solviper
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Posts posted by solviper
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Hi I decided to add a custom RVMAT to my re-textured RHS ACH but even with the same settings as the original RVMAT, it causes these square shadows all over.
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Can we get the full finger gloves from the tanktop uniform on to the Guerilla/Looter uniform that everyone uses for texturing? I love em.
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awesome, thanks for the heads up.
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I got the PMAG to work but that appeared to be the only one on first glance. I'll take another look.
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Are there plans to add selections to the magazines?
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Last night somehow Spotify froze my computer while I was in Addon Builder. Anyway when I restarted and went to launch it the cmd window comes up for a milisecond and then nothing happens. I can launch Publisher and any of the other ones but not Addon Builder. I can't even use pboProject because it says ArmaTools are missing. I tried reinstalling and same problem.\
EDIT: Fixed, went to \AppData\Local\Bohemia_Interactive and deleted all addon builder folders.
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Just wondering if anyone has any experience making the thermal imaging file? I can't find any tutorials on it.
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Just wanted to say thanks, I followed everyone's advice and got it to work again.
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config.cpp
cfgSurfaces.hpp
cfgClutter.hpp
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I did what you said and am still getting the same error.
But then it says to view outputs which gives me a completely different error.
19:01:33: Error while inserting texture "data\satellite.paa" to TextureHeaderManager - failed to read the texture. 19:01:33: Failed adding texture op4_vtc\data\satellite.paa to texture header manager.
Here is the full log:
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When I go to crunch it fails due to this error, not really sure where to start.
cfgClutter.hpp
class Clutter { class DefaultClutter; class grass_green_clutter: DefaultClutter { model = "A3\Plants_F\Clutter\c_GrassGreen_GroupSoft.p3d"; affectedByWind = 0.0; swLighting = 0; scaleMin = 0.3; scaleMax = 1.0; }; };
cfgSurfaces.hpp
class CfgSurfaces { class Default{}; class grass_green_surface: Default { files = "grass_green_*"; character = "grass_green_clutter"; soundEnviron = "grass"; soundHit = "soft_ground"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.15; lucidity = 4; grassCover = 0.05; impact = "hitGroundSoft"; }; class concrete_surface: Default { files = "concrete_*"; character = "Empty"; soundEnviron = "concrete"; soundHit = "concrete"; rough = 0.05; maxSpeedCoef = 1; dust = 0.15; lucidity = 0.3; grassCover = 0.0; impact = "hitConcrete"; }; class dirt_surface: Default { files = "dirt_*"; character = "Empty"; soundEnviron = "dirt"; soundHit = "soft_ground"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; lucidity = 1; grassCover = 0.03; impact = "hitGroundSoft"; }; class mud_surface: Default { files = "mud_*"; character = "MudClutter"; soundEnviron = "dirt"; soundHit = "soft_ground"; rough = 0.15; maxSpeedCoef = 0.85; dust = 0.32; lucidity = 1.5; grassCover = 0.04; impact = "hitGroundHard"; }; }; class cfgSurfaceCharacters { class grass_green_clutter { // how much stuff from the clutters will be placed, // so in this case 3 numbers representing the 3 names on next line. probability[] = {0.95,0.01,0.01,0.01}; names[] = {"StrGrassGreenGroup","StrThornGreenSmall","StrThornGreenBig","StrPlantGreenShrub"}; }; };
UPDATE: Viewing the output has given me this error:
0:36:24: Error while inserting texture "data\satellite.paa" to TextureHeaderManager - failed to read the texture. 0:36:24: Failed adding texture op4_vtc\data\satellite.paa to texture header manager.
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Is this possible in the config? I want the players to use their XML but I do not want the XML patch to appear on the uniform itself.
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I am using Addon Builder. I'll try pboproject.
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On 2/25/2017 at 9:27 AM, RoF said:Make sure you have this in your config.cpp
newRoadsShape = "path\to\roads.shp";
I double checked and it is there. I have also confirmed the directory is correct.
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I have placed some roads and previewed them working in bulldozer, but once in game they are gone. I am exporting shapes and rebuilding terrain. Not sure what I missed.
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On 2/17/2017 at 10:56 PM, Auss said:Use the left shift button with bulldozer brush to remove slash lines
I tried what you suggested and it didn't seem to change anything.
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Alright I'll leave that for now. But what about the flat terrain slashes? There has to be a work around. Virtual Reality is flat and doesn't have them.
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5 hours ago, RoF said:The slashes are because the terrain is flat
Center you set in config.cpp
centerPosition[] = {20480,20480,500};
I did what you said and nothing seemed to change. The grid is still misaligned and are you saying if the terrain is flat there will always be those slashes?
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picture?
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I am learning to make a new map and I think I messed up somewhere.
My main grid line is not centered: http://i.imgur.com/MlYgY5h.png
And when I zoom in I get these slashes in the grid squares: http://i.imgur.com/62Ql2k3.png
Where did I mess up?
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I love you clima.
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Thank you.
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When importing objects from EDEN into Terrain Builder in a .txt file I get this error.
http://i.imgur.com/KG7ERiX.png
I'm new to this and no real idea what I'm doing. Any help would be appreciated.
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Hidden selection for FNX45 please.
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RHS Escalation (AFRF and USAF)
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Is it possible to fullscreen the crows in the stryker?