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Everything posted by mugaben
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Clutter on a sunday night (is killing me)
mugaben replied to jens198's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Hi Jens. It looks like theres a lot of colors on that mask in total? The whole mask_lco.png needs only to be the colors that the game needs. For instance if you where only to have grass and sand you would have green for the grass and yellow for sand and NO other colors. There must be nothing else than those two exact colors on that picture. If colors are fading when you are zoomed in, there will be alot of different colors in total. I allways check by changing my picture to Index Color. My photoshop is in danish, but directly translated I choose "Exact" in the first drop down, and "Forced = None" in the next. It shows me exactly how many colors there is on the picture. Edit: Why can I only see what appears to be betulaHumilis in that picture and not the "forestfern"? Are forestfern to small to be seen on the picture? Either way, they should appear in the same amount that betulahuilis when their probability is the same. -
Thank you for your answers Jonston. I where using the mud road tree (those who in fact are the dirt ones, the lighter colored). Maybe I should try with a few other roads and see what happens. EDIT: Just tried with ASF 3. Same thing. :( Dont know whats going on here.. My map is 10240x10240.. In your settings.sqf Ive set it to 1024 and 10 in cell size.
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Nice tool. I have a few questions aswell. 1: When placing the red road-objects as artificial objects instead of roads; will they be marked on the map as proper roads and will the AI still recognize it? 2: When I import a road, my visitor says 0 rejected and all imported. It shows the whole road in buldozer, but in visitor I can only see, grab and delete roughly half of them. It simply doesnt show some of the sections and I have no possible way to remove them. If I where to press SAVE after an import, it would in theory destroy my whole map unless I find a way to unhide those sections that magically has dissapeared. Any ideas of why this happens? Screenshot here: http://dl.dropbox.com/u/1576479/Work/wierd.jpg 3: The Smooth Paths, import export XYZ never seems to un-grey them selves. Bonus question: Is there any possibility that in future versions we will be able to place other objects than roads? I am using latest beta patch.
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Steam and Beta patch Anyone get it to work?
mugaben replied to rowdied's topic in IRON FRONT: LIBERATION 1944 - TROUBLESHOOTING
Well, for future beta patches is could be nice for steam users to know. So if anyone knows how, please be so kind to make a comment :-) -
Aliabad Region - Version 1.1 Released!
mugaben replied to mcnools's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
This is absolutly the most beautyful and realisticly detailed maps I have ever seen. A shame its 5x5, but still. This is THE afghan map. Great work man. -
Real world terrain - Detail level in game?
mugaben posted a topic in ARMA 2 & OA : TERRAIN - (Visitor)
Hi guys.. Right now im using a satellite photo for my satellite image in visitor/arma. This helps alot in mask creating, and where to put objects, plants and what not. But when the masking/object part is finished, Im not really happy about having such a sharp imagery of the sattelite - showing so many details. Lets take a look at this example: http://maps.google.dk/?ll=56.288441,8.608367&spn=0.009944,0.027874&t=h&z=16 All the shadows will create giant ugly blackspots in the terrain, even from a soldiers 1st person perspective. And when you turn off the grass it just looks horrifying wrong.. Where it gets really wierd is in an forest area like this http://maps.google.dk/?ll=56.289391,8.587956&spn=0.002486,0.006968&t=h&z=18 .. Ive tried alot of different tools and that with mixed results. Some general effect layer or the likes would be a charm instead of deleting shadows by hand on 10240x10240. What do you guys do to your real world satellite image to overcome this? Any tips? :) -
Then dont do it? It was just a suggestion. A few allready agreed with that suggestion. Dont take it so hard and personal man.. I wasnt comparing your entire work with an arcade shooter, I was comparing the marker thing feature with an arcade shooter.. I did say it was a very nice job you had done, didnt I? Jesus christ people take stuff personal in here.. :confused_o: I misread your name, sorry.. Forget everything I said. /out
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Thank you, I have been playing arma for a long time, so i am aware of this. I and the guys I game with, play on a edited veteran diff. Sort of in between vet/hardcore. For maximum realism while keeping the AI at realistic levels. @Faint: The fact thats it doing it by it self is a bit ridiculous. At least make it an option so an operator can use it like real. You made so much detail in it, its really good. But the auto-mark thingy regardless of ones difficulty etc is to much BF3 I think.. (All those blue and red markers that stays on the map in MSO or the like, are just spamming the map, confusing to some and none-usefull for most) Thanks for fixing the sound.
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Nice job and very well done. There is one thing I very much dislike about it though. Even though I have ace's Remove all markers on map thingy on, the raven force overides it and auto-marks everything on the map for everyone to be seen. That actually makes me not want to use it. It just makes it to easy.. Also: Is it possible to make the beep and blink transmitable so everyone can hear it and it isnt only clientside?
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Back from a little night ops with buddies. :-) Pic one Pic another one :p And before it went night: Oh yeah
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Thanks :-) Bushlurker, without your constant help in the visitor section I wouldnt have made it this far. So, Im niffing around at the airport right now. Getting the lighting done where it is in the real world. This section is one of four. Theres one of these huge sites at each end of the airport, on each side. Real stuff. In game: - Day - Black Night - Bright Night - Parachuting right on top (sattelite is a bit ugly, this is not the finished result, especially trees will be smushed out and shadows will be completely non existing on the sat.)
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Good to hear :)
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DayZ Zombie RPG (Unofficial Mod) Alpha
mugaben replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Awesome mod! To bad the zombies are running so fast though. Would have hoped for a more relaxed zombie survival, other than this 28 days later ultra speed zombie stuff but its fun. :) -
Gratz on the release. Looking forward to test it out :)
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Well f... me and my favslev wannabe.. MAN i like this. Looks very well done. :butbut: Keep up the good work :)
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Sweet, thanks. The old infraction was running out I think. Allways good with a little refreshment. :dance1: About the ACE requirement on DDAM, I think its more than the tanks that needs it but im not sure. I recall something about it being easyer to create with ace elements. Also, more realistic. :)
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Thank you for your contribution to this thread. :>
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Official DDAM Wip Thread
mugaben replied to ravendk's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Nice map and texture :p :lookaround: -
Roads first showing after pressing preview twice!
mugaben posted a topic in ARMA 2 & OA : TERRAIN - (Visitor)
That was new.. So, roads are now first showing up ingame when i press preview the second time in editor. First time, it still knows they are there and are still marked on the map, removes grass where they should be aswell as the sound and phsysics of the road. It seems as the texture wont load the first time the map is loaded. This is also an issue online. What in the world can cause this? Can it be the result of a high use of road beginnings? Log -
Multi-Session Operations v4.1 released
mugaben replied to wolffy.au's topic in ARMA 2 & OA - USER MISSIONS
Wict off Convoys off Airunits no factions (off) 4/5 times = 2x heli's or planes. Allmost impossible for my guys to go out without being killed within 10 minutes by either choppers or 3x t72's.. :S The 3x t72s are a feature thats been spawning since early versions of MSO, I hope others like it. I sure dont. Must be Zora then? Would be nice to have feedback from the creators of how to turn this off or edit it. -
Multi-Session Operations v4.1 released
mugaben replied to wolffy.au's topic in ARMA 2 & OA - USER MISSIONS
Well that is kind of a bummer. Theres just no possible way to turn off ALL air, so we can concentrate on tank/infantry warfare only? Wolffy.au? -
Visitor crash importing 40960 sat_lco
mugaben replied to jr_walker's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Isnt there something about when you do it that way, it wont remember angle(not rotation)/size info? -
Multi-Session Operations v4.1 released
mugaben replied to wolffy.au's topic in ARMA 2 & OA - USER MISSIONS
Having an issue where even though we turn every AIR traffic option off, theres still 2x mi-8 or HIND's somewhere on the map we run into.. Why do they spawn, and is there a way to turn them off? Maybe a part of a WICT base or something? -
I want this aswell, where do I put that code in the config, and what should i change? (Sorry for necro)
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Real world terrain - Detail level in game?
mugaben replied to mugaben's topic in ARMA 2 & OA : TERRAIN - (Visitor)
My example resembles my work pretty accurate, alot of black shadows with no information for photoshop to work with. Thats why shadow/highlight or brightness/contrast doesnt work in this situation. Only result is alot of colored grainy bits in a grayish background where the black used to be. Thanks for the input though, ill keep messing about and see if I can pull a rabbit..