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smokedog3para

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Everything posted by smokedog3para

  1. listen to mondkalbs advice a quick and easy way is use google sketchup for house plans its got a layout for this which is easy to do.
  2. no worries mate the configs can be a bitch I have a few that work that I just alter to what ever I need I used the same config for most of my addon packs walls\ objects are pretty simple its vehicles and animations I have hassles with. this is the ofp 18 wheeler ported to arma2 but both use diffrent methods 1 locks the cab and trailer using scripts the city life uses geometry to hook up and pin locks it together. this is the goal for both of us
  3. standard uk house walls are 300mm 100mm each for both skins of brickwork and blockwork\timber frame 100mm for cavity also most new builds are designed for disabled wheel chair users no steps no risen door ceil they have a run away drain at ground level and now door frames are wider to get access It used to be 2 bricks =150mm above ground was your damp coarse and floor level but it depends what and where your building it i've been on jobs that have needed very deep footings 2-3 meters below ground level with steels to support the block work depends on what the foundation is made of chalk rock sand clay but thank god they banned 9inch concrete blocks here
  4. smokedog3para

    Every building have a "step up" into it..?

    yes in visitor you do this and you postion it as you see it in a 3d viewer bulldozer this can be done in the editor to as a set pos. the step if its below ground and rising up will be fine you make a road way on stairs to walk up.
  5. in rl walls are stepped on a incline why not make 2 sets 1 with angled at the top and 1 for flat ground the walls i made don't follow the terrain so i can step them which is more rl to me being a bricklayer by trade. http://www.google.co.uk/imgres?hl=en&rlz=1C1CHFX_en-gbGB495GB495&biw=1128&bih=680&tbm=isch&tbnid=8HIb_nhgL029oM:&imgrefurl=http://www.southendconstruction.com/services/brickwork&docid=xGP9WhGD74jGMM&imgurl=http://www.southendconstruction.com/uploads/image_640.jpg&w=640&h=480&ei=qhqlUIqGDoGc0QXK_oDIDA&zoom=1&iact=hc&vpx=452&vpy=298&dur=2&hovh=194&hovw=259&tx=70&ty=33&sig=106077190724254455960&page=4&tbnh=146&tbnw=193&start=60&ndsp=24&ved=1t:429,r:76,s:0,i:364
  6. not sure on that 1 ive seen a double plane mapped as a railing but not sure how the geo was done for it get the sample models from arma and have a look through them for ref.
  7. city life have a truck and trailer working maybe look at there config also 18 wheeler truck from ofp look at that config 2 different ways to get the same goal. I have trailers uk style 12 wheels on the trailer 10 different types just place holders at the moment till i can sort the configs and animations out but all info will be in those 2 configs. there is loads of uv mapping progs out there for quick and easy mapping.
  8. think any thing smaller than 15cm wont work sure i read it some where for geometry the step depends on what type of building you want mountain house = 4-5 meters town building on flat ground =1-2 meters from what ive seen when building terrains
  9. smokedog3para

    Every building have a "step up" into it..?

    the step is for uneven terrain so you can place on hills the oa houses can have a good few meters below the floor of the house i do mine at 3-4 meters check the arma sample models loads of steps stairs to look at to get the dimensions from.
  10. smokedog3para

    Problem importing model into game

    no worries glad i could help
  11. smokedog3para

    Problem importing model into game

    hi mate I found your errors 1st is you did not have the wall folder or textures in p\drive it was looking for it on your desktop texture would not open in vis think the size is wrong textures must be in 512x512 1024x1024 512x1024 256x128 get what i am saying your texture is 1569x1083 either resize to 1024x512 and then re apply it to model. here it is fixed for you I didn't use your texture just a bis rvmat for you its all uvmapped too http://www.mediafire.com/?8tao85x1quo82d6 its in editor in empty class name j wall. messed the class up sure you can fix it is a working config for my 50 walls i have ready for release on my next terrain release. sure you know that you need more lods geometry and hit points
  12. smokedog3para

    first building for Arma2 creation

    That guide is what I use for my addon pack I am currently making so its not obsolete
  13. smokedog3para

    Problem importing model into game

    what's with the model 50 error about arma2 is 48 models and any thing newer dlc is higher sounds strange to me that it sees it as a model 50 and not 48 what should bin.pbo put the model number at 48\49\50 on binerize any I dear's as I thought it made them 48
  14. smokedog3para

    Bulldozer failing to start

    aram2ptool if i have made a island and used this and the beta patch then you have to clean and re install bi tools 2.5.1 then arma2ptool 2.5.1 or the island wont open for you it has to see the beta if used in original creation of island set up i have passed islands to mates to get started and this is why they couldn't open it un till they were on the same level as I was with beta and arma2ptool you should end up with many folders in the ca folder the whole game sits in there model wise in, there should be 3-4 other folders data core docs and a wrp folder for config files you need to place in your terrain folder of bin.pbo to work doors and ladders on buildings
  15. smokedog3para

    ArmA 2 Game Launcher

    Great tool passed this too many people that joined the clan is there a chance you could add the toh rearmed exe as well to make mods as easy as it is now for toh rearmed
  16. smokedog3para

    Belfast Ardoyne Area Northern Ireland

    cheers guys eggbeast you mean both ira and loyalist with flags out and kerbstones painted your in luck its been done @slatts good story mate what part do you come from my family owned Tyrconnell which is now County Donegal, Sligo, Leitrim , Tyrone, Fermanagh and Derry till the flight of the earls and the battle of kinsale 1601 after losing the battle banished us from Ireland they were the last high kings of Ireland and the last truly independent Gaelic sovereignty.
  17. smokedog3para

    Arma 2: Namalsk Crisis

    Thanks for the info I have made a hole before using the erosion tool is that what you mean, I thought you may have cracked doing what vbs can do with regardes to underground systems they use lol
  18. smokedog3para

    Arma 2: Namalsk Crisis

    Hi can i get some info regarding how you managed this as i have many tunnel models that i would like to implement below ground rather than trying to hide above ground thanks smoke great job AII Laboratory Type: Module for controlling the unique underground of the object AII. I think, you know what Namalsk is and also, that Namalsk is the first island, which have an underground object. With this module you are able to fill this underground with different kind of small objects and also, you are able to control underground light system.
  19. smokedog3para

    Request tutorial

    There are quicker ways to create islands L3DT for 1 and to populate them are some excellent tools out like world tools road painter and random generating forest and towns which can make the process a lot faster Sangin took 8 months of 16 hour days 7 days a week all placed by hand, when i made Serria Leon it took a month at most as i used the above tools have a play with what's out there.
  20. smokedog3para

    Weird map issue.

    @ Robster i know how it should go as it was fine and working correctly before, I have been working on it for months i then took a break and when I went to work on it again it now does not work like it used to. see it working here I have changed no paths from when it was working but like i said it now puts the layers folder outside my project folder this is my path for project preferences textures waziristan\wazir\data but it does not place it there all my paths are correct I have double and triple checked i have done a few islands now 6 in all but I have not come across this problem till now. Also now i think about it a lot of my models that use animations are not being picked up either when binerised maybe I should do a new tool install cheers for the help well strangely enough I went to sort it out and on import of sat and mask it now is putting them where they should go so i am back in the game I can't say how or why its fixed as i have not changed anything i checked the pdrive and no layers folder is there any more so cheers again for the help
  21. smokedog3para

    Weird map issue.

    robster i have the same problem hence i have stopped building 2 of my islands nothing has changed since it was working,I only applied the 1.6 patch and redone the arma2ptool I thought it was the last patch that came out as belfast and waziristan was fine before. My layers folder is pushed to p drive by visitor when i redo sat and mask where it used to load it into my project folder i have not changed where it looks for it i have tried moving the layers to where it should be but it still won't pack it. when you go in game it says no layers are found and remains untextured
  22. smokedog3para

    Road Painter 2

    Be good if we could get side walks to go next to roads for city builds to ease the pain i have noticed when i import roads to vis it shows them in bulldozer fine i put it in game and half the roads are missing its patchy on half my island the other half shows fine any one get this as well
  23. Thank's Thromp ill send a pm now
  24. cheers Thromp was getting worried for a while as have done loads of model rocks and features that use the bis rocks rvmats and ground textures. Thromp who would be the guy to go to and ask in bis for some textures or models for use just so i know as i would like to get permission to use an oa wall as i have been trying to replicate the oa walls textures with out any luck so thought if bis would let me i would like to make them from the original to match them in game better.
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