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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. 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
  14. 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).
  15. 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 ".
  16. An error by writing my text, I'm sorry. My icons in the file "config.cpp", are designated as: icon = \akio\maison_briques_1\data\ico\ arma2_icon_maison_ca;
  17. Another test. For one, I used one of my houses. My icons in the file "config.cpp", are designated as: icon = akio\maison_briques_1\data\ico\ arma2_icon_maison_ca; Format my icons: _ca.paa DTX5 64/64 pixels With "buldoze.exe" original (not that of OA or files "bin", "core" and "core language" OA) By placing the home using Visitor3: - The icons appear. - The animations work. By placing the home using the mission editor: - The icons appear. - The animations work. With "buldoze.exe" modified (that of OA, and files "bin", "core" and "core language" OA) By placing the home using Visitor3: - The icons appear. - The animations do not work. By placing the home using the mission editor: - The icons appear. - The animations work.
  18. I installed everything again. I just do other tests with 6 different models. They all appear in the editor, in the 2D map. Here are the models tested: ca\structure_e\ housec \house_c_11 ca\structure_e\ housec \house_c_12 ca\structure_e\ housea \a_villa\a_villa_ep1 ca\structure_e\ housea \a_office01\a_office01_ep1 ca\structure_e\ind\ind_fuelstation\ind_fuelstation_build_ep1 ca\structure_e\mil\mil_controltower_ep1 For cons, the animations are not working all. Especially regarding the ladders. Example: ca\structure_e\ housea \a_office01\a_office01_ep1 : 0 functional ladders on the 3. ca\structure_e\mil\mil_controltower_ep1 : 1 functional ladders on the 2. My opinion, and this is only my opinion: Config.cpp files seem complete. By cons, and I could be wrong, but it seems that 3D models are not complete in the various LOD. For this case, I express great caution, because I am not a professional but a novice, and only a professional could confirm or refute this hypothesis. ---------- Post added at 07:39 PM ---------- Previous post was at 06:32 PM ---------- I just did another test, and yes, one more. Someone should confirm. If in your map, you have not changed object, as shown in the link below, all objects appear in the 2D view of the editor (mapping), whether from ARMA2 or OA. http://forums.bistudio.com/showthread.php?t=101407 By cons, if an object has been modified with a software of this kind, only those objects ARMA2 and modified with such a tool appears in the 2D view of the editor (mapping). For animations, no change.
  19. Hello Old Bear My home, everything works fine (icons, doors, ladders). I'll write you what I do every relocation, maybe you find your solution to your problem in these few lines. Here's what I do: - Software Installation ARMA2 - Install the "patch 1.07" - Installation of OA - Install patch 1.54 - Installation tools BIS - Installing third-party tool, which I used for the creation of "small C" and "Big C" (always latest version;)) - Creation of the "big CA" (pbo dépbotisé) in "P" (ARMA2 and OA). - Creation of "small CA" in the working folder "My_Tag" (regarding the "small CA", I kept the files "config.cpp", and files "texHeaders.bin" in their respective folder). - Whether the "big CA" or "Little CA", I kept the folder "UI" for "ARMA2. - Rename files "bin" and "core" area in "P" (to save the original files in my home "binCopie" and "coreCopie"). - Dépbotiser 3 files: "bin.pbo", "core.pbo" and "languagecore.pbo", which is located in C: \ Program Files \ Bohemia Interactive \ ArmA 2 \ Expansion \ Dta - Copy in "P" files "bin", "core" and "languagecore" (note the sub-folder). - Rename "buldozer.exe" located in "P" by another name - Copy "arma2oa.exe" located in C: \ Program Files \ Bohemia Interactive \ ArmA 2, paste in "P", and rename the "bulldozer.exe" For info: My folder "bin" contains: 1 files config.cpp and SHDC 3 files. My "core" contains: 12 files and 2 textures. My "languagecore" contains: 1 xml
  20. akio

    rvmat ID'ing

    In the files: - wrp - pew In notepad + +, click on the binoculars, and look ...
  21. 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 }; }; }; };
  22. 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.
  23. 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.
  24. 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
  25. 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.
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