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tupolov

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Everything posted by tupolov

  1. Dare I ask the question. How many of you are going to go out and buy this in December?
  2. Congrats BIS on the new WIP... Personally not something I'm interested in, but lets hope it supports and feeds into development of the ARMA series. Still hoping its an April Fools joke! :eek: ... lets hope those guys who took the day off from work take advantage of it!
  3. tupolov

    Visitor3 Problem

    Open Visitor Open your terrain Go to Scripts Import Objects Select the file that was exported from WT
  4. I've placed this in my config.bin for my Qom Province addon, but its failing to show in the Expansions UI. It simply shows @TUP in the UI, no name and no picture. This is my config: class CfgMods { class Tup_Qom { dir = "@TUP"; name = "Qom Province"; picture = "\tup\tup_qom\data\startup_logo_arma_tup.paa"; hidePicture = 0; hideName = 0; action = "http://www.arma2.com"; }; }; This is placed at the root of the config.cpp file. Any ideas?
  5. tupolov

    maps under construction:

    You da man Bush! Looking forward to seeing an island from you soon. You should get on the Skype Channel too, some interesting stuff.
  6. ARMA 2 hook into Google Earth?
  7. tupolov

    WIP: Qom Province

    Bushlurker, The Beta has progressed since you saw the Alpha. I've fixed around 70-80 "bugs/sloppy terrain/placement" now. We've got about 10 people beta testing and about another 10 or so who have said they would provide missions... So things are going well! Absolutely agree, no point in having a map without a story and missions to play. I'm working on an MSO mission for the map, ck is doing his best with Warfare (I'll need to do a proper port though as there are hardcoded town names in that mission atm). There are other making missions too... I'm still looking for someone to do a Domi port though! ;) I'll be providing a release candidate to the Beta team in the next few days if you are interested... Cheers, Tup
  8. Have you checked how many colours are in your mask_lco? Sometimes this is caused by feathering in your mask using shades of colours that don't match the layers.cfg. Tup
  9. tupolov

    WIP: Qom Province

    All, Feel free to post the odd pic! I'll be closing access to the Beta today. So get any final requests in. Regards, Tup
  10. tupolov

    WIP: Qom Province

    Thanks guys. Don't forget all bugs/suggestions should be posted to the google doc I set up and sent you the link to. All constructive feedback is welcome! Regards, Tup
  11. tupolov

    maps under construction:

    Hey guys, Qom Province Beta posted to the Skype Map Making channel. Regards Tup
  12. tupolov

    WIP: Qom Province

    Beta Invites sent out. Please check your PMs. Beta access closes tomorrow (16th March). Beta Testing / Mission making should be completed by 30th March. General Availability (i.e. v1.0) should be mid April (pending final fixes!) Regards, Tup
  13. tupolov

    WIP: Qom Province

    ALL. Qom Province Beta is ready to roll... Just getting the bug reporting and invites out the door. Things have been held up somewhat by the (early) arrival of a very special package indeed! Thanks to all of you who have volunteered (no less than 20 of you)! Will get in contact with you all very shortly and give you the download info. Regards, Tupolov (Sr)
  14. tupolov

    Map without black borders

    class CfgWorlds class TUP_Qom : CAWorld 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"; }; }; }; In your config.cpp
  15. tupolov

    How to: Keypoints

    Great job Commander! Exactly what we've needed for a while now.
  16. tupolov

    WIP: Qom Province

    Its 10km x 10km. Takistan is about 13x13km. Qom map is based on RL, so isn't tuned specifically for gaming, but I think we'll have fun playing it. Tup
  17. tupolov

    maps under construction:

    Hey all, Qom Province is feature complete and at Alpha... Updated the thread here: http://forums.bistudio.com/showthread.php?t=114936 Beta coming soon. Tup
  18. tupolov

    WIP: Qom Province

    Hey all, I've been working on getting a suitable version in game and have provided to a few trusted people an Alpha version of the Qom Province add-on. You can see the Alpha in game footage here: sdqQ0zEyMu8 Still looking for beta testers and mission makers. I have a healthy group, but more the merrier! Looking to have the Beta out sometime this weekend... Cheers, Tup
  19. All, My map has a number of "errors" in the terrain, leaving steep depressions in the landscape. I need to correct these by somehow smoothly levelling them to the same height as the surrounding terrain. I've tried Visitor, but you can only select squares of vertices, leaving a very unrealistic square that isn't quite level with all the terrain. What's the best way to go about adjusting terrain? Should I output the terrain to a png and edit using photoshop? Is there a better tool out there? Can Global Mapper make corrections? Any suggestions or ideas would be greatly welcome! Tup
  20. Reinstalling the BIS Tools shouldn't overwrite anything in your project folders, but it will add back the roads2 mlods... Tup
  21. Just taking a look at the AII object and when I go "underground" it doesn't render the walls or floor, so I can see all objects placed under the ground. Anyone else see this? I'm running the 1.58 RC.
  22. tupolov

    Improving Buldozer.exe load time!

    Yeah works for me too. Buldozer loading time down from 24 minutes to under 2. Map size is 10x10km, 10420x10420 sat pic and mask, 160k objects. PC is Dual Core i7, 6GB RAM, 2.66Ghz, 64bit Win 7 I do get some errors in the arma2oa.rpt though (although this is consistent between 1.55 and 1.58RC) Version 1.58.78473 Item str_disp_server_control listed twice bin\config.bin/CfgVehicles/: Cannot optimize entry find for restorable classes bin\config.bin/CfgNonAIVehicles/: Cannot optimize entry find for restorable classes bin\config.bin/CfgAmmo/: Cannot optimize entry find for restorable classes Warning: CfgVehicles missing in PreloadConfig - may slow down vehicle creation bin\config.bin/CfgVehicles/: Cannot optimize entry find for restorable classes Warning: CfgAmmo missing in PreloadConfig - may slow down vehicle creation bin\config.bin/CfgAmmo/: Cannot optimize entry find for restorable classes Warning: CfgNonAIVehicles missing in PreloadConfig - may slow down vehicle creation bin\config.bin/CfgNonAIVehicles/: Cannot optimize entry find for restorable classes Error: Model core\default\default.p3d cannot be used as a sprite - it has not just 4 vertices Cannot load surface info CA\Ca_E\data\Penetration\foliage_Green.bisurf And then lots of config class missing errors...
  23. tupolov

    WIP: Qom Province

    Thanks for all the offers for beta testers and mission makers! That is really going to add to the quality of the map. I'm still looking for 1 or 2 more mission makers (to share the load!), so if you want early access to this map and are willing to create at least 1 mission then let me know. I'm looking for mission makers with MP experience. Current list of planned missions (let me know if you are willing to create one of them): 1. Special Forces raid to knock out AA sites (night mission using small team) 2. Fighter/Bomber mission to attack key sites/prepare for ground troops (mix of SF lazer targeting, air combat and bombing tasks) 3. Capture airfield using paratroopers (land in uninhabited salt lake area, heading west to capture airfield) 4. Mechanized Infantry assault on Nuclear Weapons facility (from airfield heading south to facility) 5. Search and destroy key research material/personnel hidden in locations through out farm land area to the south. (set of search/destroy tasks for SF/Ranger team) 6. Defend counter attack from Iranian forces (defend mission) 7. Extraction mission (heli rescue, LZ protection type tasks) PM me if you can, thanks! Tupolov.
  24. Map looks great. Knowing how difficult it is just to complete a 10x10 map, 40x40 is some undertaking. My feeling is that a good quality 40x40 will take a community effort to complete. Maybe that's something that should happen, a group of terrain makers getting together to complete something like this.
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