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akio

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Everything posted by akio

  1. 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).
  2. 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; }; };
  3. 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;
  4. 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.
  5. 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?
  6. akio

    Clutter Crash

    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
  7. 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)?
  8. What is not so good? This does not work? Sorry for my English, I use a translator.
  9. 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
  10. 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)?
  11. akio

    Paths LOD Qn

    Try this: Moving "pos1" to "pos9" does not pass by "in1", but create another path. (Apparently, you have no doors)
  12. akio

    Cannot load texture

    Look in your "ca/buildings/misc/data/" if your texture "blck_sum.pac" is present.
  13. akio

    rvmat ID'ing

    In the files: - wrp - pew In notepad + +, click on the binoculars, and look ...
  14. akio

    config door?

    Files sent. ---------- Post added at 07:40 PM ---------- Previous post was at 06:38 PM ---------- Simple file (config.cpp, model.cfg) for the making of a garage with a swinging door and a ladder. config.cpp #define true 1 #define false 0 #define VSoft 0 #define VArmor 1 #define VAir 2 #define LockNo 0 #define LockCadet 1 #define LockYes 2 #define private 0 #define protected 1 #define public 2 #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define ReadAndWrite 0 #define ReadAndCreate 1 #define ReadOnly 2 #define ReadOnlyVerified 3 class CfgPatches { class Garage { units[]={"Garage"}; weapons[]={}; requiredVersion= 1.03; requiredAddons[]={"CAData","CABuildings","CAMisc"}; version= 1.14; fileName = "Garage.pbo"; author = "kheiro"; }; }; class CfgVehicleClasses { class kheiro_Structure { displayName="Garage"; }; }; class CfgFactionClasses { class kheiro { displayName = "kheiro model"; // Nom de la class Faction dans l'éditeur. priority = 1; side = 2; // Camp TGuerrila (voir liste abrégé ci_dessus). }; }; class CfgVehicles { class Strategic; // External class reference class Land_Garage : Strategic { scope = 2; // public (voir liste abrégé ci-dessus). model = \Garage\Garage.p3d; // Nom et chemin du .p3d. placement = vertical; mapSize = 3; // Taille de l'icône dans l'éditeur. displayName = "Garage"; // Nom de l'icône dans éditeur. vehicleClass = "kheiro_Structure"; // class du véhicule (voir ci-dessus). faction = "kheiro"; // Faction cost = 0; armor = 800; // C'est la résistance à la destruction de l'objet. ladders[] = {{"ladder_1_start","ladder_1_end"}}; class AnimationSources { class door_1 // Marquer le nom qui est défini à côté de "source" dans le fichier model.cfg { source = "user"; animPeriod = 2; // Durée de l'animation initPhase=0; }; }; class UserActions { class OpenDoors1 { displayName = "Open Door"; // A marquer dans le fichier "stringtable.csv" S'affichera dans le menu deroulant position = "door_knob_1"; // Le nom de la poignée de la porte dans le LOD Memory radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""door_1"" < 0.5"; statement = "this animate [""door_1"", 1]"; }; class CloseDoors1 { displayName = "Close Door"; position = "door_knob_1"; radius = 2; onlyForPlayer = 0; condition = "this animationPhase ""door_1"" >= 0.5"; statement = "this animate [""door_1"", 0]"; }; }; }; }; model.cfg class CfgSkeletons { class Default; class Garage_Bones: Default // Le nom du fichier p3d suivi de _Bones { isDiscrete=1; skeletonInherit=""; skeletonBones[]= { "door_1","", // Le nom de chaque porte présent dans le LOD Geometry // Pas de virgule après la derniere porte }; }; }; class rotation; class cfgModels { class Default; class Garage: Default // Le nom du fichier p3d { sectionsInherit=""; skeletonName="Garage_Bones"; // Le nom du fichier p3d suivi de _Bones sections[]={}; class Animations { class door_1: Rotation { type = "rotation"; // Type d'animation pour une porte qui pivote sur un axe source="door_1"; // A marquer comme tel pour une porte et a reporter dans le fichier config.cpp "class AnimationSources/ class door" selection = "door_1"; axis = "axis_door_1"; // Le nom donne aux charniere de la porte dans le LOD Memory memory = 1; // Est ce que les points de references se trouvent dans le LOD Memory 1=oui 0=non sourceAddress = "clamp"; minValue = 0.0; maxValue = 1; angle0 = 0; angle1 = 1.6; // Angle d'ouverture de la porte en degre }; }; }; };
  15. Thank you very much for these explanations, and congratulations for your work. It's a very nice tool which, in my opinion, will serve very long.
  16. akio

    rvmat ID'ing

    Notepad + + This is a free tool that can read any text files (rvmat, cpp, cfg, ...). It also helps to create. Sorry for my English, I use a translator.
  17. akio

    config door?

    You had two errors in signs. In addition, you mixed the config.cpp and model.cfg. Here's an example that should work with your garage door and one with a ladder. model.cfg class CfgSkeletons { class Default; class Garage_Bones: Default // Le nom du fichier p3d suivi de _Bones { isDiscrete=1; skeletonInherit=""; skeletonBones[]= { "Dvere1","" // Le nom de chaque porte présent dans le LOD Geometry // Pas de virgule après la derniere porte }; }; }; class rotation; class cfgModels { class Default; class Garage: Default // Le nom du fichier p3d { sectionsInherit=""; skeletonName="Garage_Bones"; // Le nom du fichier p3d suivi de _Bones sections[]={}; class Animations { class Dvere1 : Rotation { type="rotation"; source="dvere1"; selection="dvere1"; axis="osa_dvere1"; memory = 1; sourceAddress = "clamp"; minValue = 0.0; maxValue = 1; angle0=0 angle1=-1.6; }; }; }; }; config.cpp class CfgPatches { class Garage { units[]={"Garage"}; weapons[]={}; requiredVersion=1.000000; requiredAddons[]={"CAData","CABuildings","CAMisc"}; version=1.140000; }; }; class CfgVehicleClasses { class Garage { displayName="Garage"; }; }; class CfgVehicles { class Strategic; class Land_Furniture_break: Strategic { scope= 2; model="\Garage\Garage.p3d"; mapSize=1; vehicleClass="Garage"; destrType="DestructBuilding"; displayName="Garage"; side= 3; cost=0; armor = 80000; ladders[]={{"start","end"}}; class AnimationSources { class dvere1 { source = "user"; animPeriod = 2; initPhase=0; }; }; class UserActions { class OpenDoors { displayName="Open Door"; position="osa_dvere1"; radius=2.500000; onlyForPlayer = 0; condition="this animationPhase ""Dvere1"" < 0.5"; statement="this animate [""Dvere1"", 1]"; }; class CloseDoors { displayName="Close Door"; position="osa_dvere1"; radius=2.500000; onlyForPlayer = 0; condition="this animationPhase ""Dvere1"" >= 0.5"; statement="this animate [""Dvere1"", 0]"; }; }; }; }; Sorry for my English, I use a translator. I just changed a line in the file model.cfg: class Garage_Bones: Default
  18. I could be wrong, but the file model.cfg, next spring, should it not be labeled Light? Or, instead of Light, in the file config.cpp should it not be marked clockMinute? Indeed, normally, these two names are identical, right? Furthermore, in your file config.cpp, do you have a class UserActions? Sorry for my English, I use an automatic translator.
  19. akio

    Buldozer menu

    http://forums.bistudio.com/showthread.php?t=105390&page=2
  20. At the end of your filename, manually mark the extension ". Pbl" and save.
  21. Notepad++ A free tool that allows to read and edit all kinds of text files. If the extension is not in the choices, mark it manually at the end of the filename. Sorry for my English, I use an automatic translator. An example file pbl : class cfg { PNGfilename="terrain.png"; squareSize=20.000000; originX=0; originY=0; minHeight=-363.420013; maxHeight=45.810001; };
  22. akio

    missing textures

    Do you have a message that appears at the launch of Buldozer? Did you put the addons in P-> ca? Which buildings and roads?
  23. Hello I asked in the forum: configs and scripting http://forums.bistudio.com/showthread.php?t=106128 And, I was advisor to ask my question here I'd like to change the conditions of my map, through my file "*. cpp". Rain, thunder, wind, ... Is this possible? If yes, how? Here's what I managed to do in the file "config.cpp" (fog): startWeather = 0.9; startFog = 0.9; forecastWeather = 0.9; forecastFog = 0.9 But I'd like to have rain, and I do not know how to adjust settings. What should I mark as well? Also, I'd say weather change: - Fog at sunrise. - Sunny in the morning. - Overcast, afternoon. - Storm the evening. - Clear skies at night. Should I use other files? If yes, what and how to use it? Thank you for your answers. Sorry for my English, I use a translator, and it makes literary translation.
  24. Hello Your map, is it after a real land? Have you created the entire "sat_lco" (Photoshop, ...), or you have "copied" from a source (google earth, ...)? Sorry for my English, I use an automatic translator.
  25. akio

    weather change

    Sorry for the double post but, nobody can help me?
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