn't fix the flickering, could it be that my texture files (Sat_LCO and Mask_LCO) aren't in the correct dimensions for the map? Currently they are 10240 pixels by 10240 pixels on a map that has 2048 grid squares at a 10m cell size.

    As stated, I'll report back after fixing the error.


  5. Hi all,

    My neighbor and I are making a 20k x 20k map. We have it working in Buldozer and in-game EXCEPT for the fact that after placing just one soldier on the map (whether that be a man, car, or plane) the terrain starts to flicker horribly. But, once you exit back to the Single Player menu screen, the same island looks fine.

    I can't get FRAPS to work so that I can video record it, and I've tried everything from different texture files to what ever else I could think of.

    This is a direct descendant of Buslurker's Afghan Valley map tutorial, and as such, I'm using some of his texture files provided, but just renamed.

    I don't know what other information to post here that would help...so if anyone can help, just tell me what you need to see, and I'll provide further information.


  6. @Astast- no brother, I seriously like people that show enthusiasm on the forums. ArmA is the best game out there for us community members to get involved. As for the comment I made, it was just a joke...not meant at you, but more for an old cadence I remember way back when.

    Anyways, I didn't mean any harm.

    Again Konyo, great work from you and your helpers.


  7. Is that the chopper? She looks like a goddess i just can't wait for the release good work guys :D

    Astast- I bet you can't wait to slip inside her huh? J/K I love your enthusiasm...seriously.

    Konyo- Absolutely great work. Too bad you can't have each picture in your signature line to show it off more. Keep up the great work.


  8. Sigh....I guess that's why my post count isn't up after all of these years of being a member.....I don't make over 100+ posts asking for release dates. The guys here at HitP will release any new info as soon as they have it available.

    OT- I'm still working on my end Mr. Pedersen and Babylon. I promise to wander over to your TS when I get a chance and update you all.


  9. The FFAA mod has an SH-3 Sea King which is really good. They will usually give permission to reskin it, but I never received word back after a year's time as to being able to get the mlods. RKSL Rock has a great one as well, but he has worked very hard on it and would like to keep rights on the mlods for now and understandably so.

    I started on one, but didn't get far before moving on to something else.

    As far as Jolly Greens back in Vietnam, they were HH-3 as used by the Air Force. The landing gear pylons were mounted more to the aft of the fuselage than the SH-3 SK was. Jolly Green was a name that most Airmen gave to any helo that would come to pull them out, though the term was associated with the HH-3 more usual than not.


  10. Is this map for real? Im talking about the Neaville map. Incredible stuff and I believe this map deserves much more attention and praise by the community. The colours, the view from the sky are truly amazing.

    Just found out about Neaville and I cant believe how beuatiful it is. Just WoW!!!

    I have to agree 110% about the map. It WAS mentioned before release, and I think we saw it in the video about a week earlier. But all in all, it's kinda gone unglorified for the most part, lol. It's like that little nice dinner mint after a fulfilling meal. Kudos on the work on the map and everything else included I44 team.


  11. My neighbor and I are collecting research, maps, building architecture of the era, to build an Anzio map. Though some of the units that participated in those invasions aren't all 101st ABD, or the 29th, and the German armor may be off in color, the invasion did happen in 1944.

    Speaking of that....PacUK, I've sent two PM's that you asked me to do....cheers!


  12. Am I gonna be able to combine HIP with ACE 2?

    Why would you want to? ACE 2 is great and all, but it was meant (IMO) for the more modern mods....not that it can't be used for WW2 scenarios.

    I may be speaking WAY out of bounds here, but Mr. Pedersen, Babylonjoke, Waxbutter, and the rest of the folks at HiP are working their butts off to make an all encompassing mod that should trully be enjoyed in and of itself.


  13. Hey guys, just wanted to update everyone and inform you all that as of right now, my sole scripter has decided to leave for work and personal reasons. Therefore, until more interest or more willing development people come onboard, only addon work will be performed by myself.

    I guess interest in A3 is causing some people to go on "standby" mode until we see what their new medical system is like. I'll still post some WIP if I can get some going soon.


  14. I'm having a few small problems getting the bow and stern of the USNS Mercy properly modelled, but then I'll get some early WIP shots of it. I'm also still working on some of the medical items to be used ingame.

    Scripting however has come to a halt at the moment. Hopefully, I'll be able to find out more info on that later.


  15. I only meant to see IF you were planning on putting in a wrecked model for missions. I didn't mean to start an "Addon Request" thread within your WIP posts.

    In the end it's up to you, and how much YOU want to put into it all. Either way, people will find a way to create a mission where they can simulate a "downed" chinook.

    In my opinion, you are VERY accepting of people's "wishes" or requests. Thanks for all of the hard work, and the fact that you're willing to bend over backwards to make it to everyone's likings.


  16. Have you created a wrecked model or is it just a re-textured model showing that it's been burnt? I ask due to wondering if there will be missions made where we have to go and rescue chaps from a downed chinook. It makes a huge difference when the helo looks the part, instead of just a burnt fuselage. But, if you don't have one planned, no worries, we'll make due.

    Keep up the fantastic work though you're doing great.


  17. Thx for the links, will look at them tonight. Riouken and I have been busy with RL issues at the moment, but are still toying around with ways to implement different dialog/treatment options.

    We'll take a look at the videos and see if they can give us some more ideas or directions to take our mod to the next level.

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