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darkxess

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Everything posted by darkxess

  1. Hey guys, got a slight problem... When you build bridges in ArmA2, is it only in sections you can do it? i mean every section i put now i need to manually put in the hight etc, its bloody annoying! and the bridge sections are sooooooo small! isnt there anyway to stretch a brige to the lengh i want it at? instead of doing it section by section? Also, can i have some advice buidling bridges please, like how deep the water should be how to connect the ends to the roads each side etc etc etc... Thanks guys.
  2. Hey, this may sound stupid, but where is the Airport? the one used in bis maps! ive made a map, and in my CA folder etc i sear there isnt all the stuff which ive seen in game, ive looked here: http://www.armatechsquad.com/ArmA2Class/indexA2.php and seen its name and its there, but how to find it so i can place it on my map please? Thanks guys... Edit: found it now, lol... stupid question i knew it! haha sorry, you can delete post if you like.
  3. darkxess

    Stupid Question: Where is...

    Yes they do, here: http://www.armatechsquad.com/ArmA2Class/indexOA.php
  4. Em, can someone explain how to unbinarize these files please? ive look in the tut and found nothing about how to do this. Im still getting the error! and ive tried everything. Ive look in the folders, things are there yes, in P3D Format! so how to get them to change? also there is soooooooooo many! i need to do this for every config of every building etc? Thanks
  5. Ok, ive just looked at them over and over again, ive noticed in my map, all the object are "0" elevation values! then i looked in the sample "rahmadi" map and noticed every object has values in it, if its this, would this mean ill have to add the values to each and every object? Also, unbinarized the configs? you mean unPbo the folders etc? how to go around that then ive been through the guides step by step, i couldnt of missed it! lol... thanks for the reply anyways.
  6. darkxess

    Stupid arma mapping!!

    You know what they say mate, Hard things are worth waiting and fighting for! lol... Ive had sooooooooooooooooooo many problems too, here is a recent problem ive had: http://forums.bistudio.com/showthread.php?t=101222 though its not really to do with just one thing, its got so much detail and info in there which can help you. Im already building my map now as we speak :) Here is a good guide which i followed: http://community.bistudio.com/wiki/ArmA_2_Terrain_Tutorial and here is so much more useful stuff: http://forums.bistudio.com/showthread.php?t=94222 Dont give up mate, there is plenty of times ive wanted to give up, then ive gone on and on and now ive finally done it! im just polishing my map now to beauty! haha... You know the forums here also has a good community, always helping out, anymore problems then just post it, but hey.... me mroe detailed about it, errors, problems, why this, why that, etc etc ... pics help too! Hope this helps.
  7. darkxess

    Stupid Question: Where is...

    Follow this guide: http://community.bistudio.com/wiki/ArmA_2_Terrain_Tutorial you need to unPbo some stuff from the CA folder in your ArmA2 directory! plants, buildings, roads, etc... here is another useful guide with alot of information on there: http://forums.bistudio.com/showthread.php?t=94222 :j:
  8. darkxess

    Stupid Question: Where is...

    LoL I had edited the post to say id found it, thanks anyway mate :)
  9. darkxess

    Change Tide?

    I never thought the tide changes! and ive never seen it change anyways... I think maybe your mistaken, even if so.. if there was a tide that changes, it would be in the Configs.cpp if anything. :rolleyes:
  10. nice tool, love this addon. Anyways, just a quick bug report: when im in window mode, everywhere i go on the screen it has a box hovering over everywhere the cursor goes saying something about "to change the language, you will need to restart" whatever, something in the lines of that anyways! ive been using your tool since day one, In window mode! its the first time its done this. Thanks... Edit: just noticed more concerning this bug, when its in the "minimize to tray" position, and the game isnt running, you can go over anything on your desktop and it comes up with the same thing, also hover over "refresh" you will see what i mean for example.
  11. Just a question mate, it says its meant to be used for ArmA2 and ArmA2OA ... but it doesnt say if it does work for either or which was it is for! as you only said "meant" lol... it works for them both? or its for only 1 of them? Thanks anyways.
  12. darkxess

    Problem with binarize

    Haha... ive been at this whole thing about a month now, learning more and more each day! just a question for you though, about this wilbur, how to make a map so that it is flat?? then put it in wilbur and heighten it yourself? also is wilbur ok to use with windows7 ? and where to download wilbur as i cant download it from that old link. Thanks Edit: Bush, ive sent you something, want you to have a look at something for me! lol... thanks man
  13. darkxess

    Problem with binarize

    Man your a god! lol... you have helped me so much, thanks. Anyways, some good news, ive finally got it to work! haha, it was the way i was binarizing it, i looked and looked again and its the way i was doing it, so i went back right to the start went through it all and tried it, Now... there was errors still! this time alot, but this time it worked ingame, and worked very well! I couldnt understand why so many errors and it still worked fine, so .. mission completed! haha. Now ive got it all set up the way i want, time to start from scratch on my own island, now that i know how to do everything else. Im sure ill be asking you in future for more help on stuff, you seem to me that you know what your on about and you have answers for everything, thanks again so much! if and when i do complete my map ill be sure to add you to the credits! Its says im from China, though thats just my job! im a brit, your fellow countryman! haha. Thanks again mate, Cheers! :bounce3: PS: thanks for the source files, ill be going through that too... learn more!
  14. darkxess

    Problem with binarize

    Thanks again for the help mate! ive already got the basics over and done with, so now im working on an island that is already with roads, houses, trees, etc etc just so i can learn from it! maybe you wont understand this but ive already been playing on this map! even after ive edited it! lol but... with a problem, with i binarize it, it doesnt work! but from the sample map if i copy the things i need from it and put it in to my worked folder, it works! lol... this is defeating my objective though, i want to start on my own map and binarize it, but as im having problems with this one, im not even going to start yet! get what i mean? i want to get everything through and through before i put all my time on to a map to only get to the end and i fail! lol... Now, ive got all the OAC, CAA1, etc.. thats all working fine! even with this map, though i need to copy the things from the "already working sample map" the "buildings2_Ind_CementWorks" is part of "beton's" addons, ive deleted it now, forgot it was there, just playing around with some models from it before. Id love to start a whole new map! though i just dont want to be dissapointed at the end with some fails etc... so im going through this now. Its possible as you said the configs are from arma1 whatever, but ive no idea on how to set up my own configs! any you know of i can get for arma2? or can you give me some working ones please? In all mate, i just want to get this to work, if it does then ive no more problems, with the settings and folders etc ive setup... they are right yes? so im on the right path apart from these errors! lol. thanks for your help anyways, anymore on configs or even source files for an arma2 map would be great! lol. Thanks
  15. darkxess

    Problem with binarize

    2ND PART: and inside the "rahmadi" folder Finally here is my CA folder! to see that ive got all the things needed! Em... lol what more can i think of? im lost now, :( Edit: lol of course im loading the addon properly! that im sure isnt the problem. Here is also the tut with the sample map i followed! http://community.bistudio.com/wiki/ArmA_2_Terrain_Tutorial
  16. darkxess

    Problem with binarize

    Ok... em, more and mroe errors when ever i try something! so now ill just show you everything ive done etc... really im getting angry with it now, lol. First ill show you my BinPBO settings: and now 2nd is my options with these in the line: *.pac;*.paa;*.rtm;*.sqf;*.sqs;*.bikb;*.fsm;*.wss;*.ogg;*.wav;*.fxy;*.csv;*.html;*.lip;*.txt;*.bisurf;*.rvmat Now this is how ive got all my files spaced out, im not even sure this is all right! im just going by what ive read! lol... Now we will go through my paths, this is my folder "xess" and my map name "rahmadi"
  17. darkxess

    Problem with binarize

    Hey mate, thanks for the reply.. anyways the reason ive got "plants" is because im using some stuff from CAA1 project! it does work, as im using the BIS sample map! experimenting so that i can learn more to make my own maps soon. Ive just changed it all to my own project path and its working the same, though now ive got a new error, this: Found p:\xess\rahmadi\Data\Layers\textures.lst, inserting textures not linked by .p3d-s... Cannot load font core\data\fonts\lucidaconsoleb8 Fonts file \core\data\fonts\lucidaConsoleB8 not found Cannot load font core\data\fonts\lucidaconsoleb11 Fonts file \core\data\fonts\lucidaConsoleB11 not found I dont understand why ive got this error about "fonts" and "core" there all in place.. just changed paths! do i need a "core" or "fonts" in my map? stupid questions, lol. This is the path ive got now "p:\xess\rahmadi\" I can use it in Visitor just like before, just only now these new errors! :j: the configs im using could be the problem, ill put them here too so you can see. Config.cpp #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 #define ReadAndWrite 0 //! any modifications enabled #define ReadAndCreate 1 //! only adding new class members is allowed #define ReadOnly 2 //! no modifications enabled #define ReadOnlyVerified 3 //! no modifications enabled, CRC test applied class CfgPatches { class Rahmadi { units[] = {Rahmadi}; weapons[] = {}; requiredVersion = 0.10; requiredAddons[] = {CAData,CABuildings,CAMisc,CAPlants,CARoads,CARocks}; }; }; class DefaultLighting; class DefaultLighting_CA : DefaultLighting {}; class CfgWorlds { class DefaultClutter { scaleMin = 0.9; scaleMax = 1.4; }; class DefaultWorld; class CAWorld : DefaultWorld { class Grid {}; }; class Rahmadi: CAWorld { access = ReadOnlyVerified; worldId=3; cutscenes[] = {RahmadiIntro1}; description = "Rahmadi"; icon=""; worldName= "xess\Rahmadi\Rahmadi.wrp"; pictureMap = ""; pictureShot = ""; plateFormat="ML$ - #####"; plateLetters="ABCDEGHIKLMNOPRSTVXZ"; longitude = -40; // positive is east latitude = -40; // positive is south // landRange is stored directly in WRP file class Grid : Grid { offsetX = 0; offsetY = -15360; class Zoom1 { zoomMax = 0.5; format = "XY"; formatX = "Aa"; formatY = "00"; stepX = 200; stepY = 200; }; class Zoom2 { zoomMax = 1e30; format = "XY"; formatX = "A"; formatY = "0"; stepX = 2000; stepY = 2000; }; }; startTime = 8:30; startDate = 01/05/1985; startWeather = 0.1; startFog = 0.0; forecastWeather = 0.3; forecastFog = 0.0; seagullPos[] = {1272.842,150.000,14034.962}; //default center position centerPosition[] = {2500,2500,300}; // landing place - airport ilsPosition[] ={2545,3000}; ilsDirection[] ={0,0.08,1}; ilsTaxiIn[]= {2495,2725, 2495,2850, 2508,2860, 2508,3000, 2520,3010, 2545,3000}; ilsTaxiOff[]= {2545,2445,2520,2425,2495,2445,2495,2725}; drawTaxiway=false; class ReplaceObjects {}; // sound sources class Sounds { sounds[]={}; }; class Animation { vehicles[]={}; }; // default - no film class Lighting : DefaultLighting {}; clutterGrid = 1.11;//pred demem to bylo 1.5 /// how far clutters are visible clutterDist = 55; noDetailDist = 40; /// where ground detail texture is fully visible (begin fading out) fullDetailDist = 5; minTreesInForestSquare = 3; minRocksInRockSquare = 4; class clutter { class GrassGeneral: DefaultClutter { model=ca\plants\clutter_grass_general.p3d; affectedByWind = 0.3; swLighting = true; //relativeColor[]={0.8,0.8,0.8,0}; //colorByGround=0.9; 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 = 0.60; scaleMax = 1.10; }; class GrassSevenbeauty: GrassGeneral { model=ca\plants\clutter_grass_sevenbaeuty.p3d; affectedByWind = 0.2; scaleMin = 0.70; scaleMax = 1.10; }; class GrassYellow: GrassGeneral { model=ca\plants\clutter_grass_yellow.p3d; affectedByWind = 0.2; scaleMin = 0.70; scaleMax = 1.10; }; class GrassDesert: GrassGeneral { model=ca\plants\clutter_grass_desert.p3d; }; class ForestFern: GrassGeneral { model=ca\plants\clutter_forest_fern.p3d; affectedByWind = 0.1; scaleMin = 0.90; scaleMax = 1.10; }; class SmallRocks: GrassGeneral { model=ca\rocks\clutter_stone_small.p3d; affectedByWind = 0; scaleMin = 0.90; scaleMax = 1.10; }; 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 { // fractal component of subdivision // changes are smaller for smaller rectangles class Fractal { // texture roughness factor rougness = 5; // max. value for squares containing road maxRoad = 0.02; // max. value for squares containing track maxTrack = 0.50; // max. coeficient depending on slope maxSlopeFactor = 0.05; }; // white noise component of subdivision // change size is independent on rectangle size class WhiteNoise { rougness = 2; // max. value for squares containing road maxRoad = 0.01; // max. value for squares containing track maxTrack = 0.05; // max. coeficient depending on slope maxSlopeFactor = 0.0025; }; // do not divide surfaces that are under given limit minY = -0.0; // do not divide flat surfaces minSlope = 0.02; }; class Ambient { /* Layer cost and species probability use expressions. Variables which can be used inside of expressions: rain: rain intensity. night: 1 during night, 0 during day. hills: 0 at 150 ASL, 1 at 400 ASL. windy: 0 at 0 m/s, 1 at 20 m/s. trees: tree density. sea: distance to sea. houses: house density. meadow: meadow character. forest: 1 in the forest. Any values are continuous/interpolated in the range of 0 to 1. Values they are independent unless notes otherwise (meaning meadow and forest can be 1 at the same time). You can observe these values in real-time using: diag_toggle "ambient" */ class BigBirds { //Container radius: //Species are normally spawned at the edges of the circle defined by this radius. //One exception to this is the initial start of the simulation, where the whole //circle will be filled. radius = 300; //Points allowed for this container: //Xbox: 1 * (1 - night) * (1 - sea) cost = "((1 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)"; //Classname in Species corresponds to type name: class Species { class Hawk { probability = 0.2; cost = 1; }; }; }; class Birds { radius = 170; //Xbox: (1 - night) * (2 + 8 * sea) cost = "(1 - night) * ((1 + (3 * sea)) - (2 * rain))"; class Species { class Seagull { probability = 0.2; cost = 1; }; }; }; class BigInsects { radius = 20; //Xbox: 1 * (1 - night) * (1 - rain) * (1 - sea) 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; }; }; }; //The wind is blowing various particles around: class WindClutter { radius = 10; //Xbox: (10 - 5 * rain) * (1 - sea) * (windy factor [0.2, 0.5]) cost = "((20 - 5 * rain) * (3 * (windy factor [0.2, 0.5]))) * (1 - sea)"; class Species { class FxWindGrass1 //Dark green grass. { probability = "0.4 - 0.2 * hills - 0.2 * trees"; cost = 1; }; class FxWindGrass2 //Dry grass. { probability = "0.4 - 0.2 * hills - 0.2 * trees"; cost = 1; }; class FxWindRock1 //Dust. { probability="0.4 * hills"; cost = 1; }; class FxWindLeaf1 //Green leaf. { probability = "0.2 * trees"; cost = 1; }; class FxWindLeaf2 //Dry leaf. { probability = "0.1 * trees + 0.2"; cost = 1; }; class FxWindLeaf3 //Green leaf with a dry spot. { probability = "0.1 * trees"; cost = 1; }; }; }; class NoWindClutter { //Xbox: 10 radius = 15; //Xbox: 1 * (1 - rain) * (1 - sea) * (1 - forest) * (1 - houses) * (1 - (windy factor [0.1, 0.2])) 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; //Xbox: (9 - 5 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy) 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 { #include "Rahmadi.hpp" }; }; }; class CfgWorldList { class Rahmadi {}; }; class CfgMissions { class Cutscenes { class RahmadiIntro1 { directory = "xess\Rahmadi\data\scenes\intro.Rahmadi"; }; }; }; Anything else you need just ask, thanks again for helping.
  18. darkxess

    Challenger 1

    Here are some ingame screenys I took just now, want to do my part for a brit mod! lol... we need more brit stuff ingame. Please Note that the unit in the pictures are not part of the mod! its "STALKERGB's" British Rifle 3 Mod! Edit: Thanks for bringing this to ArmA2 ... its really great, needs a lot more work but keep at it mate :)
  19. 2nd thoughts mate,.. mind passing it on for me to finish if you dont change your mind? dont expect you to say yes, but its worth asking! just tried it out and its a decent map! thanks.
  20. Hey man, dont give up just cause of OA ... you know, we all loved the original stuff etc, but its always good to have something else to turn to, and you know something, things that are not original are sometimes better, look at the Isle Duala map for instance! Nice Job anyways, thanks mate.
  21. Nothing bad against you doing everyone good Nightrain, but why release it when clearly everyone here is saying there is something wrong with it! lol... so obviously its going to be fixed then released again. Em... waste of time, space :butbut:
  22. darkxess

    P:UKF - SUPACAT Jackal

    Em, well I didnt know there was an updated version of Ukf_shared! unless i missed it! ill download a newer version now and see if thats better. Thanks anyways man.
  23. darkxess

    P:UKF - SUPACAT Jackal

    Hey guys, this isnt a complaint as i love your mods! thanks so much, but please please please try to change that sound of the machine gun! its low in tone for such a big gun and also its not as good as the ace LMG sounds... is there a chance you can change it? Thanks again guys.
  24. Just one thing.... WHY WHY WHY use an American Unit to start with it? lol And wow.. the sound on this things is cool! thanks!
  25. Ok mate just tried it again, with just CBA and CEG working and its perfect! It must of been clashing with another addon or something, before i was running it with my usual addons running too. Brilliant addon mate, thanks... :)
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