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smokedog3para

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Everything posted by smokedog3para

  1. I am still using the xcopy bat after arma2p to get models through binpbo still wont work if i have the dam clear temp ticked But now all doors and ladders work ground textures have come back and map is 100% working now for a day or two untill vis or bull mess up lol I have tried all combos to get this working old tut way arma2p way hex edit way still would like to know why bad p3ds show after the conversion to 48 it still sees as 49 if clear temp is ticked Also notice either bulldozer or visitor mess up a lot just had map fine and good added more trees and then went to test. And ground mask has messed up after 4 weeks of no change to the mask go in game cant load it so another fresh install and its all good again Starting to really hate these tools for crashes. @oktybr pm me if you need any thing as got it right now and want to help you do the same
  2. smokedog3para

    Visitor3 Problem

    Hi Mikero do you know why I only get the bad .p3ds error's if my clear temp is ticked in bin.pbo both ways of set up tut way and non tut way do it if I have ticked clear temp box but both ways will go through if I un tick clear temp box with no error's and work in game ? Cheers mate great work you do by the way.
  3. smokedog3para

    Bit of help please

    Hi cheers i still do have the error of textures ill repost pastebin http://pastebin.com/1PvyCnsD It's so strange as the non tut way has the missing sky texture but ground texture is fine same config doing the tut way and same error but its messed ground texture up but my doors and ladders work I cant have the oblamaho_horizont.p3d in data with all the other takistan sky textures or listed in config like darkess has in his config and map either As it wont binpbo but that is the only differance from darkes's 1 that has required cheranus as base for map
  4. hi all ive got my map to the stage where id like to view it in arma2 when i binpbo it it stops with an error then carries on packing when i look in the report it says <world = "p:\greens\greens.wrp"> Cannot open object ca\plants\clutter_grass_general.p3d im using a modded bkt map that is a tutorial map but am using sgt aces tut data files renamed to my tag with all config renamed as the originals would not work so had to mod them from sgt aces can any 1 let me know ive had it showing as a world in editor for placing units but now the world wont show thanks if you can help me as to tired to think as ive been at it for a week now cheers all thought i would try some other sample maps and all of them have the same problem when bulldozer loads all paths are correct all rvmats and like have been renamed file structure correct every map does it doesnt matter what ground texture sm_grass or beton.paa just wont load is there any help out there
  5. smokedog3para

    Bit of help please

    sorted it
  6. smokedog3para

    Bit of help please

    I have cracked it now i spent all morning sorting the ca folder and what will binerise to allow map to work with door and ladder anims Retried the tut way and your right and wrong @PvP all files will not go through like I have been saying for 35 days now I have 2 copy's of my map both the same 1 in tut way 1 in just map folder in P:\ Now I have managed to binerise the tut way with success as I now only had to remove the ui and ui fonts for it to work in my tut\ca folder with no error and world shows in game so yes i had all files extracted but no they wont all go through the binpbo process they error so take out the all but these for it to work anims anims_e data buildings buildings2 misc misc2 misc3 misc_e misc_fix roads roads2 roads_e roads_pmc rocks2 rocks_e shapur_baf signs2 signs_e strutures structures_e structures_pmc hope it helps any 1 elese as as you can see from all the posts its doing my head in but now i want to know how to get my other map working with doors and ladders doing it without the tut folder so i can finish the guide as fully working. Cheers for your help PvP there's a pint for you if ever we meet as you forced me to take action to nail the tut way as i had so many errors that way but just 2 dam folders were the cause but now my ground texture is missing but ill get over it i imagine Got to add that when it does go through i still cant have the clear temp folder ticked as then i get bad models but hay its working so i dont give a rats ass now about the thing being ticked in binpbo
  7. smokedog3para

    Bit of help please

    Same as mate come here give us a cuddle mate lol read all available info too i did see 1 other thread that did deal with getting them working OA door's and ladders but can't find the thread. I have tried both ways tut way and just a map folder I have pulled all but a couple of files from P;\Ca and had it full of all bi crap I have all so had a full tut\ca folder full of the configs but that dont work or even binerise. striped it down and still don't work I will now past all the errors from different ways of tut an just work folder way to show all who keep saying the tut way will do oa and work just so you every 1 can see this is tut\ca way errors http://pastebin.com/5eWRTLJW with and without the temp folder ticked in binpbo comes back same error this is if i just use my map folder in P:\hellskitchen with the temp folder ticked http://pastebin.com/dXyTebbB If I use my way no tut folder it will go in game and work with no anims but only if I untick my clear temp folder in binpbo this really needs clearing up The roads was a simple fix delete ca folder install bitools again look in ca folder copy roads roads2 then run arma2p and it overwrites ca roads and roads2 so then just paste the copy of roads and roads 2 in the ca folder to replace the working mlods back in folder
  8. smokedog3para

    Visitor3 Problem

    I found the old way tut works for arma2 content but wont work for oa content for me. The ca folder chucks up the same bad p3d model on binerize in my smoke folder as i get if i don't use the tut folder I can get map in game without the tut but if i use tut it wont show in game very strange and its doing my head in lol
  9. Hi mate did mikero say what's going on with the arma2p tool not showing configs for ladders and doors and buildings and the bad p3d after convert in binpbo this is the root of all errors for me Seems it wont copy some files for the doors ladders or over copy's a file so it is not there in game
  10. smokedog3para

    Visitor3 Problem

    arma2p should after convert be file 48 it is 49 thats why it crashes. Untick clear temp folder and clean the bintemp where its held in the binpbo process once cleaned then start binpbo and it should work i get this all the time with a map that works after i add bits to the map it does it every day i also have all oa hex edited models in a spare folder and if it refuses to binerize i swap them into ca folder and it does it fine arma2p was updated a short while ago but it still has not sorted this problem out the models still show as 49 instead of 48 after convert
  11. yes matey your right ill alter the guide as i had to install bitools again to unpack roads and roads 2 as i found that out after doing my roads 4 times to not load in vis or game but if you take a copy of roads first then put them in ca folder afterwards that's fine as my roads are in game now and work. ---------- Post added at 10:19 AM ---------- Previous post was at 10:13 AM ---------- Right been updated for roads
  12. smokedog3para

    Bit of help please

    hi mate the problem is if i use the tut folder way it wont binerize if i dont use it just straight work folder it works but with no doors ladders it has worked with doors and ladders at first then stopped. I have done countless installs of vista arma2 and bi tools changed the p drive for another 1 and still the same tut way just won't work I think i've learnt more about bitool crashes and errors and fixing them than actualy making a map Doors I am not to worried about as compound doors are locked and have to be broken down or destroyed to gain access but realy need the ladders im about 2-3 weeks from beta release. I have requested to join the group thanks for taking the time to help me. I forgot to say i tried the config that you altered for me it works kind of , Now my taki mountains in distance have disappeared and the mask layer out side of my map is now black and purple and when I binpbo it says sky texture horizon .paa cant be found but its in folder and also the semi cloud.paa it cant find but that's there but wont see it, But it works with my old configg aaaaaaaaaaagggggggggghhhhhhhhhhh Whats going on with these dam tools i have i know i have it set right ive read every guide out there and there all good for arma2 but arma2OA and the arma2p tool mess up i have the latest arma2p witch is meant to unpack oa 1st then arma2 as it overwrite some data that needed to be there on the old version but on the new 1 arma2 p is still showing bad models after binerize crashes so hexed them to go through as 48 models which i should not have to do 2 times 1 arma2p and hex edit just to binpbo it
  13. smokedog3para

    how can i place walls?

    you need to get permission from the map maker to alter heights as it will be his map and he might not take to kindly to you playing with it there is a object gallery for you on main armaholic home page so you can see and get model name needed for your wall so you know where to look
  14. smokedog3para

    Bit of help please

    @ PvPscene sorry mate haven't had much sleep since making this map cheers ill give it a go any chance you have a door and ladder fix for me fella be appreciated @ big shot if you dont use them it wont show surface textures you dont have to have clutter it will just make the map bald no grass flowers and like you put your surface textures name in the cfg surfaces ie tag name surface notice the smoke thats my tag and pole is the texture ive chose to see clutter on which is my grass texture class CfgSurfaces { class Default {}; class smokegrassSurface : Default { files = "smoke_pole_"; rough = 0.1; dust = 0.1; soundEnviron = "grass"; character = "smoke_grassClutter"; }; }; class CfgSurfaceCharacters { class smoke_grassClutter { probability[]={0.79,0.1,0.1,0.01}; names[]={smoke_GrassCrookedGreen,smoke_GrassCrooked,smoke_AutumnFlowers,smoke_WeedDead}; }; };
  15. smokedog3para

    Bit of help please

    Hi all I am trying to use the cr_oranice texture for my fields to break up full and ploughed fields. When I look in the cheranus data folder and I only see 2 files relating to it there is no rvmat does any know how to get it or were it is 2 files are cr_oranice_data_co.paa cr_oranice_data_onpx.paa Has any 1 used this texture with no rvmat as tried and map goes black Never mind i just made an rvmat and mco.paa so its in game now just need to change colour to a deserty 1 and it will all be good used the rvmat guide
  16. smokedog3para

    Bit of help please

    yer sorry forgot about the paste bin done it off my phone
  17. smokedog3para

    Bit of help please

    the 1 from my guide is just the sgt ace 1 that works I altered for no tut folder im not using that 1 now as am soley dependent on takistan not utes like the old 1 Now i have the takistan configg copy and alter to your tag or folder this 1 to your needs it works for me #define _ARMA_ //Class config.bin{ class CfgPatches { class hellskitchen { units[] = {"hellskitchen"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {CAData,CABuildings,CABuildings2,CAStructures,CARoads2,CARocks2,Takistan}; version = "1.3"; fileName = "hellskitchen.pbo"; author = "SmokeDog"; mail = "[email protected]"; }; }; class CfgMods { class hellskitchen { name = "hellskitchen"; picture = ""; hidePicture = 0; hideName = 0; }; }; class CfgVehicles{}; class CfgWorlds { class DefaultClutter { scaleMin = 0.9; scaleMax = 1.4; }; class DefaultWorld { class Weather { class Overcast; }; }; class CAWorld: DefaultWorld { class Grid{}; class DayLightingBrightAlmost; class DayLightingRainy; class DefaultClutter; class EnvSounds; class Weather: Weather { class Lighting; class Overcast: Overcast { class Weather1; class Weather2; class Weather3; class Weather4; class Weather5; class Weather6; }; }; }; class DefaultLighting; class hellskitchen: CAWorld { cutscenes[] = {"hellskitchenIntro"}; description = "Sangin HellsKitchen "; icon = ""; worldName= "hellskitchen\hellskitchen.wrp"; pictureMap = ""; pictureShot = ""; plateFormat = "PT$ - #####"; plateLetters = "ABCDEGHIKLMNOPRSTVXZ"; longitude = 50; // positive is east, in degrees? latitude = 34; // positive is south, in degrees? elevationOffset = 3; class EnvSounds: EnvSounds { class Sea { name = "$STR_DN_SEA"; sound[] = {"ca\Sounds_E\sfx\lake_1",0.1,1}; soundNight[] = {"ca\Sounds_E\sfx\lake_3",0.177828,1}; volume = "sea"; }; }; class OutsideTerrain { satellite = "hellskitchen\data\s_satout_co.paa"; enableTerrainSynth = 1; class Layers { class Layer0 { nopx = "hellskitchen\data\smoke_hilna_nopx.paa"; texture = "hellskitchen\data\smoke_hilna_co.paa"; }; }; }; class Grid: Grid { offsetX = 0; offsetY = 0; class Zoom1 { zoomMax = 0.15; format = "XY"; formatX = "000"; formatY = "000"; stepX = 100; stepY = -100; }; class Zoom2 { zoomMax = 0.85; format = "XY"; formatX = "00"; formatY = "00"; stepX = 1000; stepY = -1000; }; class Zoom3 { zoomMax = 1e+030; format = "XY"; formatX = "0"; formatY = "0"; stepX = 10000; stepY = -10000; }; }; startTime = "12:00"; startDate = "07/08/2011"; startWeather = 0.4; startFog = 0; forecastWeather = 0.4; forecastFog = 0; centerPosition[] = {5120,5120,717}; seagullPos[] = {5120,5120,800}; class ReplaceObjects{}; class Sounds { sounds[] = {}; }; class Animation { vehicles[] = {}; }; class Lighting: DefaultLighting { groundReflection[] = {0.06,0.06,0.03}; }; class DayLightingBrightAlmost: DayLightingBrightAlmost { deepNight[] = {-15, { 0.037,0.063,0.091 }, { 0.001,0.001,0.0012 }, { 0.067,0.075,0.091 }, { 0.003,0.004,0.006 }, { 0.0001,0.0001,0.0002 }, { 0.0001,0.0001,0.0002 },0}; fullNight[] = {-5, { 0.182,0.213,0.25 }, { 0.05,0.111,0.221 }, { 0.04,0.034,0.004 }, { 0.039,0.049,0.072 }, { 0.082,0.128,0.185 }, { 0.283,0.35,0.431 },0}; sunMoon[] = {-3.75, { 0.377,0.441,0.518 }, { 0.103,0.227,0.453 }, { 0.04,0.034,0.004 }, { 0.039,0.049,0.072 }, { 0.174,0.274,0.395 }, { 0.582,0.72,0.887 },0.5}; earlySun[] = {-2.5, { 0.675,0.69,0.784 }, { 0.22,0.322,0.471 }, { 0.04,0.034,0.004 }, { 0.039,0.049,0.072 }, { 0.424,0.549,0.745 }, { 0.698,0.753,0.894 },1}; sunrise[] = {0, { 0.675,0.69,0.784 }, { 0.478,0.51,0.659 }, { 0.2,0.19,0.07 }, { 0.124,0.161,0.236 }, { { 0.847,0.855,0.965 },0.2 }, { { 0.933,0.949,0.996 },2 },1}; earlyMorning[] = {3, { { 0.844,0.61,0.469 },2 }, { 0.424,0.557,0.651 }, { { 1,0.45,0.2 },1 }, { 0.12,0.26,0.38 }, { { 0.428,0.579,0.743 },2 }, { { 0.844,0.61,0.469 },2.7 },1}; midMorning[] = {8, { { 0.822,0.75,0.646 },3.8 }, { { 0.383,0.58,0.858 },1.3 }, { { 1.3,0.9,0.61 },3.8 }, { { 0.12,0.18,0.28 },0.5 }, { { 0.322,0.478,0.675 },3.5 }, { { 1,0.929,0.815 },4.7 },1}; morning[] = {16, { { 1,0.95,0.91 },11.2 }, { { 0.12,0.18,0.28 },7.5 }, { { 1,0.95,0.91 },11.2 }, { { 0.12,0.16,0.18 },7.5 }, { { 0.14,0.18,0.24 },10.5 }, { { 0.5,0.6,0.9 },11.7 },1}; noon[] = {45, { { 0.98,0.96,0.9 },13.55 }, { { 0.3,0.32,0.35 },9.5 }, { { 1,0.95,0.91 },13.2 }, { { 0.12,0.16,0.18 },9.5 }, { { 0.14,0.14,0.14 },12.5 }, { { 0.5,0.6,0.9 },13.7 },1}; }; class DayLightingRainy: DayLightingRainy { deepNight[] = {-15, { 0.0034,0.0034,0.004 }, { 0.003,0.003,0.003 }, { 0.0034,0.0034,0.004 }, { 0.003,0.003,0.003 }, { 0.001,0.001,0.002 }, { 0.001,0.001,0.002 },0}; fullNight[] = {-5, { 0.023,0.023,0.023 }, { 0.02,0.02,0.02 }, { 0.023,0.023,0.023 }, { 0.02,0.02,0.02 }, { 0.01,0.01,0.02 }, { 0.08,0.06,0.06 },0}; sunMoon[] = {-3.75, { 0.04,0.04,0.05 }, { 0.04,0.04,0.05 }, { 0.04,0.04,0.05 }, { 0.04,0.04,0.05 }, { 0.04,0.035,0.04 }, { 0.11,0.08,0.09 },0.5}; earlySun[] = {-2.5, { 0.0689,0.0689,0.0804 }, { 0.06,0.06,0.07 }, { 0.0689,0.0689,0.0804 }, { 0.06,0.06,0.07 }, { 0.08,0.07,0.08 }, { 0.14,0.1,0.12 },0.5}; earlyMorning[] = {0, { { 1,1,1 },"(-4)+3.95" }, { { 1,1,1 },"(-4)+3.0" }, { { 1,1,1 },"(-4)+3.95" }, { { 1,1,1 },"(-4)+3.0" }, { { 1,1,1 },"(-4)+4" }, { { 1,1,1 },"(-4)+5.5" },1}; morning[] = {5, { { 1,1,1 },"(-4)+5.7" }, { { 1,1,1 },"(-4)+4.5" }, { { 1,1,1 },"(-4)+5.7" }, { { 1,1,1 },"(-4)+4.5" }, { { 1,1,1 },"(-4)+7" }, { { 1,1,1 },"(-4)+8" },1}; lateMorning[] = {25, { { 1,1,1 },"(-4)+10.45" }, { { 1,1,1 },"(-4)+9.75" }, { { 1,1,1 },"(-4)+10.45" }, { { 1,1,1 },"(-4)+9.75" }, { { 1,1,1 },"(-4)+12" }, { { 1,1,1 },"(-4)+12.75" },1}; noon[] = {70, { { 1,1,1 },"(-4)+12.5" }, { { 1,1,1 },"(-4)+11" }, { { 1,1,1 },"(-4)+12" }, { { 1,1,1 },"(-4)+11" }, { { 1,1,1 },"(-4)+13.5" }, { { 1,1,1 },"(-4)+14"},1 }; }; class Weather: Weather { class Lighting: Lighting { class BrightAlmost: DayLightingBrightAlmost { overcast = 0; }; class Rainy: DayLightingRainy { overcast = 1; }; }; class Overcast: Overcast { class Weather1: Weather1 { sky = "hellskitchen\Data\sky_clear_sky.paa"; skyR = "hellskitchen\Data\sky_clear_lco.paa"; horizon = "hellskitchen\Data\sky_clear_horizont_sky.paa"; }; class Weather7: Weather1 { sky = "hellskitchen\Data\sky_veryclear_sky.paa"; skyR = "hellskitchen\Data\sky_clear_lco.paa"; horizon = "hellskitchen\Data\sky_veryclear_horizont_sky.paa"; }; class Weather2: Weather2 { sky = "hellskitchen\Data\sky_almostclear_sky.paa"; skyR = "hellskitchen\Data\sky_almostclear_lco.paa"; horizon = "hellskitchen\Data\sky_almostclear_horizont_sky.paa"; }; class Weather3: Weather3 { sky = "hellskitchen\Data\sky_semicloudy_sky.paa"; skyR = "hellskitchen\Data\sky_semicloudy_lco.paa"; horizon = "hellskitchen\Data\sky_semicloudy_horizont_sky.paa"; }; class Weather4: Weather4 { sky = "hellskitchen\Data\sky_cloudy_sky.paa"; skyR = "hellskitchen\Data\sky_cloudy_lco.paa"; horizon = "hellskitchen\Data\sky_cloudy_horizont_sky.paa"; }; class Weather5: Weather5 { sky = "hellskitchen\Data\sky_mostlycloudy_sky.paa"; skyR = "hellskitchen\Data\sky_mostlycloudy_lco.paa"; horizon = "hellskitchen\Data\sky_mostlycloudy_horizont_sky.paa"; }; class Weather6: Weather6 { sky = "hellskitchen\Data\sky_overcast_sky.paa"; skyR = "hellskitchen\Data\sky_overcast_lco.paa"; horizon = "hellskitchen\Data\sky_overcast_horizont_sky.paa"; }; }; }; clutterGrid = 1.5; clutterDist = 125; noDetailDist = 40; fullDetailDist = 10; midDetailTexture = "hellskitchen\data\smoke_middle_mco.paa"; minTreesInForestSquare = 4; minRocksInRockSquare = 3; class Clutter { #include "cfgClutter.hpp" }; class Subdivision { class Fractal { rougness = 5; maxRoad = 0.02; maxTrack = 0.5; maxSlopeFactor = 0.05; }; class WhiteNoise { rougness = 2; maxRoad = 0.01; maxTrack = 0.05; maxSlopeFactor = 0.0025; }; minY = 0; minSlope = 0.02; }; class Ambient { class Mammals { radius = 200; cost = "(1 + forest + trees) * (0.5 + (0.5 * night)) * (1 - sea) * (1 - houses)"; class Species { class Rabbit { probability = 0.2; cost = 1; }; }; }; class BigBirds { radius = 300; cost = "((1 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)"; class Species { class Hawk { probability = 0.2; cost = 1; }; }; }; class Birds { radius = 170; cost = "(1 - night) * ((1 + (3 * sea)) - (2 * rain))"; class Species { class Crow { probability = 0.2; cost = 1; }; }; }; class BigInsects { radius = 20; cost = "(5 - (2 * houses)) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)"; class Species { class DragonFly { probability = "0.6 - (meadow * 0.5) + (forest * 0.4)"; cost = 1; }; class ButterFly { probability = "0.4 + (meadow * 0.5) - (forest * 0.4)"; cost = 1; }; }; }; class BigInsectsAquatic { radius = 20; cost = "(3 * sea) * (1 - night) * (1 - rain) * (1 - windy)"; class Species { class DragonFly { probability = 1; cost = 1; }; }; }; class SmallInsects { radius = 3; cost = "(12 - 8 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)"; class Species { class HouseFly { probability = "deadBody + (1 - deadBody) * (0.5 - forest * 0.1 - meadow * 0.2)"; cost = 1; }; class HoneyBee { probability = "(1 - deadBody) * (0.5 - forest * 0.1 + meadow * 0.2)"; cost = 1; }; class Mosquito { probability = "(1 - deadBody) * (0.2 * forest)"; cost = 1; }; }; }; class NightInsects { radius = 3; cost = "(9 - 8 * hills) * night * (1 - rain) * (1 - sea) * (1 - windy)"; class Species { class Mosquito { probability = 1; cost = 1; }; }; }; class WindClutter { radius = 10; cost = "((20 - 5 * rain) * (3 * (windy factor [0.2, 0.5]))) * (1 - sea)"; class Species { class FxWindGrass1 { probability = "0.4 - 0.2 * hills - 0.2 * trees"; cost = 1; }; class FxWindGrass2 { probability = "0.4 - 0.2 * hills - 0.2 * trees"; cost = 1; }; class FxWindRock1 { probability = "0.4 * hills"; cost = 1; }; }; }; class NoWindClutter { radius = 15; cost = 8; class Species { class FxWindPollen1 { probability = 1; cost = 1; }; }; }; }; class Names { #include "hellskitchen.hpp" }; skyObject = "ca\Takistan\Data\obloha.p3d"; horizontObject = "ca\Takistan\Data\horizont.p3d"; skyTexture = "hellskitchen\Data\sky_semicloudy_sky.paa"; skyTextureR = "hellskitchen\Data\sky_semicloudy_lco.paa"; }; }; class CfgWorldList { class hellskitchen {}; }; class CfgMissions { class Cutscenes { class hellskitchenintro { directory = "hellskitchen\CutScenes\intro.hellskitchen"; }; }; }; //SURFACES #include "cfgSurfaces.hpp"
  18. smokedog3para

    Bit of help please

    yer this is still bugging me to I've got town names placed and key points buildings walls fields placed ok go in game ai can open doors and climb ladders i cant so still working on it i did see a thread about this but haven't found it again yet Now i also notice the roads wont load i have got them sorted in the road section named and placed all roads for map. Went to editor roads show but get this error that cant open the road.p3d that im using i only use 1 road type for map arma2 gravel road. So tried the road painter tool and now on import of txt doc for road it says the same about the road p3d I have tried using the arma sample road also arma2 roads edited in oxogen for LB and the like for mem points. Also tried the arma2OA roads with alterations but nothing will show in game ive read the guide for it but doesn't want to work for me.
  19. Delete the data layers in your map folder then reimport sat and mask and should reload your textures in bulldozer again i get this some times for no reason at all but the above seems to fix it for me.
  20. hi mate ive tried both ways tut and just work folder still get the same error for some reason It is all about my temp folder and being ticked to weather the models will got through it ok or not also if weather and world go ok. I can use the basic sgt ace config but it will error about the weather still always the same errors even with 100% working config will kick out the errors of weather not an array and sorts. My set up is good checked and rechecked all paths tried both methods for making map and both do it I've done umptine installs of arma2 vista and bi tools.
  21. smokedog3para

    How to: Keypoints

    Just got to say really good guide made all my named areas and towns on map show as well really easy cheers for this guide
  22. Cheers for that I knew some thing was wrong 4 weeks ago i put a thread on dev heaven but he said all was fine so installing again now and I will give it a go cheers again ---------- Post added at 05:06 PM ---------- Previous post was at 03:42 PM ---------- Still seems to see the 49 and 50 models on binerizing but if i un tick the clear temp folder it works with no errors. If i do have it ticked it wont see the weather in configg or model configs and get the bad model
  23. Do you mean how it converts the models. All Models need to be in a 48 version ARMA2 is 48 OA\BAf is 49 PMC is 50 The Arma2P tool with the other files grabs your hole arma2 OA BAF PMC content and batch converts to model 48 for visitor and bulldozer to see them and binpbo to convert them. hope that helps
  24. smokedog3para

    Sand bags

    Hi all im doing my uk fob at the moment and i am using the sand bags straight type but i want to use them to block up the gaps in the building inside the fob like I see on youtube 3 para base. The bags I am using have a base of grass is there a model out that has no base so can be placed 1 on top of another without a stupid grass base sticking out there cheers all .
  25. smokedog3para

    Sand bags

    Hi old bear all i want is the sangin uk fob to look like as near to the real base as i can like in takistan you have 2 air ports and a few military bases over the map I am doing just the same only smaller bases . And that involves closing up parts of the wip building model that I am using with sandbags that's all all other bits will be left to mission makers I just have 3 main bases I am adding. UK fob Small Afghan Army base\out post Small Afghan police house\compound
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