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Everything posted by tupolov
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ARMA 2: Operation Arrowhead, version 1.57 - Patch released
tupolov replied to Dwarden's topic in ARMA 2 & OA - GENERAL
No one seems to have mentioned the fact that PMC Campaign is disabled with this patch - i.e. PMC Lite users no longer have access to the campaign. I don't have a problem with this, but considering the uproar from those that bought PMC, they should feel a bit better now that the campaign doesn't ship for free! -
With end of 2010 less than a week away, isn't it time to reflect on what the year brought us? Best Addon? Best Mod? Best SP Mission? Best MP Mission? Best new feature? Highlight of the Year? You know the routine... Thoughts?
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Using Visitor on another PC - licensing?
tupolov replied to tupolov's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Thanks Bushlurker. I travel quite a bit with work and have a MacBook Pro running VMware Fusion (with a Win 7 virtual machine). Lots of spare time sat in hotels/airports etc, so its a good chance to mess around with Visitor. Will set it up over xmas and see how she runs. Merry Xmas all! Tup -
Using Visitor on another PC - licensing?
tupolov posted a topic in ARMA 2 & OA : TERRAIN - (Visitor)
All, I have ARMA 2, OA, BAF and BIS Tools installed on my PC at home. Say I want to install the BIS Tools on a laptop and just use the laptop for editing maps etc (using Visitor and Buldozer) and not playing ARMA/CO. Can this be done? I've tried copying (and installing) the necessary content across to my laptop, but launching buldozer compains about a missing DLL. Obviously I need to install OA or ARMA2. What's the licensing implications here? Can I install the game on a 2nd machine (laptop) without fear that the license be invalidated? Thoughts? Are you doing this today? Cheers, Tup -
Getting this message when trying to play the PMC Lite campaign. Everything was working fine until I installed patch 1.57. I followed Dwarden's instruction to try to restart the mission, but OA crashes with the error "Error in Campaign Structure" whenever I try to do this. Tup
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ok, thought that was the case. Thanks
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I've just installed patch 1.57 and I can no longer play the PMC Lite campaign from my previous save point. Anyone else seeing this? So, I can replay PMC 01 - Inception, but none of the other PMC missions will load. I was on PMC 05 and that crashes out with an error about incorrect campaign structure. Has BIS removed the PMC campaign from those who only have PMC Lite?
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Road Painter tool (development thread)
tupolov replied to Homer Johnston's topic in ARMA 2 & OA : Community Made Utilities
Awesome thanks Bushlurker. For some reason my key parts/roads are not showing in visitor (although do show up in Buldozer!) Also it appears not all the road sections are joined up and there are gaps in the road. Is this what you guys see too? Cheers, Tup EDIT: this was due to replacing the roads2 objects with those dePBO'd rather than those provided by BIS Tools. Have reinstalled Tools and now the road shows in visitor -
Road Painter tool (development thread)
tupolov replied to Homer Johnston's topic in ARMA 2 & OA : Community Made Utilities
So, I've been playing around with HOMJ's RoadPainter, created an initial road, exported the road to a text file, placed a key part in Visitor.. now what do I do? I tried the import objects script, without success (data format error). How do we import the road created in RoadPainter into Visitor? Thanks! Tup -
Road objects appear without texture in Visitor
tupolov posted a topic in ARMA 2 & OA : TERRAIN - (Visitor)
All, Just a quick question, I've imported road objects into Visitor but when I lay them down they appear, in Buldozer, as bright white and without texture. Any ideas as to why this is? Thanks, Tup PS. Also has anyone got a tutorial on creating fences with World Tools? -
Arma 2 Addon request thread
tupolov replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I'm surprised that these objects do not currently exist in ARMA 2 - or am I missing something? Berms and Revetments are a key defensive component and yet as far as I know they have not been modelled? I'm looking for square or circular sand berm objects to add to a map of Iran I'm currently working on. I would assume they are reasonably easy to model? If they don't exist I may have a crack at them myself, although I have zero modelling experience. Also on the look out for the following SAM objects: - HQ-2 (CSA-1 GUIDELINE, a Chinese-produced S-75 derivative, employing the TIGER SONG engagement radar) - HAWK - S-200 (SA-5 GAMMON) - 2K12 (SA-6 GAINFUL) (Found this but the platform is a tracked vehicle, really looking for static launchers) - Tor-M1E (SA-15 GAUNTLET) Thanks, Tup -
I'm surprised that these objects do not currently exist in ARMA 2 - or am I missing something? Berms and Revetments are a key defensive component and yet as far as I know they have not been modelled? I'm looking for square or circular sand berm objects to add to a map of Iran I'm currently working on. I would assume they are reasonably easy to model? If they don't exist I may have a crack at them myself, although I have zero modelling experience. Also on the look out for the following SAM objects: - HQ-2 (CSA-1 GUIDELINE, a Chinese-produced S-75 derivative, employing the TIGER SONG engagement radar) - HAWK - S-200 (SA-5 GAMMON) - 2K12 (SA-6 GAINFUL) - Tor-M1E (SA-15 GAUNTLET) Thanks, Tup
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Road objects appear without texture in Visitor
tupolov replied to tupolov's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Thanks guys, that was it, missing data folder! Ugh. Not quite sure how I didn't dePBO this before. -
Just use an editor like Ultra Edit that can do all the files in one operation.
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PDF document with screenshots on how to do this (click on image below)... http://www.4shared.com/document/ULa5LfRs/ImportTakistanObjectsIntoVisit.html Feedback welcome! Tup
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Object arrangement templating
tupolov replied to [aps]gnat's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Great stuff Gnat. Absolutely agree on the guidelines. Not that I have published my Iran map yet, but more than willing for people to use any object layouts as templates as and when I publish (with credit). Similarly, would love to hear from anyone creating templates for use in these maps. I'm looking for SAM site, Radar Stations, highway stop, farms (small and large), bridges and any objects relating to the Iranian armed forces. Keep up the good work! Tup -
Zero, I was thinking it maybe useful to include a process to help people load objects into Visitor? As mentioned in my other post (maps in progress) you can use Mikero's ConvertWRP to get other maps into the .pew format and then import them as templates into your Visitor Map. This way you now get all the objects registered in Visitor for your use. Tup PS. You may also want to include the MySatellite app for downloading real life sat pics/maps. Its for the Mac and is only $10.
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Unrealistic and unusable airports
tupolov replied to [aps]gnat's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Gnat, Do you have a template airfield that you use? With some guidelines on placement? I'm using sat pics to determine building placement on Manzariyeh Airfield, but found the airfields in other maps useful to use as an initial basis. I have found that the airfields in general are much shorter than normal (by a whole km!) My runway is 3.8km in length, but I think the ones in game are around 2-2.5km. Tup -
As I said, its purely for my own learning and playing around with different looks. I find the combination of buildings with walls etc useful in building villages. Similarly, the industrial areas in Chernarus are also good to cut and paste as it takes out the pain of having to piece those buildings together. My own approach is to cut and paste blocks of buildings and then arrange them to fit to my map. You can learn a lot by loading those maps into visitor to see how they have placed things, objects they use etc. I'm not condoning the out right copying of villages(!), towns and other areas! I'm sure we all are keen to maintain our own "artistic" integrity! Merry Xmas! Tup
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I figured others are most likely doing this too!? I've been playing around mostly seeing what looks ok and what doesn't. I'm keen for aspects of the map to really represent what is on the ground. This area of Qom features a heavily protected Uranium Enrichment plant and I've found some great info on the area down to watch towers, firing positions, SAM sites, barracks etc. Plan is to try match it as closely as possible. Tup
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Stormrider, Actually I've been using Visitor. The process that helps me is this... 0. Ensure I have DePBO'd all the necessary objects from Chernarus and Takistan into my P:/CA folder structure (structures, roads, signs etc) 1. DePBO Chernarus and Takistan files and find the corresponding .wrp file. 2. Use Mikero's ConvertWRP.exe to convert those files into .pew 3. Using the Visitor > Import Templates function, I load up my map and import the templates from Takistan and Chernarus.pew files. Now I have all the objects I will want to use in my Qom map registered in Visitor. 4. Load Takistan.pew into Visitor and copy and paste areas I want to use (such as a small village) into my Qom map. 5. Use visitor to copy/move/delete objects as necessary to fit to my sat pic. Its just really to use template villages/industrial areas from previous maps as a starting point. Tup
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Its been slow going on my Qom, Iran map. Learning as I go, but starting to get to grips with Visitor, World Tools (thanks Shezan) and some useful stuff from Mikero. I've been playing around with vegetation, creating some towns and an airfield. Its all very draft.
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Getting this issue when loading World Tools 1.7.1. Running on Win 7 64 bit Any ideas? EDIT: Got this working with an uninstall and re-install.
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Approaches to filling map with objects..
tupolov posted a topic in ARMA 2 & OA : TERRAIN - (Visitor)
So, I've got my terrain, sat pic, mask, clutter, surfaces all working great. I've even configured the runways and ILS correctly. Next step is to fill the map with natural and artificial objects. Its a 10kmx10km map, so not small. Looking at Takistan map, BIS had around 30+ locations. Getting that many locations added by individually placing objects is going to take some time! I was hoping that for areas where I want towns, industrial areas, military facilities I could use the Town Construction Set Module (GITA) in the editor, then use something like RealTimeEditor (RTE) to export the "towns" created to SQM and then use World Tools to import into Visitor? I got the Town Construction Set Module working great. By changing the classes it uses you can lay down lots of structures and miscellany really quickly for say a small village, large town, industrial area, military base etc The problem I have is when I fire up RTE and use Add Preplaced Units (to import objects into RTE from GITA), RTE doesn't pick up on anything that I've added using the GITA. Is there a way to do this? Is there another approach? Thanks, Tup -
Buldozer sat_lco doesn't line up with Visitor?
tupolov posted a topic in ARMA 2 & OA : TERRAIN - (Visitor)
I have an issue where vegetation that I've placed in visitor using the sat_lco as guidance, doesn't line up with buldozer using the same sat_lco. The issue can be seen here: As you can see the placement of trees/bushes in buldozer do not line up to what is seen in visitor? It looks like the pic is about 68x68 pixels out. Any ideas?