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Everything posted by smokedog3para
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Is Modding Disabled?
smokedog3para replied to looter's topic in IRON FRONT: LIBERATION 1944 - ADDONS & MODS: DISCUSSION
How would you make an island if you cant open the .ifa buildings file, and your not allowed to use visitor 3 for making the island, then you are allowed to test in oa, when you are not allowed to move models across games to test your island ? im confussed now lol. Also what if the ww2 addon makers wanted to port them from arma2 to IF they would have to start again from scratch because they had used the bitools to make them, If you have to make a mod twice and use no bis tools on the second lot. its a crying shame and a big waste of time to me. -
maps under construction:
smokedog3para replied to shezan74's topic in ARMA 2 & OA : TERRAIN - (Visitor)
@fogu looks cool what size is it -
maps under construction:
smokedog3para replied to shezan74's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Update for belfast here's a video i made a month or so ago lots have changed since, as I have been making models to make it look more UK\NI. I am slowly getting there hopefully i will release a beta in a month Area is only 2kmx2km but is highly detailed i have tried to use more non bis addons to get the right feel. -
getting insurgency to see mbg3 buildings
smokedog3para replied to smokedog3para's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thanks guys ill give it a go and see what happens thanks for the help I Done the above and now have red squares all over island so it's moving forward I used the house position's addon to get good positions in the mbg buildings so made a file with all the info in just got to copy it across and see, cheers again. One more thing the enemy ai are takistani I would like to make them the sg ira units can I just swap over classes for the defined enemy and gun positions and any vehicles that have ai named as drivers too , as i seem them in the scripts -
getting insurgency to see mbg3 buildings
smokedog3para posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi all im testing 1 of my latest islands Belfast northern Ireland it uses mostly non bis addons from the community, mainly mbg buildings and when i tried to port insurgency on to it. It wont see the mbg buildings to spawn ai in is there a script some where in the mission that defines buildings that are to spawn ai in if there is would i be able to drop in the classes of the buildings im using to get ai to spawn in the buildings thanks all if you can help. -
getting insurgency to see mbg3 buildings
smokedog3para replied to smokedog3para's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Seen this in the define // set EP1HOUSES to 'true' in order to have the param ignored and AI will spawn in every building, which got positions just cant find were to change to true in the ep1houses define itself -
Good job and well done on winning the comp mate
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Official DDAM Wip Thread
smokedog3para replied to ravendk's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
nice work pastry like the trucks -
Hi all I have been working on Belfast for 3 weeks now and all has been good near a beta release but i ran some fps checks and now I get 9 fps when i look south on the island all other directions are fine as fps goes 1 I am using mbg buildings3 as my main houses for this island fps was good when i only had a couple of hundred houses but now I have put down more its dropped only when i look south could the number of models be the problem ? 2 Or could it may be a couple of bad models from other building packs i have used to get the city feel, and where there placed when looking at them drops frame rates ? I have had this on sangin before when i had some heavy fps models on i had to remove them to get fps back, this island has no where near the amount of plants and buildings on as sangin but getting similar low fps , Its only 2kmx2km but a heavily built up area of Belfast Ardoyne tight streets and back allies makes for a good street battle Cheers if any 1 can help I was going to release it yesterday when i noticed the low fps so thought i would fix it and release Seeria Leon and belfast together once its corrected
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CRC errors on install of TOH \patch 1.5 error \and Hind error
smokedog3para posted a topic in TAKE ON HELICOPTERS - TROUBLESHOOTING
Hi all I have owned TOH since it came out but not really used it I have the dlc on my pc as back up for install this copy was working I have Hinds pack too. TOH was working at patch 1.3 I bought the Hinds pack and went to install it but it said I didn't have patch 1.5 so went to install 1.5 but it crashes, so I thought I would just uninstall the game and reinstall it on another HD but when I went to do the fresh install it errors with CRC message this happened loads of times on diffrent .pbo's , I thought right the dlc I have is corrupted so downloaded it again from sprocket same happened again I tried both the sprocket download and the direct download and both do the same and CRC error so at the moment I am unable to install it has any 1 else had this error or know what's causing it please if you can help it would be appreciated -
CRC errors on install of TOH \patch 1.5 error \and Hind error
smokedog3para replied to smokedog3para's topic in TAKE ON HELICOPTERS - TROUBLESHOOTING
Hi mate I tried both links numerous times as thought it might just be corrupting on DL I have a 40meg down 10mb up internet connection hope that should not be losing or currupting DLC cheers mate -
CRC errors on install of TOH \patch 1.5 error \and Hind error
smokedog3para replied to smokedog3para's topic in TAKE ON HELICOPTERS - TROUBLESHOOTING
@Dwarden cheers I used the 1.01-1.05 from take on website i did try to install the 1.04-1.05 yesterday and it would not install over the working TOH so that was why i uninstalled a working TOH to reinstall all Toh and patch and hinds to get it fresh. @PVP hi mate and how you doing I have 4HD's, I have tried on all of them and get the same error on all drives I done some mem tests and hd check in start up in bios, its saying im good mate so not sure, I tried installing arma and a few over games they install fine so not sure mate as thought arma might do the same as its similar .pbo files being installed Also tried to install on my old pc and got the same error -
Hi all just to let you know that a long awaited feature that I always thought would be in game, but has not been done yet is tunnels and proper trenches not one's above ground level. I have made 17 meter long trenches 1.2m deep below ground level and 1.5m deep by 1.5 wide, I will use sandbags and wooden boarding as retainer walls in them there in game and working just going to polish them off . They are tiles so can be placed in depressions in the ground to match ground level giving you the drop to fit into the trench making you lower than ground level. Afghan irragation ditches, my dream of sangin was to have meter wide ditches to drop in under contact as they are over there, but with the grid size i had it didn't go to plan so now I can have the tight ditches along the fields and have places to take cover. Tunnel's i have a 50 meter tunnel to link compounds on sangin these are kneeling and crawling space tunnels with cache\stash areas that when placed can be used to escape to other compounds under attack to make the rat runs that exist in afghan you can walk over the top and not know there there until you find the entrance. Sangin rocks a retexture of MB rocks these have a few different textures to match oa textures Addons will be ready soon for release but will be more suited to island makes as its easier to place in visitor and you need to make depressions to terrain to get them to fit nice ,I have been testing with good results. If placed in the editor you will need to mess around with setpos. I will try to take some screens and post but fraps is not installing at the moment so need to fix it first. Other projects near complete African round houses 90% complete. Seeria Leon is now near completion just waiting on the above addon to complete it. If any 1 has good knowledge on geometry I could rely use the help as that is 1 of the problems i have and uvsets or if any one would like to team up on projects pm me please could do with some help and info.
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tunnels and trenches
smokedog3para replied to smokedog3para's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
@the dude was not planning on another release but yes there will now also got murder hole walls too and some damaged walls to get through and work with the tunnels They are not quite finished yet as now i have an understanding of how to do it i will be fine tuning them to get them looking non boxish -
tunnels and trenches
smokedog3para replied to smokedog3para's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
cheers all i guessed the grass bit luckily im on desert just need to get the texture to match in as its a bit pink not sure if i need to add an rvmat like the oa texture has that ive used I know about the chechen tunnel but it was not below ground it went into a dead end mountain and others ive seen are just a tube these are all encased to fit the terrain. will post some images later tonight for you all ill have to take a look into taviana island cheers for the tip about screens will get on that. These are for island makers but will try to make some for editor that have a rise from terrain level to a meter or 2 above not like walls but mounds cut out with some different textures With the grass is there no way to match the texture to grass like islands do maybe have the same type config for surface in the addon folder to spawn the grass on the model -
ARMA 2: OA beta build 87816 (1.60 MP compatible build, post 1.60 release)
smokedog3para replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
I noticed 5 out of 15 soldiers standing up when dead in 1 group also 1 of them was stuck in the exit car animation when dead again on mso4.0 we have not seen that happen in a while. Also I am still getting the black screen and my pc fires up fans to 100% on cpu cooler but the heat sink is cold then I cant get to desktop as gfx card has lost signal and the screen freeze's. This crash is happening more and more me and a clan member had this happen at exactly the same time last night same fault we both have same mobo but different gfx cards , then the next day I found out after I left 10 people crashed at the same time as well. Another member cant play for more than 20 mins till it freezes, he has tried all memory allocators but its just as bad through the range its got worse and near unplayable any more. My system is core17 950 no o/c asus extreme 3 12gb ram 60gb sd only run vista and arma2 and oa on it ati 6970 with 2gb ram 40mb download and 10mb up connection. Out of 30 of us I would say all crash in the server at least once in a 2-3 hour mission for the lucky ones and some get 3-5 crashes, both types are black screen and have to have a hard reset power off at plug and the other is game screen freeze where you still see the game screen but cant do anything hard reset again no ctr alt delete works thank's all. -
some advice form any 1 that models please
smokedog3para replied to smokedog3para's topic in ARMA 2 & OA : MODELLING - (O2)
Hi and thanks pufu I am getting closer day by day -
some advice form any 1 that models please
smokedog3para posted a topic in ARMA 2 & OA : MODELLING - (O2)
Hi all I am trying to make some basic round houses african type for the Seeria Leon island and I am hitting a wall on importing to oxygen2. To be honest I have't a clue how to use oxygen2 I have tried many times to build this in oxygen2 but to no avail so I used sketchup to make the model then exported it in .obj format to modo and then tried to import to oxygen2 but on the import it errors with this i think if i can get it in then using Mondkalb's guide ill be able to do the rest just not the modeling in oxygen. import failed: parse error in obj file extra characters on line (maybe more verticles on face, than supported-four) at line: 701 can some one please shed some light on the error as its a big learning curve that i cant get round with my knowledge or lack of I have the obj file if any one could take a look an advise me to what I have done wrong. http://dl.dropbox.com/u/9538272/hut_4.obj thanks in advance -
ai wont cross my bridge
smokedog3para replied to quincy's topic in ARMA 2 & OA : TERRAIN - (Visitor)
what i done weather its right or wrong was place the road in the water then place bridge over the top and ai crossed for me some cars trucks will bounce across that's just arma found atv and mhq were the 2 that didn't want to cross -
some advice form any 1 that models please
smokedog3para replied to smokedog3para's topic in ARMA 2 & OA : MODELLING - (O2)
Thank's guys for all your help I have the 1st building in game now but have a question or 2 more to ask of you. I am trying to sort out textures how do I place the texture to model at the moment I have got 1 texture to cover the model but its not right can some 1 point me to a guide for getting a uv map from the model as the guide im using covers a square house brsbs guide mine is round and pointed so having issues doing this with roof wall and floor also i built my model as 1 unit not seperate walls roof and floor will this matter for texturing as the guide does 1 wall and texture at a time last 1 is gelod i think. The textures are on model in game but i can walk through the walls i followed the guide for doing geolod but it doesnt seem to have worked i made the model 5% smaller with no walls or touching faces added mass is there some where to get more of an explanation from a guide that's out sorry last 1 I have 6 lods for model how do i make lods for distance as i have just copied the same model to 6 lods it works but when i see other addons they have a less detail lod for each 1 but not sure how to get them less detail thanks if you can help -
Spawing a bomb crater?
smokedog3para replied to bigshotking's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
lol good job i only used them with map making not ace standard 1s -
Spawing a bomb crater?
smokedog3para replied to bigshotking's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
ace has bomb craters but oa has a mask texture that appears after arty has been dropped -
Is any one noticing a hell of a lot more crashes more than before and its not just me 4 or 5 members are having this all the time ctd black screen then no crtl alt delete stops working so its a hard reset. Also my cpu temps are hitting 80-90d and just swithing off. The temps have been fine till i patched now me and some others are noticing more crashes on server and missions that worked on 1.59 dont for 1.60 seems its got worse after installing this patch 1 cars and atv on hills now bounce 2 A lot of working scripts now don't work even the test missions 3 flashing and glitchy rocks from arma2 rock wall and the like looks bad in the distance 4 bushes and trees dont seem to load detail lod when near looks like vaseline over the model bluring it 5 problems with caweapons ammo box stopping members joining servers 6 mso has slowed loading times to 7 ,minutes to complete script setup Love this game and thanks for the patch but it seems worse for some of us now even when running vanilla were having the ctd's
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TALIBAN! TALIBAN! TALIBAN!!!
smokedog3para replied to miles teg's topic in ARMA - ADDONS & MODS: COMPLETE
fox had permission a while back but i think he had a few projects on the go so got sent back to miles -
Missing BB Script?
smokedog3para replied to DieselJC's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
that is from acre as its not setup for the new patch