akio
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class zoom1 : formatX = 0000; formatY = 0000; replaced by formatX = "0000"; formatY = "0000"; class zoom2 formatX = 000; formatY = 000; replaced by formatX = "000"; formatY = "000"; With your configuration, I encountered the same problem as you. By changing the two class (zoom1 and zoom2), it works. ---------- Post added at 01:09 PM ---------- Previous post was at 12:36 PM ---------- class UTM // Class that can provide UTM coordinates to a map after a real terrain. Can also be applied to a field imaginary. { // UTM COORDINATES "WEST" AND "SOUTH" MAY BE TAKEN ON THE SAME ITEM : BOTTOM RIGHT CORNER OF YOUR CARD west = 700000.000000; // UTM Coordinate Axis West (X) card that matches the right edge of your card (OR BOTTOM RIGHT CORNER OF YOUR CARD) //To find it, use the "Google Hearth" in "Mercator Projection transvers" or use a map with WGS84 coordinates metric. south = 5089760.000000; // UTM coordinate axis of the South (Y) card that matches the bottom edge of your card (OR BOTTOM RIGHT CORNER OF YOUR CARD) // To find it, use the "Google Hearth" in "Mercator Projection transvers" or use a map with WGS84 coordinates metric. zone = 32; // The time in which is the coordinates of "South / West," you have marked above. // To help you http://www.dmap.co.uk/utmworld.htm hemisphere = "N"; // N (North) ou S (South) }; latitude = 52; // In degree, a figure "round" // A positive value will refer to the Southern Hemisphere, we are out in the Northern Hemisphere // To find it, use the "Google Hearth" to "Degrees, minutes, seconds" longitude = -10; // In degree, a figure "round" // A positive value means the East and a negative value means the West. // To find it, use the "Google Hearth" to "Degrees, minutes, seconds" class Grid { offsetX = -700000.000000; // The value of your coordinated West (X) with - (minus) in front. offsetY = 5100000.000000; // North Coordinate axis (Y) of your map // To find: coordinated South (Y), plus (+) the distance in meters on the side of your property (by 10240).
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class UTM { west = 700000.000000; south = 5089760.000000; zone = 31; hemisphere = "N"; }; longitude = 52; // positive is east latitude = -10; // positive is south class Grid : Grid { offsetX = -700000.000000; offsetY = 5100000.000000; class Zoom1 { zoomMax = 0.02; format = "XY"; formatX = "0000"; formatY = "0000"; stepX = 10; stepY = -10; }; class Zoom2 { zoomMax = 0.15; format = "XY"; formatX = "000"; formatY = "000"; stepX = 100; stepY = -100; }; class Zoom3 { zoomMax = 0.85; format = "XY"; formatX = "00"; formatY = "00"; stepX = 1000; stepY = -1000; }; class Zoom4 { zoomMax = 1e+030; format = "XY"; formatX = "0"; formatY = "0"; stepX = 10000; stepY = -10000; }; };
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Y-axis starts at about 25.5 on coordinate system? What the h...
akio replied to icebreakr's topic in ARMA 2 & OA : TERRAIN - (Visitor)
IceBreakr, have you tried the piece of "config.cpp"? It is made for a map of 10240. If using it, do not change your coordinates, can you let me know? prowler.wolf, in my opinion, it is true that the configuration of the coordinates is a bit confusing. Try a piece of "config.cpp", but can change: south = 5089760.000000; by south = 5094880.000000; -
Y-axis starts at about 25.5 on coordinate system? What the h...
akio replied to icebreakr's topic in ARMA 2 & OA : TERRAIN - (Visitor)
You want the coordinates of the top left corner is 00/00 (X = 00, and Y = 00)? ---------- Post added at 07:24 PM ---------- Previous post was at 07:16 PM ---------- If so, try this: worldName ="" class UTM { west = 700000.000000; south = 5089760.000000; zone = 31; hemisphere = "N"; }; latitude = -46; longitude = 0; class Grid { offsetX = -700000.000000; offsetY = 5100000.000000; class Zoom1 If you want more coordinates, you can specify. ---------- Post added at 08:30 PM ---------- Previous post was at 07:24 PM ---------- Moreover, if this does not work, can you give us coordinates of your top left corner (N / W) of your map (currently in the game). example: x = 0000 y = 2500 And the coordinates you would like to display in the game. example: x = 0000 y = 0000 Sorry for my English but I use a translator. -
Y-axis starts at about 25.5 on coordinate system? What the h...
akio replied to icebreakr's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Do you use a "class UTM" in your "config.cpp"? If yes, can you show us. In addition: - what is the size of map in meters? - what is the size of image sat in pixels? -
In addition to the excellent explanations Bushlurker, it seems to me the path of your model in config.cpp file is not correct. It should be: "ca\Plants2\Clutter\c_stubble.p3d"; In addition, if you use objects ARMA2 and OA, it just be helpful: http://forums.bistudio.com/showthread.php?t=101407 http://forums.bistudio.com/showthread.php?t=108849
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Some part doesn't show up in Buldozer
akio replied to richard's topic in ARMA 2 & OA : MODELLING - (O2)
Have you tried running without Buldozer selection in O2. In addition, when you start Buldozer, is what the missing part is present in the active LOD (O2)? -
name of pbo output from binarization
akio replied to shezan74's topic in ARMA 2 & OA : TERRAIN - (Visitor)
What is not so good? This does not work? Sorry for my English, I use a translator. -
name of pbo output from binarization
akio replied to shezan74's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Unless I am mistaken. The name of BPO depends on the name of the working folder. In addition, the file "WRP" should be the same as the name of the working folder example: P\shezan74\fallujah092\fallujah092.wrp -
name of pbo output from binarization
akio replied to shezan74's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Maybe stupid questions :o Have you changed the paths in your file "config.cpp"? Have you changed the paths in the file "layers.cfg"? Have you changed the paths in the file "rvmat", then the generated folder "Layers"? Have you changed the name of your working folder (same name as the WRP)? Have you exported your new world (WRP)? -
Try this: Moving "pos1" to "pos9" does not pass by "in1", but create another path. (Apparently, you have no doors)
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Look in your "ca/buildings/misc/data/" if your texture "blck_sum.pac" is present.
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In P, you must: - Replace the folders "bin" and "core" - Create the folder "languagecore" - Recreate "buldozer.exe. Caution, do everything. Then, for the icons displayed, and the animations work, it is necessary, edit the objects OA used (as are used) http://forums.bistudio.com/showthread.php?t=101407 and binarize your map
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Another test, which makes me say the other thing (still). Map not binarize: - The animations do not work (or little). - Icones appears of various colors (beige in grey). Map binarize: - All the animations work, (on the other hand, to go down certain ladders, it is sometimes necessary to put on knees to be able to reach the function "come down"). - Icones appears all of the same color (grey).
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prowler.wolf http://forums.bistudio.com/showthread.php?t=101407 Old Bear It in a report(relationship) with the file " bin " and " buldozer.exe ". You changed the file "arma2oa.exe" there " buldozer.exe ".