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Bartchie

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Everything posted by Bartchie

  1. Very nice. I love it :D
  2. Yeah it's one of the biggest problems here. Some people are asking for help to figure out very interesting and maybe important problem and then we got silence and nobody knows how to fix it. This is like they are doing stuff just for theirselfs.
  3. Bartchie

    Fence Generator preview

    Veeeeeeeeeery nice :) I like it. Now we can say that creating island is almost totally automatic :D
  4. Satellite segment size must be minimum 2 times smaller than current grid size.
  5. Is it possible to move pilots seat proxy (using its name) in game with some script ? I ask because I would like to see how camera shake would work in the cockpit of helicopter/plane and maybe eaven in the cars.
  6. I personally prefer not to use Win7 for any editing tools.
  7. To use it... ...you should download important script from SOME link.
  8. Bartchie

    .mdl (FS2004) to .p3d?

    My old nick was Tysiek. Take a look at this video: It's default FSX's B737-800 model imported into ArmA1. I did it using this application: http://www.deep-shadows.com/hax/3DRipperDX.htm
  9. Bartchie

    3Dsmax ArmA2 modding toolset

    I'm sorry for the second post but I found perfect way to export model with perfect textures coords with names from mat library (later change with mass texture rename tool in O2). Just read info about my model down here: - All objects converted to editable mesh - All modifiers collapsed (just editable mesh) - Scale set using Soul_Assassins tool - Only standard/multisub materials Just export to .OBJ with the settings that you can see in the image below: Make sure ALL settings are same as mine. Remember about scale setting. Then you go to O2, import -> obj file and set the scale to 1,0 (leave Invert x/y/z and leave angle). When you have your model imported, select everything and press W to flip all faces and then you can just rename your textures. This is some info for people who are still having problems with exporting their models. I found this way after 2 days of messing arround with 3ds max :mad: The best is to find the fastest way to make add-ons :) I hope it will help you, ArmA2 artists :)
  10. Bartchie

    3Dsmax ArmA2 modding toolset

    Good, I will try. Thank you very much for support.
  11. Bartchie

    The best way to add roads?

    I'm not good at programming but I think it's possible. Think about scripts like forest forest maker. For example this script is using some algoritms to place some types of trees/plants selected by you in the menu. It propably won't be easy but I believe it's possible.
  12. Bartchie

    3Dsmax ArmA2 modding toolset

    How can I assign DX Shader material to polygon selection of my model ? I made building with few textures assigned on various selections of polygons (all are with UVW coordinates with UVW channels).
  13. Bartchie

    The best way to add roads?

    They look same as in buldozer - good :)
  14. To the guys talking about AI - AI abilities you told about are possible to achieve using scripts. ArmA2 AI are having problems with jumping into the vehicles and flying in group and with the convoys too. If you sum minuses and pluses of ArmA2 AI you will get a number with minus on the left ;) I can shoot down MV-22 Osprey everytime in a seconds because dumb AI pilot cannot land it faster. Try to place few helicopters in group and add waypoint for them and you will see the big comedy in ArmA2. Same with convoys. Lots of people are playing because of AI. There are lots of people who don't play MP. AI must be good to let those people play BI games. Try to finish whole campaign in ArmA2, it will be not possible using all available vehicles and tactics.
  15. Bartchie

    The best way to add roads?

    One thing. If they relase Visitor 4 to community then number of ofp/arma/arma2 players will INCREASE DIAMETRICALLY. Visitor 4 in players hands means attack of islands like an attack of zombies, most realistic islands, most beautifull. BTW when I place the road, I make few elements to copy them later (anytime I need), that's how they look like. Most important is to end and start curve with straight part of a road so later it will be less problem to connect it to other parts.
  16. Who voted for importing ArmA2's AI into OFP ? New AI is totally dumb. Driving AI is just crazy. I don't understand why BIS made AI worst in ArmA2 than in OFP ?
  17. It's working perfectly on my Win XP 64-bit. All I can say about Win7 is that it's DEFINITLY not for using tools, any kind of tools. Win 7 is stable, sometimes good for gaming but not for any editing applications. For applications the best is and always was winXP.
  18. Bartchie

    The best way to add roads?

    That could be the best way to see what trajectory of road the algoritms are proposing for us. BTW I wonder what happens when BIS will relase another Visitor. Maybe Visitor 4 ? Will it be same Visitor with same functions (automatic roads placement, non-polygon forests placement, etc.) ? My way to place roads is simple. I'm making few kinds of road curves and then I can copy and paste them in any time when I need to place curve.
  19. Yeah I have the same problem. I use arma2.exe with -buldozer command and I have bin.pbo unpacket to Bin folder in p: drive and I still get error "Shaders mismatch bla bla bla" So what the hell could be happening ? I'm trying to view (in buldozer) one of the BI sample models (A10). But is that A10 from ArmA1 or ArmA2 ? Because if it's from ArmA1 then it's normal that the shaders are being mismatched. Are there any sample models from ArmA2 only ? EDIT: Now I know what was the problem - I tried to view A10 BI sample model from ArmA1 in ArmA2 buldozer mode. Old ArmA1 A10 .rvmat files have another shader settings so that's why buldozer won't show up. So be careful with your .rvmat files - it's important to set them up properly, otherwise buldozer may have some problems with running.
  20. I'm still playing, now playing ArmA2 with new nick - Bartchie in the =WBG= clan. I changed my nickname because last one was Tysiek and it was really hard to read for people from USA/UK .
  21. Ok my island is almost working. If I'll be able to put more buildings and nothing gonna crash then I'll try to make some tutorial. There are some people who want to see visually how is that island making looking like. BTW there is something strange about that CA. I think that main CA folder in P:\ should be called ROOT because there is ca.pbo in addons of ArmA2 and people are thinking how the hell there are roads, buildings in CA folder like in CA.pbo :)
  22. Ok I will tell you what I mean. I HATE NVIDIA AND RADEON for speeding this damn market up. You buy a card and after few mounths your card is old because something new is coming to buy and a lot of game developers are moving stuff standard up and up and up and suddenly you need to buy pretty expensive PC parts to play ArmA2 with high graphic settings. I was buying new PC two times ONLY for ArmA1 and then for ArmA2. Nowadays, buying your lovely game means bying new PC ;) One market is feeding another market, that's what I mean. Fast cars are feeding fuel market, too much kids are feeding condoms market, doctors are feeding pharmaceutics market, etc. Pretty similiar thing happend to Volksvagen Passat. They sold new Passats and after about three mounths they put new Passats with facelifting that are looking MUCH better in the market :) Try to realise what Passat owner could feel, I mean the owner of the car from before that three mounths :D
  23. I think that all what this game needs is to improve AI behaviour (vehicles in group (convoys, helicopters) and increase FPS. Ok that FPS is maybe too much what I need, let that expensive graphic cards market still be alive and in good condition. Of course as far as I know, AI behaviour is great in VBS2, maybe I'm wrong and maybe it's hard to implement AI code from VBS2 to ArmA2.
  24. Oh yeah right right right. I can work with importing and remaking too BUT - if BIS will give me Visitor 4 and abilities of placing roads and forests like VBS2 method. A lot of people are making add-ons (VERY HARD JOB FOR FREE) and keeping this game alive. I think BIS should give us some better tools. We are the reason that people are still buying ArmA/ArmA2 games. We need TOOLS and TUTORIALS - NOT STUPID TUTORIALS (WITHOUT SPECIFIC INFO'S) FOR DUMB ANIMALS BUT GOOD ONES FOR PEOPLE. One more thing. About 6 years ago I failed a year in the school because of having fun with OFP (Ok maybe because I was stupid). I was trying to make some add-ons and I made some but I didn't relase them because of engine limitations ( I was making V-22 osprey for example). I have orginal OFP, ArmA1 and ArmA2 and now I'm f***ing with roads in Visitor 3 and doing it totally manual. I feel like f**ked in the ass. If I have visitor 4, I swear to my big long haevy part of my body that I will be buying BIS games in the future too.
  25. Bartchie

    The best way to add roads?

    I'm gonna tell you something guys. Stop f*cking and wait for visitor 4 and something like LandBuilder for ArmA2. For those who never worked in and doesn't remember wrpEdit - try to place hundreds of road parts TOTALLY MANUALLY. I thank god that I can copy and paste eaven 1500m road and just rotate it in that damn Buldozer. Making roads in Visitor 3 is anyway 100x faster than in a first wrpEdit that came out to make islands for old Operation-Flashpoint.
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