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Everything posted by tupolov
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Buldozer sat_lco doesn't line up with Visitor?
tupolov replied to tupolov's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Hey Prowler, Appreciate the reply. My Sat_lco is 10240x10240. My terrain is 10240x10240. My config.cpp is setup with no offset. I did use World Tools to create the vegetation. I used my grass mask and imported that into World Tools (10240x10240 pic), created the vegetation and exported the objects to Visitor. As you can see, the import into Visitor is successful and it appears the objects align in Visitor. The issue appears to be the Buldozer? From what I can see the only inputs into Buldozer are the layers.cfg, sat image, texture mask and the Visitor project configuration. Why would Buldozer render the Sat Image with an offset of ~64x64 pixels? Thanks, Tup -
No it says MAP EDITING (VISITOR) i.e. The BIS Tool Visitor which is used for terrain editing. You are mission editing not map editing. These are not the droids you are looking for. Cheers, Tup
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Visitor3, Buldozer and Folders wresting!
tupolov replied to stormridersp's topic in ARMA 2 & OA : TERRAIN - (Visitor)
You might need the correct clutter.cfg and surface.cfg. Let me know if you need those as I used includes in my config.cpp -
Visitor3, Buldozer and Folders wresting!
tupolov replied to stormridersp's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Here's my config.cpp using the Takistan textures and clutter and everthing else #define _ARMA_ //Class config.bin{ class CfgPatches { class TUP_Qom { units[] = {"TUP_Qom"}; weapons[] = {}; requiredVersion = 1.03; requiredAddons[] = {"CA_E","CARoads_E","CARocks_E","CAStructures_E","CAMisc_E","Chernarus"}; version = "2010-11-11"; fileName = "TUP_Qom.pbo"; author = "Tupolov"; mail = ""; }; }; class CfgVehicles{}; class CfgWorlds { class DefaultClutter { scaleMin = 0.9; scaleMax = 1.4; }; class DefaultWorld { class Weather { class Overcast; }; }; class CAWorld: DefaultWorld { class Grid{}; class DayLightingBrightAlmost; class DayLightingRainy; class DefaultClutter; class EnvSounds; class Weather: Weather { class Lighting; class Overcast: Overcast { class Weather1; class Weather2; class Weather3; class Weather4; class Weather5; class Weather6; }; }; }; class DefaultLighting; class TUP_Qom: CAWorld { cutscenes[] = {"QomIntro1"}; description = "Nuclear Facility, Qom, Iran"; icon = "tup\tup_qom\icons\iran.paa"; worldName= "tup\tup_qom\TUP_Qom.wrp"; pictureMap = ""; pictureShot = "tup\tup_qom\data\qm_Picture_ca.paa"; plateFormat = "QM$ - #####"; plateLetters = "ABCDEGHIKLMNOPRSTVXZ"; longitude = 50; // positive is east, in degrees? latitude = 34; // positive is south, in degrees? elevationOffset = 2000; class EnvSounds: EnvSounds { class Sea { name = "$STR_DN_SEA"; sound[] = {"ca\Sounds_E\sfx\lake_1",0.1,1}; soundNight[] = {"ca\Sounds_E\sfx\lake_3",0.177828,1}; volume = "sea"; }; }; class OutsideTerrain { satellite = "tup\tup_qom\data\s_satout_co.paa"; enableTerrainSynth = 1; class Layers { class Layer0 { nopx = "tup\tup_qom\data\qm_polopoust_nopx.paa"; texture = "tup\tup_qom\data\qm_polopoust_co.paa"; }; }; }; class Grid: Grid { offsetX = 0; offsetY = 0; class Zoom1 { zoomMax = 0.15; format = "XY"; formatX = "000"; formatY = "000"; stepX = 100; stepY = -100; }; class Zoom2 { zoomMax = 0.85; format = "XY"; formatX = "00"; formatY = "00"; stepX = 1000; stepY = -1000; }; class Zoom3 { zoomMax = 1e+030; format = "XY"; formatX = "0"; formatY = "0"; stepX = 10000; stepY = -10000; }; }; startTime = "16:20"; startDate = "11/11/2010"; startWeather = 0.4; startFog = 0; forecastWeather = 0.4; forecastFog = 0; centerPosition[] = {5120,5120,800}; seagullPos[] = {5120,5120,500}; ilsPosition[] = {3436.7,8991.73,695.7}; ilsDirection[] = {0.9272,0.080,-0.3746}; ilsTaxiOff[] = {2507.6,9372.12,2474.34,9372.12,2339.08,9317.13,2339.52,9302.72,3094.98,8996.06,3153.07,8855.7}; ilsTaxiIn[] = {3161.06,8839.73,3322.26,8900.93,3389.89,8904.7,3428.14,8969.67,3399.87,9008.25,3254.85,9069.45}; drawTaxiway = 1; class ReplaceObjects{}; class Sounds { sounds[] = {}; }; class Animation { vehicles[] = {}; }; class Lighting: DefaultLighting { groundReflection[] = {0.06,0.06,0.03}; }; class DayLightingBrightAlmost: DayLightingBrightAlmost { deepNight[] = {-15, { 0.037,0.063,0.091 }, { 0.001,0.001,0.0012 }, { 0.067,0.075,0.091 }, { 0.003,0.004,0.006 }, { 0.0001,0.0001,0.0002 }, { 0.0001,0.0001,0.0002 },0}; fullNight[] = {-5, { 0.182,0.213,0.25 }, { 0.05,0.111,0.221 }, { 0.04,0.034,0.004 }, { 0.039,0.049,0.072 }, { 0.082,0.128,0.185 }, { 0.283,0.35,0.431 },0}; sunMoon[] = {-3.75, { 0.377,0.441,0.518 }, { 0.103,0.227,0.453 }, { 0.04,0.034,0.004 }, { 0.039,0.049,0.072 }, { 0.174,0.274,0.395 }, { 0.582,0.72,0.887 },0.5}; earlySun[] = {-2.5, { 0.675,0.69,0.784 }, { 0.22,0.322,0.471 }, { 0.04,0.034,0.004 }, { 0.039,0.049,0.072 }, { 0.424,0.549,0.745 }, { 0.698,0.753,0.894 },1}; sunrise[] = {0, { 0.675,0.69,0.784 }, { 0.478,0.51,0.659 }, { 0.2,0.19,0.07 }, { 0.124,0.161,0.236 }, { { 0.847,0.855,0.965 },0.2 }, { { 0.933,0.949,0.996 },2 },1}; earlyMorning[] = {3, { { 0.844,0.61,0.469 },2 }, { 0.424,0.557,0.651 }, { { 1,0.45,0.2 },1 }, { 0.12,0.26,0.38 }, { { 0.428,0.579,0.743 },2 }, { { 0.844,0.61,0.469 },2.7 },1}; midMorning[] = {8, { { 0.822,0.75,0.646 },3.8 }, { { 0.383,0.58,0.858 },1.3 }, { { 1.3,0.9,0.61 },3.8 }, { { 0.12,0.18,0.28 },0.5 }, { { 0.322,0.478,0.675 },3.5 }, { { 1,0.929,0.815 },4.7 },1}; morning[] = {16, { { 1,0.95,0.91 },11.2 }, { { 0.12,0.18,0.28 },7.5 }, { { 1,0.95,0.91 },11.2 }, { { 0.12,0.16,0.18 },7.5 }, { { 0.14,0.18,0.24 },10.5 }, { { 0.5,0.6,0.9 },11.7 },1}; noon[] = {45, { { 0.98,0.96,0.9 },13.55 }, { { 0.3,0.32,0.35 },9.5 }, { { 1,0.95,0.91 },13.2 }, { { 0.12,0.16,0.18 },9.5 }, { { 0.14,0.14,0.14 },12.5 }, { { 0.5,0.6,0.9 },13.7 },1}; }; class DayLightingRainy: DayLightingRainy { deepNight[] = {-15, { 0.0034,0.0034,0.004 }, { 0.003,0.003,0.003 }, { 0.0034,0.0034,0.004 }, { 0.003,0.003,0.003 }, { 0.001,0.001,0.002 }, { 0.001,0.001,0.002 },0}; fullNight[] = {-5, { 0.023,0.023,0.023 }, { 0.02,0.02,0.02 }, { 0.023,0.023,0.023 }, { 0.02,0.02,0.02 }, { 0.01,0.01,0.02 }, { 0.08,0.06,0.06 },0}; sunMoon[] = {-3.75, { 0.04,0.04,0.05 }, { 0.04,0.04,0.05 }, { 0.04,0.04,0.05 }, { 0.04,0.04,0.05 }, { 0.04,0.035,0.04 }, { 0.11,0.08,0.09 },0.5}; earlySun[] = {-2.5, { 0.0689,0.0689,0.0804 }, { 0.06,0.06,0.07 }, { 0.0689,0.0689,0.0804 }, { 0.06,0.06,0.07 }, { 0.08,0.07,0.08 }, { 0.14,0.1,0.12 },0.5}; earlyMorning[] = {0, { { 1,1,1 },"(-4)+3.95" }, { { 1,1,1 },"(-4)+3.0" }, { { 1,1,1 },"(-4)+3.95" }, { { 1,1,1 },"(-4)+3.0" }, { { 1,1,1 },"(-4)+4" }, { { 1,1,1 },"(-4)+5.5" },1}; morning[] = {5, { { 1,1,1 },"(-4)+5.7" }, { { 1,1,1 },"(-4)+4.5" }, { { 1,1,1 },"(-4)+5.7" }, { { 1,1,1 },"(-4)+4.5" }, { { 1,1,1 },"(-4)+7" }, { { 1,1,1 },"(-4)+8" },1}; lateMorning[] = {25, { { 1,1,1 },"(-4)+10.45" }, { { 1,1,1 },"(-4)+9.75" }, { { 1,1,1 },"(-4)+10.45" }, { { 1,1,1 },"(-4)+9.75" }, { { 1,1,1 },"(-4)+12" }, { { 1,1,1 },"(-4)+12.75" },1}; noon[] = {70, { { 1,1,1 },"(-4)+12.5" }, { { 1,1,1 },"(-4)+11" }, { { 1,1,1 },"(-4)+12" }, { { 1,1,1 },"(-4)+11" }, { { 1,1,1 },"(-4)+13.5" }, { { 1,1,1 },"(-4)+14" },1}; }; class Weather: Weather { class Lighting: Lighting { class BrightAlmost: DayLightingBrightAlmost { overcast = 0; }; class Rainy: DayLightingRainy { overcast = 1; }; }; class Overcast: Overcast { class Weather1: Weather1 { sky = "tup\tup_qom\Data\sky_clear_sky.paa"; skyR = "tup\tup_qom\Data\sky_clear_lco.paa"; horizon = "tup\tup_qom\Data\sky_clear_horizont_sky.paa"; }; class Weather7: Weather1 { sky = "tup\tup_qom\Data\sky_veryclear_sky.paa"; skyR = "tup\tup_qom\Data\sky_clear_lco.paa"; horizon = "tup\tup_qom\Data\sky_veryclear_horizont_sky.paa"; }; class Weather2: Weather2 { sky = "tup\tup_qom\Data\sky_almostclear_sky.paa"; skyR = "tup\tup_qom\Data\sky_almostclear_lco.paa"; horizon = "tup\tup_qom\Data\sky_almostclear_horizont_sky.paa"; }; class Weather3: Weather3 { sky = "tup\tup_qom\Data\sky_semicloudy_sky.paa"; skyR = "tup\tup_qom\Data\sky_semicloudy_lco.paa"; horizon = "tup\tup_qom\Data\sky_semicloudy_horizont_sky.paa"; }; class Weather4: Weather4 { sky = "tup\tup_qom\Data\sky_cloudy_sky.paa"; skyR = "tup\tup_qom\Data\sky_cloudy_lco.paa"; horizon = "tup\tup_qom\Data\sky_cloudy_horizont_sky.paa"; }; class Weather5: Weather5 { sky = "tup\tup_qom\Data\sky_mostlycloudy_sky.paa"; skyR = "tup\tup_qom\Data\sky_mostlycloudy_lco.paa"; horizon = "tup\tup_qom\Data\sky_mostlycloudy_horizont_sky.paa"; }; class Weather6: Weather6 { sky = "tup\tup_qom\Data\sky_overcast_sky.paa"; skyR = "tup\tup_qom\Data\sky_overcast_lco.paa"; horizon = "tup\tup_qom\Data\sky_overcast_horizont_sky.paa"; }; }; }; clutterGrid = 1.5; clutterDist = 125; noDetailDist = 40; fullDetailDist = 10; midDetailTexture = "tup\tup_qom\data\qm_middle_mco.paa"; minTreesInForestSquare = 4; minRocksInRockSquare = 3; class Clutter { #include "cfgClutter.hpp" }; 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; minSlope = 0.02; }; class Ambient { class Mammals { radius = 200; cost = "(1 + forest + trees) * (0.5 + (0.5 * night)) * (1 - sea) * (1 - houses)"; class Species { class Rabbit { probability = 0.2; cost = 1; }; }; }; 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 Crow { 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 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 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 NoWindClutter { radius = 15; cost = 8; class Species { class FxWindPollen1 { probability = 1; cost = 1; }; }; }; }; class Names { #include "TUP_Qom.hpp" }; skyObject = "ca\takistan\Data\obloha.p3d"; horizontObject = "ca\takistan\Data\horizont.p3d"; skyTexture = "tup\tup_qom\Data\sky_semicloudy_sky.paa"; skyTextureR = "tup\tup_qom\Data\sky_semicloudy_lco.paa"; }; }; class CfgWorldList { class TUP_Qom {}; }; class CfgMissions { class Cutscenes { class QomIntro1 { directory = "tup\tup_qom\data\scenes\Intro.TUP_Qom"; }; }; }; //SURFACES #include "cfgSurfaces.hpp" This is a working version of config.cpp. Tup -
Bushlurker, Just wanted to say thanks for all your very informative and useful posts. Great stuff and really looking forward to seeing LFA14! Will alter the colour in the mask to see if it fixes it. A bit daunted about roads. Have just got hold of Allie's tutorial.
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I'm using "this landat 0" in the waypoint for the aircraft... They just circle. I defined the ilsposition, and taxiin and taxioff co-ords. Taxing for takeoff works well.
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Hi, I'm working on a map based on a region north of Qom, Iran. This region is the area recently exposed by the US to be the location of a hidden/underground nuclear weapons/fuel facility. I got the DEM from Global Mapper (ASTER 30m res). I got the Satellite pic from MySatellite (1700 tiles stitch from Google Earth) around 10700x10700. I used Global Mapper to "rectify" the Satellite Pic to the DEM. I used Global Mapper to "cut out" a region 20480x20480 and scaled it by 0.5 in the X,Y dimension and 0.8 in the Z dimension. I exported this to XYZ format. I used Global Mapper to "cut out" the same region for the Satellite Pic and exported as a raster image to BMP (10240x10240). I used GIMP to edit the Satellite Pic to ensure that the edges of the map matched the s_satout_co.paa for a smooth transition if players go off map (this version isn't shown below) Satellite Pic (original is 10240x10240) I used GIMP to create a layer for each of the main texture types on the map. (roads/runways, dirt tracks, sand, desert, mountain, rocky mountain, light grass, grass). I had the sat pic as the base layer and literally just painted the areas in each layer to the corresponding chosen layer colour. Mask Pic (original is 10240x10240) I took the config.bin from Takistan (used Eliteness to derapify) as the basis for my config.cpp, cfgClutter.hpp, cfgSurfaces.hpp and layers.cfg. I used textures and clutter from OA and had a few BinPBO issues, mostly resolved now though (see other threads on this). I used the runway tutorial to successfully align the runway and ils... My plane's takeoff but don't land yet. In Game Test Shots I have found that there are some texture issues on the border of some textures, it looks like its my asphault texture... it shouldn't be there. Need to fix this next. Things to do: Roads: I'd like to use my road and dirt tracks masks to paint the roads... Not sure if this is possible? Vegetation, Farms, Airport(s), location definitions, town generation, military installations, nuclear facility and well as all the miscellany! This is my first map.
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Wondering if anyone can help here. I've included the OA Takistan clutter p3d models in my terrain simply by referencing their namespace (i.e. ca\plants_E\Clutter\c_GrassDryLong_EP1.p3d) in my clutter config. When I use BinPBO to binarize the map I get the following issue: Warning: Embedded material ca\plants_e\clutter\data\c_grass_bunch_01.rvmat differs - repack data source used: ca\plants_e\clutter\c_grassdrylong_ep1.p3d source ignored: ca\plants_e\clutter\c_grassgreen_ep1.p3d hint: ca\plants_e\clutter\c_grassdrylong_ep1.p3d is older I have this issue on the following rvmat files: ca\plants_e\clutter\data\c_grass_bunch_01.rvmat ca\plants_e\clutter\data\c_grass_desert.rvmat ca\plants_e\clutter\data\c_plants.rvmat EDIT: Fixed this issue above by simply removing those p3d files and using clutter from Arma 2 that did not feature these rvmats. The result is that only 1 of my clutter definitions displays in game. For example: class QMMountainsClutter { probability[] = {0.1,0.05,0.01,0.01,0.01}; names[] = {"QM_BrushHard","QM_BrushSoft","QM_PlantsWhite","QM_WeedThistle","QM_PlantsViolet"}; }; works where as: class QMDesertClutter { probability[] = {0.06,0.05,0.005,0.005}; names[] = {"QM_BrushSoft","QM_BrushHard","QM_PlantsWhite","QM_WeedThistle"}; }; doesn't work. EDIT: This issue above was not related to the config file. I was using rvmats from takistan and they were pointing at textures that I had renamed. By editing the rvmats to point at my new textures, the clutter appeared. Clutter is applied on a filter based on the texture/rvmat file name for example tk_skala_*. So, kind fixed for now! Thanks, Tup
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Shezan, Just showing people the steps I followed from this tutorial to create a map. I'll start another thread then. Tup
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I've progressed a little, I removed what must have been pre-binarised p3d's from my map folder and I now "successfully" BinPBO my map. When I say successfully, it loads in Arma 2. No errors about the missing p3d's so looks like my reference to them in their original namespace worked. However, still no clutter for anything other than my mountain texture... I get the following errors in the BinPBO exe log. Warning: Embedded material ca\plants_e\clutter\data\c_grass_bunch_01.rvmat differs - repack data source used: ca\plants_e\clutter\c_grassdrylong_ep1.p3d source ignored: ca\plants_e\clutter\c_grassgreen_ep1.p3d hint: ca\plants_e\clutter\c_grassdrylong_ep1.p3d is older Bad case in TUP\TUP_Qom\data\qm_middle_mco.paa W:\c\Poseidon\Lib\txtBank.cpp(377) : Bad case in texture name EDIT: Fixed the bad case... didn't like a reference to TUP\TUP_Qom and so changed the config.cpp to ensure my MidDistanceTexture path was in lowercase. g:\bis tools 2\armawork\tup\tup_qom\data\qm_sand_nopx.paa->P:\BIN_TEMP\g:\bis tools 2\armawork\tup\tup_qom\data\qm_sand_nopx.paa Error (Img saving failed (Cannot open for writing (Unknown error))) g:\bis tools 2\armawork\tup\tup_qom\data\qm_sand_nopx.paa->P:\BIN_TEMP\g:\bis tools 2\armawork\tup\tup_qom\data\qm_sand_nopx.paa C:\Program Files (x86)\Bohemia Interactive\Tools\BinMake\Pal2PacE\Pal2PacE.exe returned error 1 EDIT: Fixed this issue with the sand, layer files had been constructed in Buldozer using an RVMAT file with the absolute path rather than a relative path. Fixed the RVMAT file and then recreated all layers in Buldozer (import layers.cfg/sat/mask etc). Any ideas? I will check the sand texture paths as this looks like its wrong. I'm worried about the clutter models though... Thanks, Tup
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And one more for those that appreciate the Apache. http://shareimage.org/images/2xt9458rg2i4b18adj6t.jpg > 100kb
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Ok, thought I would bore you with another update. I exported my map.wrp, created my self a UI selection pic and icon and ensured all the RVMAT and texture files are in the right place. I've created a config.cpp file that is based on the Takistan config, in that config.cpp i've #include cfgClutter.hpp and cfgSurfaces.hpp files. When I attempted to BinPBO my map folder, BinPBO crashed. I believe his maybe because I'm using a couple of p3d's that may already be binarised? These are basically the skybox and horizon from takistan. Anyway, instead I chose just to Pack the PBO using BinPBO and not binarize. Here's the result. Weird thing is only my Mountain Clutter is showing and nothing else... Also, how do I get around the BinPBO issue? Do I just reference these p3d's in their original namespace rather than including in my PBO? Thanks. Tup
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So, a quick update. I decided to purchase MySatellite, it's a Mac app that will download and stitch google earth tiles for $10. Has a limit of up to 5000 tiles though in one download. Still I downloaded an image of the above area with around 1700 tiles creating a 10240x10240 Sat Image. Hoping this is detailed enough. My XYZ elevation export from Global Mapper was originally 20480x20480... prolly too big for my first map. So, I exported it again and this time scaled it down to 10240... but kept the height scaling at around 0.8 rather than 0.5 (thanks Bushlurker, your posts are most helpful). I manually created the mask (10240x10240) using GIMP and created a layer for each texture (building up from a base) and used around 6 colours, which are associated with 6 layers in the layer.cfg file. The textures etc are all from takistan except for some ploughed land and sand from Chernarus. I found with Visitor I had to set up the project parameters before importing my XYZ file, otherwise there's some issues with importing the sat pic. Anyway, here's where I am. http://shareimage.org/images/chkatj1otty6cjdbz9uv.jpg > 100kb That's just northwest of Qom, Iran.
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B, Cheers for that... here's the results. Looks ok, but my sat pic looks too low res? The DEM data looks exaggerated too? Its raw, I haven't edited the height data. http://shareimage.org/images/vbqqgumr5vz2ztgj6hhw.png > 100kb Now going to export the sat pic by cropping it to my shape... Tup
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So after getting a trial license for GM I managed to get the ASTER data exported into XYZ format for an area just outside Qom, Iran. Thought it might make a good map considering the area has a number of military installations, airfield and secret nuclear facility. Its a 161 sq mile map. I've got that data into Visitor, but am struggling with getting the aerial satellite imagery. It's available on Google etc but of course the Universal Map Downloader doesn't go to enough detail/zoom level. I tried at zoom level 12 with the correct geo co-ordinates but the image just doesn't tally with what's in visitor. Any ideas of what I should do next? Top Left Long 50.74526021 Top Left Lat 34.99981516 Bottom Right Long 50.96976139 Bottom Right Lat 34.81539867 Cheers, Tup
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GM actually were pretty fast in getting me a trial license. Just email support@globalmapper.com and they will send you a 14 day trial license literally within hours. Thanks again for the tutorial.
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Good tut, but as others found you can't export from GM without a license (will try asking for a trial license...) Similarly, you can't get beyond zoom level 12 with the Universal Map Download Tool unless you buy it. Would be great if someone has a similar tutorial but with free tools? Thanks though! The tut is clear and shows the steps necessary.
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Guidelines for making MP Missions for Dedicated Servers
tupolov replied to Lucky44's topic in ARMA 2 & OA - MULTIPLAYER
I've noticed in MP dedicated server play that my AI helicopter pilots take a different approach to landing and subsequently are very poor at landing in small spaces (i.e. in streets in Zargabad). Anyone else seen this? I'm using invisible H next to the TRANSPORT UNLOAD waypoint, but the helicopters take a low approach to the landing and hit other structures. This doesn't happen on locally hosted server play. Thanks -
No entry 'bin\config.bin/CfgVoiceTypes/Male01.alternative'.
tupolov replied to Rurd2di's topic in ARMA 2 & OA - GENERAL
Indeed was fixed with a reinstall on OA, Patch 1.54 and BAF -
No entry 'bin\config.bin/ConfigVoiceTypes/Male01.alternative'
tupolov replied to tupolov's topic in ARMA 2 & OA - TROUBLESHOOTING
I just reinstalled BAF and 1.54 patch. No difference... Have contacted 505 Games here in the UK for tech support.... ---------- Post added at 06:10 PM ---------- Previous post was at 04:36 PM ---------- This was fixed by uninstalling and reinstalling OA, Patch 1.54 and BAF Thanks. -
No entry 'bin\config.bin/ConfigVoiceTypes/Male01.alternative'
tupolov posted a topic in ARMA 2 & OA - TROUBLESHOOTING
Getting this error when loading any missions. Can no longer run any missions I'm editing. Error started after installing BAF. Have installed Arma 2, OA (and patches up to 1.52) and BAF. Assumed BAF contained the 1.54 updates anyway? Just in case I installed 1.54 patch with no effect. Outside of having to reinstall everything, anyone know of a resolution to this? Can someone confirm the version, file details, contents for their bin.pbo file? Or if possible Unrap config.bin? My current config.bin file is 488kb. Cheers, Tup -
No entry 'bin\config.bin/CfgVoiceTypes/Male01.alternative'.
tupolov replied to Rurd2di's topic in ARMA 2 & OA - GENERAL
So I have to reinstall everything? This can't be right? Who should I contact at BIS to get tech support? Tup -
No entry 'bin\config.bin/CfgVoiceTypes/Male01.alternative'.
tupolov replied to Rurd2di's topic in ARMA 2 & OA - GENERAL
I've got this error ever since installing BAF... now I can't preview missions I'm working on. I've tried launching with the latest Beta and no luck. Installed Arma2, then OA, then BAF.. Is there any known fix here? -
Crimson Lance Mission 3 Heat - Problem
tupolov replied to tintifaxl's topic in ARMA 2 & OA - OFFICIAL MISSIONS
Javelin and NLAW in crates at the FOB. Check all the crates. -
Crimson Lance Mission 3 Heat - Problem
tupolov replied to tintifaxl's topic in ARMA 2 & OA - OFFICIAL MISSIONS
I did exactly the same order - Stop the infantry and armor coming while asking artillery to level the observation point - Moved to Mortar in the valley up north (had to also clear a second mortar to the NE in a woodland area in the valley also) - Cleared LZ - Sakhe was dealt by local militas - Cleaned the remaining people at observation point Notes: moved troops and jackals to the cross roads to deal with the armour threat and get out of the main mortar area. Picked up a Javelin to help deal with the armour. Spotting the armour early seems to give the FOB Jester infantry time to also maneouvre into position to help deal with the second wave of armour.