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Ki-/i

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About Ki-/i

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core_pfieldgroups_3

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    Take a guess... :P
  1. No, not really. So if i cant get this to work i will just go back to my old folder structure. But it would be nice if i got it to work, makes my P: drive alot less cluttered as i have a few testing projects laying around too.
  2. Hi I recently learned that i should use a "namespace" for my editing project and after setting it up i can no longer binarize my project. I first checked all the usual suspects, configs rvmats and layer.cfg for errors in the paths but cant find any problems with them. Then i checked the log file from BinPBO and unfortunately i cant make much sense of it. Any ideas or other help would be much appreciated. Cannot load font core\data\fonts\lucidaconsoleb8 Fonts file \core\data\fonts\lucidaConsoleB8 not found Cannot load font core\data\fonts\lucidaconsoleb11 Fonts file \core\data\fonts\lucidaConsoleB11 not found <world = "p:\kivi\kivi_bowenisland\kivi_bowenisland.wrp"> Cannot open object core\default\default.p3d Cannot open object core\skyobject\skyobject.p3d Cannot load font core\data\fonts\tahomab16 Fonts file \core\data\fonts\tahomab16 not found Cannot open object ca\plants2\clutter\c_grasstall.p3d
  3. Ki-/i

    maps under construction:

    Interesting, i am working on a map based on Bowen too. Not sure there will ever be a released version as im just getting started learning about mapmaking. This is sort of a sandbox for learning the basics of editing. 1024x10m heightmap based on ASTER data and atm a temporary sat map made in l3dt. Still a lot of terrain editing to do, but im not going to put too much effort into making it 100% true to real life. Would just take too much time.
  4. Just wanted to say that i am not working on this island... I might still have it on a harddrive somewhere but im not sure. If i remember correctly it needed quite alot of work still, no forests or roads placed and only a few other objects.
  5. This was more what i had in mind when starting the thread, maybe i did not explain it very good: Using a custom "climate" with the same colors as the mask for the different terrains.
  6. Thank you both, and everyone else that have replied to this thread as well. :)
  7. Thanks for that! Will make things so much easier :) Now about this 4 textures per satellite segment thing... Now do i calculate how big each segment is?
  8. Im just wondering if anyone have tried to use L3DTs attributes map as texture mask for Visitor? Seems like it could be a good way to get very good match between sat map and the texture mask. I dont have either L3DT or visitor set up on my computer atm, but will test when possible. Unless someone else have tried and can comment?
  9. That was what i thought. Will have to look into that. I will probably retexture some of the buildings too so it shouldnt be that much extra work.
  10. I have the same problem, one idea i had was using buildings.pbo from ARMA and running the map in CAA1. But i would like to be able to use a mix of ARMA and ARMA2 buildings, hope someone could share their thoughts about if this is possible. When using "unpboed" CAA1 objects, shows up in visitor, but no textures. And does not show up at all when run in ARMA2. I know its possible to import ARMA buildings, but i do not know how much work is needed. If it is just to provide a new config for the ARMA model or if more work is needed. Funny, i was just logging in to start a tread about this.
  11. Got a CRC error on "Skariskira\Data\Layers\S_006_006_lco.png" But could load it into visitor anyway, looks really good. Definately have potential to become a great map. I was not able to load it into the game tho, didn´t show up in editors maplist. Im guessing the config is not complete?
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