oktyabr
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Everything posted by oktyabr
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Rebuilding the installed MLODs for roads2?
oktyabr posted a topic in ARMA 2 & OA : TERRAIN - (Visitor)
I think I've really gone and done it now... two weeks to get a working map and build directory and I think I've been staring at this screen too long... I was having problems with a PBO and deleted the unPBO'd files I had in the wrong place and started over from scratch... somehow I accidentally deleted the P:/CA/roads2 directory too and now when I try to work with road networks in V3 I'm getting the "Object doesn't follow requirements for road object. (Are all the named points present?)" error... :butbut: A quick search of these forums seem to reveal I've done some serious damage here? I tried "restoring" the roads2 folder from the Recycle Bin but I still get the error. So in a nutshell, has anyone found an easy way to repair this, beyond starting over from scratch with a new install of all the BIS tools? Is there just one I can reinstall that will rebuild this back to working order? Anything I can download and dePBO or something? Thanks in advance. -
Rebuilding the installed MLODs for roads2?
oktyabr replied to oktyabr's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Thanks B! I'll have to give it go then. The major problem is that the road network is my "Isla Del Fuego Scenic Highway 1" and runs around the full perimeter of my island... maybe 30km total? Every other road I have ties *carefully* into this one (I'm not sure I'm doing it the right way)... I have like 12 different road objects right now. But I suppose that's the only way of getting rid of that errant piece... -
Rebuilding the installed MLODs for roads2?
oktyabr replied to oktyabr's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Thanks for the replies. The problem is that it is currently lying right on top of one of my actual road networks, a large one at that. I can see the texture of the termination in both buldozer and arma2... it looks like someone did some sloppy asphalt patchwork there and then spilled some white line paint on it ;) Anyway every time I try to select it I end up with the network below it being selected instead. -
Rebuilding the installed MLODs for roads2?
oktyabr replied to oktyabr's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Heh, that did it. I'm not sure where the problem was but going back through and using the "Change" buttons to select folders, as you suggested, did the trick! Question about BinPBO: Does it need V3 and buldozer running to work or can you use it by itself (assuming Layers, .wrp and such are in place)? Probably for a different thread: Somehow, when my road MLODs were messed up and I was trying to get it to work, I added an extra terminator to my map. It's not part of any existing road network but rather just sits there, on my map. I've tried selecting it with buldozer as an object but can't seem to get it. Is there a 'right' way to locate this stray keypart and delete it? -
Rebuilding the installed MLODs for roads2?
oktyabr replied to oktyabr's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Yup, reinstalling the tools worked. Thanks guys! For anyone stumbling across this thread on a search or whatever: There is a REASON your BIS Tools puts "Roads" and "Roads2" automagically in your P:/CA folder! If you delete or otherwise severely tamper with these folders or the files they contain you may end up destroying the respective MLODs which are used to "snap together" road sections and apparently the only way of fixing it (at the time of this post) is to reinstall the tools! ---------- Post added at 10:30 AM ---------- Previous post was at 09:44 AM ---------- That worked, I have roads in V3 and buldozer again... but I seem to have broken BinPBO with my reinstall!!! I reconfigured it (removed *.wrp, unhooked "use source path", etc.) the same way it was before but now I get an MS error reporting dialog that BinPBO has encountered an error and must close. :( I remember running into this when I first started but never figured out what fixed it. Any ideas? -
n00b question: where to unPBO others???
oktyabr replied to oktyabr's topic in ARMA 2 & OA : TERRAIN - (Visitor)
That was one of the biggest hurdles for me in taking the first steps in learning how to map... The tutorials that are available are a HUGE help and I want to thank the authors (and others that pointed us newbies in the right direction) for sharing them, BUT... some of the information is outdated or incomplete (where to put other pbos, how to use the road tools, etc.) and other parts conflict with information in similar tutorials (to namespace or not!) That said the biggest benefit to me in learning has been this forum, it's search function and helpful posts from guys like you. Thanks! -
Looking for a particular Island!
oktyabr replied to pika's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Wooden walkway doesn't click for me but when I think "swamp" I think "SIX Little Green Bag". Scariest damn swamp I've seen yet in this game, especially at night ;) http://www.armaholic.com/page.php?id=8546&highlight=SIX -
n00b question: where to unPBO others???
oktyabr replied to oktyabr's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Thanks again Bush! A tip I am happy to ad to my student's notebook. The included readme says to just put it in P:/brg_africa but I think I tried that already with no luck. I'm giving it another go with it there right now. Also I have learned to be wary about such things since it seems that some oldschool mappers don't even use a <namespace> directory? EDIT -- Yup, straight into P:/ worked this time. I think it helped that I cleaned up a wayward install of it to P:/CA too. -
LOVE the smgs! Fun CQB weapons that will have a special place in my next mission, for sure!
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Unrealistic and unusable airports
oktyabr replied to [aps]gnat's topic in ARMA 2 & OA : TERRAIN - (Visitor)
It's certainly a good thing to bring up, in case anyone really wants to make a purpose built air base! But in reality there aren't even very many runways in the world (in relation to total runways, etc.) that have room for something the size of a B-52. I spent a summer as a civilian living on a US air base that was home to B-52s and even there they would routinely take off with a partial load of fuel and immediately top off in flight to reduce take off weight... and take off distance. A mid-sized civilian airport I worked near (and twice, on) would be the target of military "touch and goes", where the pilot puts the rubber to the runway but then lifts off again instead of actually landing, as practice. Everything from C-130s and big bombers (never a B-52 that I saw) to what I am sure must have been a mock up for Air Force One. One of the reasons this is done is because in an emergency or national crisis large military aircraft may have to land on and negotiate civilian air facilities that are too small for the plane to take back off from! Fact. So while I see the importance of having airbases large enough to properly facilitate craft such as the B-52 I wouldn't want mappers to feel guilted or compelled into making *every* airport that sort of scale. -
Absolutely beautiful stuff! I don't suppose anyone has taken screenshots of these to go with the class definitions?
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Are seaplanes possible?
oktyabr replied to oktyabr's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
That is AWESOME! Proof of concept anyway. Oh Gnat, where are Yooooouuuuuu -
Hey all, I'm working on a small project that is mostly open terrain with a few hundred trees, bushes and the like. The deal is that I want the map split vertically in half and the two halves to be a mirror image of the other! Not a problem as far as terrain, sat and mask go... what I'm curious about is what is the most efficient way to place trees, etc. and copy+flip (mirror) the exact same objects in the exact same positions on the mirrored side? Is there something in visitor more than just a copy and paste that will do this? Is there a way to use a mask for discrete object placement that I might mirror in a graphics app? Many thanks in advance!
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Beautiful map. Not only one of my favorites but inspiration for my own attempts at the "small, tropical" sort of island.
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I'm pretty new to all of this too but I looked at your pastebin and didn't see any reference or include to any models at all. Are you sure that's the config.cpp you are getting errors with?
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World tools 1.0 released
oktyabr replied to shezan74's topic in ARMA 2 & OA : Community Made Utilities
How does one save an existing project? I've tried several extensions and no extensions at all, WorldTools seems to be saving it but no file is ever created? -
Job taken! :)
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Improving Buldozer.exe load time!
oktyabr replied to commander1985's topic in ARMA 2 & OA : TERRAIN - (Visitor)
I haven't tried building for OA yet or any of the betas... just vanilla A2. Even if I re-import my sat and masks and let buldozer rebuild my textures (Data/Layers) it's usually only a few minutes, 3-5 maybe. BinPBO takes about the same to binarize. That "fix" sounds like it forces buldozer to use a single core? Is that right? Are the people that are having problems running a bunch of cores or something (triple core AMD phenom here, XP Pro.) -
Yup, just used it to whip up a custom map. Works great! I wish I could figure out what format you have to save projects as though... I've tried a bunch of stuff and no file ever shows up??? Maybe saving projects isn't included yet? Export seems to be limited to .exp, is that right? 5x5km terrain with a 1km stretch of water down the middle... something like 112,000 trees, bushes and rocks on the dry land! Seems like a lot? EDIT: Oh, and no way to mirror *exact* object type and placement, at least not in WorldTools. Instead I mirrored over the masks I used so while not exactly the same they sure look a lot a like.
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Thanks Beton for the tip. I was looking at maskmapper but haven't played with it yet. Thought if nothing else I would use it to place the trees, etc.
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Still hoping someone can produce a solution for mirroring trees and other objects from one side of a map (in V3) to the other? In case anyone wants to know an easy way to mirror the HF just cut it in half, load it in GIMP, select "FX-Foundry" then "Layer Effects" then "Apply Mirrors". Make sure your final image is a square again (512x512 or whatever), trim some off or rescale the image to make it right... GIMP will try to save it as a 32bit png instead of the 16bit that V3 likes... I have the Pro version of L3DT and I just load it back up in that and resave it... it ends up as 16bit again. I've also heard that http://www.rawtherapee.com/?mitem=2 will do the conversion nicely as well.
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Ground surface texture tiling?
oktyabr replied to oktyabr's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Thanks for the reply Gnome_AS! I'm up to par with GIMP, not a master of bit pushing but I can usually find a way to get done what needs to happen... The images are really nothing special, just your basic sand with enough variation in it that it isn't just solid yellowish-white. Close up it looks fine but even the slightest variations can give up the "tiling" if you know what to look for. I've used GIMP to make a "seamless" tile and that works well, but it's almost as if my textures are too small, maybe a meter squared in game... and I've seen other maps where the tiling is evident, if you look for it, but the tiles seem much bigger so it doesn't just "jump out at you" like mine do. The test run I've been working with is a 5120x5120 sat and mask, the terrain is 1024@5m/pixel, base is 20x20 (40x40 gives me an "invalid"), and my textures are 2048x2048 -
Degeneration V2.10 -Zombie Reign-
oktyabr replied to genesis92x's topic in ARMA 2 & OA - USER MISSIONS
How much is Ace needed? Could a "lite" version be made? I know a few of the other mods out there with a ton of spawning use a sort of proximity trigger to only spawn what is needed. I wonder if something like that could be adapted here? Unfortunately I know nothing about scripting... It looks nice! In the meantime would anyone care to share some public dedicated server IPs running this? I'd love to try it. -
Are seaplanes possible?
oktyabr replied to oktyabr's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
That's what I'd like to know. If anyone has tried it, how far they got, what solutions they found? -
Go back to any of the tutorials out there and they will show you what is supposed to be in the "P:" drive.