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Posts posted by shezan74
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Maybe placing all your questions in a single thread instead spamming the forum will make peoples more encouraged in reading your requests...
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[i've post this request on "ARMA1 O2 modelling forum. Moved there since the problem is with ArmA2 objects]
Hi,
i'm actually trying to repaint default ca\buildings\misc\runway_edgelight to make a new blue version of the object.
I've successfully made texture re-path using mikero tools, and blue painted the top of the light.
Now i'm facing to troubles while placing the blue light on top of the object.
The original object has this section (that i rewrote to adapt to my path):
class HouseBase; class House: HouseBase { class DestructionEffects; }; [cut] class Land_runway_bluelight: House { scope = 1; displayName = ""; model = "\shez\rnwy\runway_bluelight"; armor = 20; class MarkerLights { class RedStill { name = "zluty pozicni"; color[] = {0.99,0.69,0.17,1.0}; ambient[] = {0.099,0.069,0.017,1.0}; brightness = 0.01; blinking = 0; }; }; };The object was the original runway_edgelight renamed, all config parameters are the same, but when placed on map the object is... off.
thank you for suggestions and hints on this issue.
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[MOVED to ARMA2 O2 forum section]
Hi,
i'm actually trying to repaint default ca\buildings\misc\runway_edgelight to make a new blue version of the object.
I've successfully made texture re-path using mikero tools, and blue painted the top of the light.
Now i'm facing to troubles while placing the blue light on top of the object.
The original object has this section (that i rewrote to adapt to my path):
class HouseBase; class House: HouseBase { class DestructionEffects; }; [cut] class Land_runway_bluelight: House { scope = 1; displayName = ""; model = "\shez\rnwy\runway_bluelight"; armor = 20; class MarkerLights { class RedStill { name = "zluty pozicni"; color[] = {0.99,0.69,0.17,1.0}; ambient[] = {0.099,0.069,0.017,1.0}; brightness = 0.01; blinking = 0; }; }; };The object was the original runway_edgelight renamed, all config parameters are the same, but when placed on map the object is... off.
thank you for suggestions and hints on this issue.
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It seem you're using pbo's from expansion. I don't have tried new objects yet so i'm unable to help you.
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If you start OA and you ckeck the commands of the game itself, bulldozer section, you can find them.
This bulldozer is fully compatible with old projects (at least as far as i have tested it, of course) and make maps compatible between A2 and A2OA (tested tonite on my project).
To use new bulldozer:
copy arma2oa.exe to p:\
copy \expansion\dta\bin.pbo to p:\
copy \expansion\dta\core.pbo to p:\
copy \expansion\dta\languagecore.pbo to p:\
unpbo them in their folders (make a copy of old ones to be sure)
set bulldozer to use as viewer p:\arma2oa.exe
working folder p:\
When on bulldozer -> F1 -> set keys and bind your preferred keys to new smooth features.
This is what i did. No warranties are provided, to be clear :D
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New bulldozer feature seems appeared!
check OA keys... now it's possible to raise/lower terrain by 1 meter, 50 centimeters and 10 centimeters!
THANK YOU GUYS! great news!
EDIT: and it works :D
just replace your original bin/core folders in P:\ from ones that come from expansion data folder.
Unpack the languagecore too, in the P:\ folder and use as buldozer the arma2oa.exe file placed on P:\ folder.
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Ahhh... this is what does the Move Object Tool! I suggest a tank of beer for Mr. Mikero's... anyone joins? :)
Grazie BushLurker!
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reinstall tools. The last one on the list will create your P:\ folder
The original P:\folder is in your tools\ArmaWork folder. Check if it contains old files and remove it before reinstall.
Keep your island data on a safe place before deleting this folder.
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Thank you bushlurker
I've fixed the problem for now, by adding a config.cpp file on my pbo file.
I've originally read an old post from you about using the root folder, but in this case i've "updated" an existing object via hex editor. In this way i have updated original paths, but their length must remain the same in the binarizede file. So i was forced to use a path outside the root.
Now some friends of mine are testing the results. Thank you guys for reading and supporting me :)
EDIT: i'm waiting for your PM or skype/MSN call :)
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Hi guys, i'm working with some "external" objects (not default ones from \ca folder)
my situation is the follow:
project is:
p:\shez\spritzisland
within p:\shez i have p:\ca
In folder p:\shez\ i've added a new folder called rnwy that contains some custom runway parts, so i have:
p:\shez\rnwy folder
Objects are loaded into Visitor from this location, and shows correctly in V3 and bulldozer.
Now the question is: i've created the file $PBOPREFIX$ in p:\shez\rnwy
and contains "shez\rnwy". I have also pbo'ed this file
When i will create my island package with binpbo this rnwy folder will be included into MAIN pbo or i ,must include it with the project in the addons folder? (i mean include the nrwy.pbo file into the addons folder)?
these are my binpbo options:
source: p:\shez\spritzisland
destination: c:\bohemia...
path to project: p:\shez
use source path: no
addon prefix: shez\spritzisland
automatically: no
Thank you for explaining me this :)
Edit:
with and without the rnwy.pbo file placed in my @spritzisland\addons folder (the same of the island) i get an error:
"cannot open object shez\rnwy\runway_end36.p3d"
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Thank you Homer! i'm downloading all documents for my hot summer! :)
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If you have both, you have full compatibility to every A2 and AO project. You can use A2 install as mod, of course.
The problem is when the user has ONLY THE NEW STAND ALONE EXPANSION and doesn't have the original ArmA2 package.
This problem is related to the "stand alone" release of Arrowhead, that make the product an effective Arma2.1 version. The problem was not existing on the old ArmA1 queen's gambit expansion, that required the original A1 game to work.
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Mainly inject objects directly into .pew files. Could be useful for World Tools interaction to the actual pew
it's academic curiosity, due the fact i will prefere in any case the import way, but i agree that making roads is really different from placing fences.
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Maybe BIS could think about a "compatibility pack" that contains ONLY object pbo's (excluding Chernarus and Utes, that are the reason to buy "old" ArmA2) to be released to all users, and save us from those damn compatibility issues...
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Well... A2 islands will only A2 compatible. This is sad :(
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What i need to know is: roads2, buildings, structures, plants2 and other objects are ALSO included in A2OA or they're related only to Chernarus and Duala?
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Hi guys.
With the new Operation Arrowhead there is someone that has verified island compatibility between versions?
An Island made for ArmA2 is compatible with A2OA?
What happens if an user has ONLY A2OA?
Backward compatibility is obviously not suitable if you're using pbo's from A2OA, but what happens in those cases, for an island made with A2 objects (excluding chernarus and utes pbo's)?:
- User with A2 and A2OA: i think no problems for compatibility
- User with A2 only: only island made for A2
- User with A2OA: ?
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this will be really nice Homer :)
From what source you got references to do this?
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Hi Mike :)
About performance issues i've reduced intensity of clutter and seems to be a little bit better. I don't think it's related to forest variations.
About dry grass there are plans to change it to something else, more "green", but i'm actually working on island characterization (roads, villages, powerlines) and i think i will make some experiments just before release.
Main goal for this island is to have a nice playground for PvP patrols. Due this "background choice" i've increased the number or rocks on the ground, to offer help to infantry troops, and i've reorganized the whole vegetation set.
using worldtools i've merged my mask with a 4 colour altitude map, and now all vegetation is correctly placed on correct ground type and has a small variation from yellow-red (sea altitude) to green only vegetation and bushes at higher altitudes.
I'm trying the map with some clan friends in patrol missions and seems the quantity of bushes and rocks, as seen from the ground, is nice.
After clutter revision i will post a new release for your opinions (really appreciated!)
by the way... your screenshot make me wonder what i did without seeing it! (all was placed by tools, and i don't have had so much time to explore the results on real Arma environment).
Thank you! great shot!
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Hi pstennisace.
This kind of questions must be placed in "ArmA 2 - MISSION EDITING & SCRIPTING" section of the forum. In this forum you can meet some lazy peoples that work on maps.
In the above section of the forum you can find scripters that could help you.
Personally i'm unable to help you.
Best
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FoxHound has published SaveMyProject on Armaholic.
Links updated and available here
Thank you Fox ;)
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this except you could add a feature which the user can turn on or off which would add a message box that asks "Your island will now be saved, do you want to continue or save later?"Martin, the program doesn't save your work for you while you're working.
The program will save your saved files. If you don't save the project file the application will skip all files until the next trip. If you never save your project nothing will be saved in your backup folder.
So saving your project is up to you, when you're ready to do this and your bulldozer is ok. S.Y.P. will only place your saved files in a safe place for further rollback.
For Oxygen backup, there is not much to improve too but you could make it so the user can backup more projects like 3 or 4 simultaneously because it might become a pain to change the path to the project you are working on every time.
Damn... multiple saves? ok, noted for release 1.1 ;)
I took note about the "do you want to backup files?" question too.
Overall excellent tool, thanks for your hand work :cheers: I already know this will save my AX a lot of times in the future :laugh:
Thank you, i'm happy to have a beer credit somewhere :)
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Well.
Release 1.0 has been gone gold here
What software does.
- Keep your sources under backup, by recreating the real project structure of your work. The application will explore your project structure every X minutes (configurable) and save all MODIFIED files into your backup folder, keeping original file path (under backup folder).
- Works on a customizable set of extensions, starting by the project root folder
- Supports Oxygen and Visitor3 projects (concurrently), but can be used to keep safe your missions too, by configuring the right root folder and extensions (Oxygen or Visitor3 window can be used at your choice).
- Files are organized in folders by date / time. No renaming will be done on the files.
- Only updated files will be copied. By making a backup folder copy over your project folder you can rollback the situation.
- First save of the day will be FULL (every file on the configured extensions list will be saved). Subsequent backups will be only relative to changed files.
- MANUAL save will be FULL in any case.
- This application DOESN'T replace your daily FULL backup. DO IT on different devices, usb keys and keep them away from lightning, ants, hurricanes, earthquakes and your childrens! :)
- Audible reminders (configurable) that inform you 1 minute before, 15 seconds before and just after backup operation.
- Right click menu on systray bar for fast start/stop/manual backups.
TO ALL OXYGEN USERS: I've worked on simulated environment. Please do some testings and let me know before i'll release to the extended community outside of there. Thank you in advance.
TO ALL PREVIOUS USERS: I've removed the auto-delete feature that will create a lot of pain. Now the backup maintenance is up to you.




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Martin, placing a fence with world tool is an operation i can rollback, so i'm confident on it. Loosing a pew is not the same thing.
I personally make manual backups every end of working day, manually, on another device (usb key) that i'm keeping detached from pc.
Next release will make an optional audible message before saving, to inform you that save operation will be started soon.
Software is perfect, programmers no :)

blue edgelight object
in ARMA 2 & OA : MODELLING - (O2)
Posted
Yes i've changed to night time.
All "original" runway_edgelight works flawlessy near my modified light.
A small hint that is buzzing around me...
the original light, when fired, will drop to the ground (becomes flat) and turn off. The new light will disappear completely from the scene. I think this issue is related to the configuration file. It seems it's not be taken into account by the model, but it's my opinion...
I will install old ArmA1 to retrieve the object as suggested and i will try to understand how O2 works.