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commander1985

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Everything posted by commander1985

  1. commander1985

    African Foliage

    Any chance to get a .bikey server key for this?
  2. commander1985

    A couple V3 questions

    Beton is right, i had the same Problem. I think it was the buildings in P:\ca\buildings2\Ind_CementWorks\Ind_MalyKomin\... Well whatever, load the Object, click in the Name-Tab and give it a short one. Like ObjectXYZ for Example and click okay. Everything should be fine then :)
  3. I dont know if this helps... but: I had 4 Textures, all where in layers.cfg with rgb code etc. I made my Mask in photoshop and imported them etc. I noted that i had 5 Textures! I later found out that i forgot to use a hard brush. so the edges in my mask where in colors i didnt even use! So i guess Synide is right with that multitextur rvmat thingy.. sry for my worse english :P
  4. commander1985

    Clutter config (Chernarus lookalike)

    Okay i converted them to paa. didnt work. And now Planck tells me i dont need to :/ well whatever. heres the complete definition list: Btw. this is not my own config, i took the chernaruss config.cpp and changed it.
  5. commander1985

    Clutter config (Chernarus lookalike)

    I Folks, i got some trouble with the Clutter, cant get it to show up. I guess i made something wrong in the configs. But i didnt figure out what it is, so i hope you can help me a bit. I even went trough Betons's Groundtexture Tutorial but i didnt help me (thx for sending it me btw.) So here a my Configs: Layers.cfg config.cpp I guess this is all that is needed for it. Please help, im trying to get this work for days now :/
  6. commander1985

    Some Exciting Developments...

    Found the Error, Mask was just to Big. Great Tool!
  7. commander1985

    Some Exciting Developments...

    Hey there, will there be an Update to for the Tutorial? If tried to use this Program to make new Vegetation for my Map, was to much in Forest. So i made a Greyscale (monochrom?) image and used the maskmapper. When i make Density 1 it tells me there will be about 366 Objects, when i make Density 2 it wants to make about 3 million objects!!! Well that would be far more Objects then i got there (ca. 300000) I hope someone can help me would save a lot of time :P Dont know what im doing wrong :/ Mfg Commander
  8. C'mon somebody must know :/ If you need more info, i just have keypoints that put the Citynames on the Map and only Buildings that are accesable. What tells the game to spawn those cars in the citys?? Example Line of Names.hpp class Villa_Bacho1 { name="Villa Bacho"; position[]={6914.97,4958.76}; type="NameVillage"; radiusA=400; radiusB=400; }; Do i need to put something in there? Or some kind of second Marker??? Or is the Module attached to somekind of Ids? building types etc? if yes how can i bypass that? please help :/
  9. Hey there, after Searching a while and getting lazy after some Pages i decided to make a new Thread. I put those Keypoints on the Map to give Names to Citys for Example. I always end up with an Error when Binarizing, i tried some Time to find the Error but i just gave it up now. I looked in the config of Chernaruss how its done and made it similar to it but it didnt work! My Map is finished but i need to the Name the Towns! Heres and Example of My .hpp file with the Names. This shows the first lines of the file. (told the config.cpp to include it) ---------------------------------------- class town { name="Villa Riba"; position[]={3340.91,5279.47}; type=""; radiusA=300; radiusB=300; } ----------------------------------------- I had it like this to, (based on Chernarus.cpp) class vill_Villa_Riba { name="$STR_LOCATION_Villa_Riba"; position[]={3340.91,5279.47}; type="NameVillage"; radiusA=300; radiusB=300; } WTF did i made wrong? Please help :) Mfg Commander P.s. I changed the Name etc. only in the .hpp file, do i have to change anything in Visitor???
  10. commander1985

    Dumb Question about KeyPoints (giving Names)

    Okay i found the Error, it was in my .HPP File. Dont use these little fellas : ä ; ö ; ü That was all :)
  11. commander1985

    Dumb Question about KeyPoints (giving Names)

    Might be, heres my complete config.cpp class CfgPatches { class DynamicWar { units[] = {DynamicWar}; weapons[] = {}; requiredVersion = 1.03; requiredAddons[] = {"Utes"}; version = "2009-9-1"; fileName = "DynamicWar.pbo"; author = "Commander"; mail = ""; }; }; class CfgWorlds { class CAWorld; class Utes: CAWorld { class Grid; class DefaultClutter; }; class DynamicWar: Utes { description = "DynamicWar Map"; worldName= "\DynamicWar\DynamicWar.wrp"; pictureShot = "\DynamicWar\data\SM_Picture_ca.paa"; centerPosition[] = {2720,2462,500}; seagullPos[] = {2720,2462,500}; longitude = 30; // positive is east, in degrees? latitude = -45; // positive is south, in degrees? class Names { #include "DynamicWar.hpp" }; }; }; class CfgWorldList { class DynamicWar {}; }; class CfgMissions { class Cutscenes { class DynamicWarIntro { directory = "DynamicWar\data\scenes\Intro.DynamicWar"; }; }; }; //SURFACES #include "cfgSurfaces.hpp" As i told, it worked fine until i startet adding Keypoints, btw when i test the map i always get the airfield of utes in my minimap and the townnames of strelka and kameny, anyway to avoid that? (compiled it without keypoints for testing) Thx in Advance! Commander Hopeless :P
  12. commander1985

    Dumb Question about KeyPoints (giving Names)

    Still dont work :( Looks like this now: class West_Airport1 { name="West Airport"; position[]={580.018,7391.27}; type="NameVillage"; radiusA=600; radiusB=600; };
  13. commander1985

    Dumb Question about KeyPoints (giving Names)

    I dont think its double, but i made a new try... Turned description from this: class West Airport { name="West Airport"; position[]={580.018,7391.27}; type="NameVillage"; radiusA=600; radiusB=600; }; to this: class West Airport1 { name="West Airport"; position[]={580.018,7391.27}; type="NameVillage"; radiusA=600; radiusB=600; }; still dont work :( im gonna cry^^
  14. commander1985

    Dumb Question about KeyPoints (giving Names)

    Okay i gave them other class names, and made sure they dont exist twice. I still get an error :/
  15. commander1985

    Dumb Question about KeyPoints (giving Names)

    Okay i found out that my Visitor seemed to missed a KPTypes.dat I made one ( http://forums.bistudio.com/showpost.php?p=1075630&postcount=178 ) and made new Keypoints on the Map. I saved the project and the new wrp file. Ang got something like this: class $ { name="West Airport"; position[]={580.018,7391.27}; type="NameVillage"; radiusA=600; radiusB=600; }; class $ { name="East Airport"; position[]={9624.03,2900.91}; type="NameVillage"; radiusA=600; radiusB=600; }; Now it got those ';' in the end of the brackets. Note that i made class name $ because i had no idea of what to write in it :/ However i tried to binarize again but i still got that error: I says "error in config.cpp" is this normal when the error seems to be in the other file? Because the config seemed always fine when testing ingame until i startet that keypoint stuff :/ To make things short ill show you my config.cpp part with that include stuff: class CfgWorlds { class CAWorld; class Utes: CAWorld { class Grid; class DefaultClutter; }; class DynamicWar: Utes { description = "DynamicWar Map"; worldName= "\DynamicWar\DynamicWar.wrp"; pictureShot = "\DynamicWar\data\SM_Picture_ca.paa"; centerPosition[] = {5120,5120,500}; seagullPos[] = {5120,5120,500}; longitude = 30; // positive is east, in degrees? latitude = -45; // positive is south, in degrees? class Names { #include "DynamicWar.hpp" }; }; }; Hope this helps Greetz Commander
  16. commander1985

    Random Land Outside of Map ?

    @ Phaeden i had a similar Problem and fixed it by useing "EnableInfiniteTerrainForUtesWorlds" from "Kju Hope this Helps :)
  17. commander1985

    Moving objects... on in buldozer?

    To Rotate Objects in Visitor simple mark them like a couple of trees for example, press your left Strg-Key (Control) click on your marked objects (Hold your Mousebutton!) and move the cursor. Works allways for me with every Object/Plant and Roads to!
  18. commander1985

    Forests

    Well i place them within the Natural Objects folder and then put them on the map... When they are close enough to each other they appear on the Map like on your second picture. Hope this helps...
  19. commander1985

    Make Certain Objects Undestroyable?

    Okay thanks, ill give it a try :)
  20. I there, i want to make those Bridges in my map not destroyable. Any hint on how to do that? I think it could be handled with a script or config.cpp but im not sure, and i have no idea of how to do that if it works that way. Any Ideas or Links/Tuts ?
  21. Maybe you can try this: Delete old Layers Folder and then Reimport the layers.cfg ; Mask_Lco and Sat_Lco Worked for me on a similar Error...
  22. Thanks! Looks like its exactly what i need! Will try it out today :)
  23. Hey everyone, i facing a big Problem in my Map. If got alot of Bridges, sometimes 8 in a Row to get pass a river (I dont have custom ones that can do it in one part) and when i test the map in Arma2 i only see some pieces of em in the middle distance (sometimes none) and can only see all parts when im getting pretty close to them. So my Question is if there is any Way to make them appear faster? (like the castle for example). I hope this is possible without changing the P3Ds of the Bridges. Greetz Commander
  24. commander1985

    MapLegend.png

    Thank you Alliexx it works now! You made my Day :P
  25. commander1985

    MapLegend.png

    Okay i gotta get Arma1 next Month :P Btw what do u change in those configs? For example when i want to tell where to find a specific file? texture = "ca\whatever\plants\data\cr_trava1_detail_co.paa to this? texture = "ca\xx\entebbe\xxplants\data\cr_trava1_detail_co.paa Well the Example is not best but i hope you can still help me, because i always run into problems when i want to implement my own or other addons :/ Tells me everytime that it cant find the textures... (I got textures for them, but i just placed them in my project folder) Is there any good tutorial about that?
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