oktyabr
Member-
Content Count
778 -
Joined
-
Last visited
-
Medals
Everything posted by oktyabr
-
SpecOps, Mercs, BlackOps, OpFor by Schnapsdrosel
oktyabr replied to schnapsdrosel's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
These guys + RH's SMG pack = complete and utter covert ops bliss! -
Mapping for Combined Operations (w/steam)
oktyabr posted a topic in ARMA 2 & OA : TERRAIN - (Visitor)
Hey, I wouldn't have started a new thread if there wasn't at least *one* important difference here to be aware of! This applies to me and probably anyone else trying to map with ArmA 2: Combined Operations purchased off of *steam*. It might be the same if you bought it elsewhere, YMMV. While I was setting up my work directory, specifically my P:/CA drive, I unpbo'd and moved all the important bits from both my Operation Arrowhead "Common" folder and of course the "Expansion" folder. "Common" is where it gets tricky! At first glance you see what you would think would simply be copies of essential pbos common to both OA and A2. They even have the same names, such as "misc3.pbo". However these are NOT the same pbos! They aren't even close to being the same size, usually the A2 versions being MUCH larger! Mikero pointed this out to me and suggested I try first unpbo'ing the ones found in my oa/common folder and then overwriting them with the ones from arma2/addons, so this is what I have done. Testing is still going down on this so if anyone has any feedback or suggestions feel free to pitch in! -
Ever wonder why the BIS tools directory *includes* a roads and roads2 folder already? Now you know why. Tamper with those and you loose the mlods... Guess what (the older versions anyway) arma2p does? I think Mikero fixed that in this most recent version (a week old?) EDIT -- Doh! I notice you are trying to set down runway sections as road networks? That's what that error would imply anyway. Just set them down as regular objects. You are likely still missing the mlods IF you are using an older version of armap2.
-
If you search for that error I think you will find that your road sections in Roads2 are missing the mlods that they need to fix all those problems. Unfortunately the only way (I know of) to restore the missing mlods is to reinstall the BIS tools. AI have *always* had problems with bridges... they don't like them. You find a solution for that, let me know too ;)
-
class Ambient, class Sounds, and your config?
oktyabr posted a topic in ARMA 2 & OA : TERRAIN - (Visitor)
I am really, REALLY hoping someone out there has figured out how ambient/ sounds work in config.cpp! I see this one a lot but it's never (apparently) used or defined: class Sounds { sounds[]={}; }; My particular situation is my tiny island that has a pretty significant swamp on one side of it. Even if just sounds are out of the question the "class ambient" section should allow the animals that make the sounds. This is the default: class Ambient { /* Layer cost and species probability use expressions. Variables which can be used inside of expressions: rain: rain intensity. night: 1 during night, 0 during day. hills: 0 at 150 ASL, 1 at 400 ASL. windy: 0 at 0 m/s, 1 at 20 m/s. trees: tree density. sea: distance to sea. houses: house density. meadow: meadow character. forest: 1 in the forest. Any values are continuous/interpolated in the range of 0 to 1. Values they are independent unless notes otherwise (meaning meadow and forest can be 1 at the same time). You can observe these values in real-time using: diag_toggle "ambient" */ class BigBirds { radius = 300; cost = "((1 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)"; .... Ok, so I think from above that there are pre-defined variables that decide what "house", "forest" and the like are. I think "forest" for example is decided by >X number of trees in a given grid section and "house" is likely any (or almost any) artificial object you can place on the map? "sea" is how many meters to the sea and "night" and "rain" should be pretty self explanatory. But how about "meadow"? And "trees"? Can one add custom variables to this list? For example suppose I want to have heavy mosquitos in my swamp, especially at night. The only thing I can see provided the given variables is that my swamp is 'forest' but how do I keep a setting from then affecting all my forest area? On my specific island the big difference is that the swamp has an awful lot of mangrove bush objects in it. If this could somehow be tied, the presence of mangroves, to the ambient module then I would be in a sense defining my "swamp" as separate from "forest"? It would be nice, and would make sense too, if you could use pre-defined keypoints as triggers for the ambient module. I've googled the hell out of this one and searched the forums with about every combination of clever words I could think of and no where can I seem to find a guide or anything on how to actually make use of the ambient module or perhaps more importantly "class Sounds []"? Help?!?!?! -
--Moderator please delete! Wrong forum! Sorry!
-
DAMN nice shots, Ice! I especially like the city... and the pot field looks good enough to smell it ;)
-
ARMA2OA Map step by step Guide using Arma2p tool
oktyabr replied to smokedog3para's topic in ARMA 2 & OA : TERRAIN - (Visitor)
LOL! I know he wasn't all that happy about including those features but couldn't stand the idea that people were using his tools and *then* still having to use a batch file or command line to get things working? -
mask mapper question
oktyabr replied to =kct=blackmamba's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Can't you just downsize... say by half, and then use the multiplier on "new project" to reflect the actual size? -- I'm assuming you mean the forest generator in Shezan's world tools? If not, that is your first mistake ;) -
Thanks Katipo66! A beta release doesn't mean I've quit working on it ;)
-
Thanks guys! I test of a pair of AI piloted F14s taking off from my tiny airstrip ;) OTR_XSowIns
-
That's awesome!!! It's one of the things I always thought about while building it. Could never get a jump off the cliff to work right! Thought about trying to jump a motorcycle off it first but... How did you script that?!?!
-
Thanks guys! And thanks for the mirror and news Foxhound! Only one correction, Del Fuego uses components of both A2 and OA so it should require Combined Operations? Enjoy!
-
Sounds like you have a pure white border (RGB 255,255,255) or close to that around the fringe of your height field image. You just need to lower that (make it darker).
-
Yay! New version! Sorry to hear you are hanging up your gardening tools though Berghoff! Who will carry the torch? I'd sure like to see an asian twist (rice, bamboo, bamboo, more bamboo) Leaves are one thing and a lot depends on what AI you are using too. I've had a spec ops team get in pistol range at night (with lots of careful stealth) with nothing but africa foliage for cover.
-
Arma 2 Addon request thread
oktyabr replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Someone is working on an Isle of Man map.... Anyone want to provide some 300kph motorcycles?!?! :D -
Isle of Man!??!? This was a location I always wanted to do for my favorite racing sim, for obvious reasons, but the game engine involved couldn't deal with a map that large! /me goes off to model section of forum to find someone to make 300kph motorcycles
-
ARMA2OA Map step by step Guide using Arma2p tool
oktyabr replied to smokedog3para's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Also chatted with Mikero about this problem and it sounds like he's working on a version of his tools (arma2p in particular) that will leave the roads and roads2 folders alone ;) -
Can texture blends be improved?
oktyabr replied to jr_walker's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Very interesting study Bushlurker! It would be nice to have a fine control over just how much blending took place, "strength" on a scale of 0.0 to 1.0... without messing around with cell size, etc.! Perhaps a random variable as well. My island suffers even more from this blending with black rock and bright yellow sand! -
ARMA2OA Map step by step Guide using Arma2p tool
oktyabr replied to smokedog3para's topic in ARMA 2 & OA : TERRAIN - (Visitor)
It's also VERY IMPORTANT TO NOTE that following this tutorial is a good idea IF you are making a map strictly for OA! NOT if you are trying to make one for A2 or CO because following the arma2p step will overwrite the Roads and Roads2 folders that are installed with the BIS tools and thus completely *destroy* the MLODs needed for these road sections to work. OA can't use these roads (un-altered) anyway so it's not quite that crucial... but if you plan to use Roadpainter and default road sections you want those two folders, and their contents, left *alone* and not overwritten! Once overwritten the only way to restore the MLODs AFAIK is to reinstall the tool(s) and start over from scratch. -
how to config ILS for airport ?
oktyabr replied to colonel29's topic in ARMA 2 & OA : TERRAIN - (Visitor)
I revive this thread so others that may have problems with ILS might find a solution :) Marksman's tutorial (linked a few posts above) is GREAT and includes all the tools needed to define the ILS for any airport. BUT a problem I ran into is where to put the ILS information? For the newer mappers, like myself, that might have config.cpp's based on those found in the more recent tutorials there is no predefined ILS section... as requested in the tutorial! Originally I put my ILS information in the wrong section of my config and because I followed the tutorial -> and used a config based on the tutorial one -> and my island inherited from "Utes" it also inherited the Utes runway and ILS! Since mine was in the wrong place in the config all my AI aircraft were trying to land at the Utes coordinates instead, which in my case put them about 500m out to sea :P The place to put the ILS coordinates is in class CfgWorlds { class CAWorld; or rather, just look for the entry regarding "Seagull" position and stuff the ILS lines just underneath that and you'll be fine. Over and out. -
Camera to follow a plane correctly
oktyabr replied to Melmarkian's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks! I'll give that a whirl! Does it have to be "_timer" specifically or could you use any variable? Can it be used in the code block itself, for example in: _camera camsetrelpos [-7,-40,_timer]; to provide a sort of zoom out effect? Or a pan? Is there a manual or tutorial or something I should be reading? Thanks again! -
Camera to follow a plane correctly
oktyabr replied to Melmarkian's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is there a way to set up an incremental variable? x=0 in the start of the script, x=x+1 each time it loops, ? x=60 : goto "nextscene"? I see the attachTo being handy too but what if I want a ground based camera to pan and follow a moving heli or something? -
SpecOps, Mercs, BlackOps, OpFor by Schnapsdrosel
oktyabr replied to schnapsdrosel's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Nice work! I like your addon too :) -
Bad Benson said he wanted to see some screenshots of my "Isla Del Fuego" I'm working on so here they are... Be forewarned that these are from a VERY "beta" stage and I'm aware that there are some obvious problems, even visible in these screenshots (need a full rework of sat_lco, mask_lco, and my tree masks... and some vertice smoothing to start with)... Comments and suggestions welcome! http://img858.imageshack.us/g/ss286.jpg/ EDIT: Big thanks to Old Bear who pointed out it didn't look like I was using a "middle texture" and then taking the time to help line me out with it! (WTF is a "middle texture"?!?!?!?!?! :P )