stormridersp
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Everything posted by stormridersp
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Is it possible? if not, can it be done via scripting? In every apache simulator I know of, it is possible to switch inflight freely from gunner to pilot and back. Really miss it in arma.
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Helo Switch position?
stormridersp replied to stormridersp's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thanks mate, gonna try it! -
maps under construction:
stormridersp replied to shezan74's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Great job Bad Benson, its looking pretty damn good and very authentic! Cant wait for it! -
is 6 the limit of colours? I thought it was 4.
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I have a question but I dont know if it belongs here or Map Editing forum. It may belong to both so here it comes. I´m currently developing a Musa Qaleh custom map. I´m trying to be as close as possible to the real thing and that includes agriculture. Helmand is heavy dependent on agriculture, puppy fields, corn, whatever it be, it fills the green zone. But as already tested, if I fill even a small portion of its planted fields with objects (vegetation) the map gets already unusable. Adding tall grass and trees to the equation is out of question. My work around is to make heavy use of clutters, to reduce the map fixed object quantity. Clutters are "virtual objects", so it may helps. My question come when it relates to AI. Is the AI clutter sensitive? Or can they see through clutters? I know that clutter provides no cover from bullets, but how about cover from AI view? cheers
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60km? mmm, be careful with the vegetation. I am currently trying error a Musa Qaleh map, 10km x 10km with 3 different crops. I gave up the idea of having lushy green fields after Visitor refused to work with that many objects. Note that Musa Qaleh is only a thin strip of green zone, and still with all the fields "planted" its was already unusable. My work around was to create a few layer masks inside world tools and visitor´s masks to reduce the object quantity (Fields are filled with stripes instead of full filling colour). Now I´m erasing all the tall grass that usually grow around fields specially where there is fresh running water, and in its place there will be clutters. Anyway, crops that looks like the real thing are very hardware demanding!
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I´ve first noticed this bug after the PMC patch was installed.
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Did it crashed while completing the tutorial using its own files, or were you trying to do it using your custom ones? If so, I'd recommend you go the whole process a few times before attempting it with new ideas. I also have W7 here, I'm even running it via bootcamp without a glitch. Its probably a small mistake or misconfigured parameter somewhere there at your files. Remember, even the smallest of mistakes will render your project unusable!
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http://www.simhq.com/_commentary/all_106a.html
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Regarding Global Mapper, do as much as you can now! I recommend exporting the same map in different sizes, in case for example like happened to me, I ended up with a map bigger than ideal, with way too much objects required to fill the sat map correctly...A performance hunger! As Bush recomended 2 posts above, there is a very handy program called L3DT. There you can modify your map with a few different tools and filters, but also, you can preview your map in 3d mesh, and also, using your satmap or whatever. If that's not enough, you can also export it directly to XYZ, tho it cannot import from XYZ.
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First of all, I think, just like I was, you are running way too fast, trying to accomplish things in way no time. Making a map is a months work, maybe more, god only knows what time eating schedules you have like girlfriends for example. Make sure you start with the basic tutorial. You need to be very comfortable with the overall structure and workflow. Get a ridiculous simple map, following the simple map tutorial, loaded up in Arma just to start up with. If you can do that, then you're still not even 1/10 closer to finishing your map, but you're closer. One step closer. Then be comfortable with the other working tools, Global Mapper, UMD, L3DT, Photoshop... For example, youre trying to use UMD, inputing your coordinates, but you forgot to read its documentation (if theres one anyway), or explore it. There is a tool inside the program called Coordinate Conversion Tool. It will convert your coordinate to the coordinate system required by UMD. But anyway, why are you trying to use a HiRes Sat map if you cant even load up your XYZ properly into Visitor. Dont skip steps. Get the first tutorial done perfectly, do it as many times as you want; after you finish it once, try adding something yours to it, maybe your xyz, or you satmap, but 1 thing at a time. Even the tiniest of mistakes will render your map unusable! I know it can be very frustrating...We're working with improvised tools, even Visitor is an Improvised Tool. But at least we got one to play with. And more important we've got each other here! There's always someone willing to help, just come by, post your question; we're not going anywhere! ;)
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Mission Editor Templates
stormridersp replied to robbie84's topic in ARMA 2 & OA : TERRAIN - (Visitor)
You might want to take a look at these thread: http://forums.bistudio.com/showpost.php?p=1815113&postcount=59 cheers -
1991 Gulf War Propaganda. They killed by thousands iraqi inferior and old, outdated tanks. ---------- Post added at 07:18 PM ---------- Previous post was at 06:48 PM ---------- Well, if we're discussing a MBT, which is the main weapon in a conventional war (against other tanks and armour), then silence is not much use at all. Then you can say that a diesel engine runs far cooler, wastes far less fuel, are far more reliable and by miles, easier to repair and maintain. Now thats for me is a real benefit in a conventional theater. Other than that, you dont see many MBTs operating against militia and unconventional warfare. Thats why nations also possess cheaper APCs, IFVs, Jackals... and Infantry after all.
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Visitor 3 / Buldozer Error: "Landscape dimensions 0x0 not power of 2"
stormridersp replied to (AEF)Swordsman's topic in ARMA 2 & OA : TERRAIN - (Visitor)
I have one suggestion that may help you follow another path. You may want to follow the great tutorial provided ZeroG: http://forums.bistudio.com/showthread.php?t=109978 and even if you dont plan using a real life heightmap, to use a XYZ heightfield format to avoid having to fill in a terrain.pbl Other than that, I might recommend you to try changing the SquareSize to a number multiple of your terrain gridsize. For example 25.600 instead of 20.000 -
I´m having problems running ConvertP3d.exe, to convert type 49 back to 48. Can someone help? ConvertP3d Error Report by rider.storm71, on Flickr
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Clutter in Visitor3...fill Map with life
stormridersp replied to Matrix2k20's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Thanks mate! -
Clutter in Visitor3...fill Map with life
stormridersp replied to Matrix2k20's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Does anybody knows of any tutorial regarding clutters or would like to share some ideas and infos on that? Its a great feature, very helpful but somewhat hard to work with. cheers -
Best approach to editing terrain vertices
stormridersp replied to tupolov's topic in ARMA 2 & OA : TERRAIN - (Visitor)
L3DT is a very handful toy to work with heightmaps. Its easy and straightforward, you edit the terrain in a good realtime 3d environment with 3d mesh view available and you can export it to XYZ via plugins. The only problem is that you cannot import XYZ...Thereafter, correct me if I'm wrong, exporting from GM as whatever image, png, bmp, whatever IMAGE format L3DT support, you end up loosing some of the benefits that the XYZ format allows us with visitor3. Im personally waiting anxious for a L3DT XYZ import plugin so I can go back there and shine up my heightmap a little bit. -
Adding terrain details to the Satmap
stormridersp replied to bad benson's topic in ARMA 2 & OA : TERRAIN - (Visitor)
I tried some of the programs that youve mentioned but still quite dont understand how to use them. Do you create a straight new heightmap pattern and then merge it to your layered map via, say, photoshop, or is it possible somehow to import your heightmap to one of those programs and from there, create realistic looking erosions? thanks mate str -
Bulldozer (OA.exe) stuck on "preparing surface materials" after sat/mask import
stormridersp replied to Baron von Beer's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Try waiting. With me it takes ages, it even says the program is not responding, then, out of nowhere, its there. -
maps under construction:
stormridersp replied to shezan74's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Those are new ideas for me. Very, very helpful indeed, thank you for sharing them! -
Its a good idea, the only problem I see is that the discussions and more important, the conclusions wont be registered in the forum for others to see!
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maps under construction:
stormridersp replied to shezan74's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Wow Tupo, that's looking great!!! Are you using RTE to place objects? -
Library: Class names and pictures of natural objects
stormridersp replied to ZeroG's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Thanks a lot!!! -
RTE(Real Time Editor) or some alternative for OA MP
stormridersp replied to n0pp3's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I´m having problems after jayarma2lib updated itself last night while loading the game. As soon as I enter the editor or preview (cant remember), I get a message: No Script Found or something like that. Then I Pause and execute RTE from the menu, but it cant connect to pipe. It was working before jayarma2lib updated. Either ARMA2 and Jayarma2lib are running as @mod_folders.