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ramirez

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Everything posted by ramirez

  1. Is there a way to turn off the shadows in Buldozer? I'm working on a map and I just find it easier to work without shadows on. Has anyone here ever done this before? If so, how can I accomplish this?
  2. So I'm creating roads on my map by the using the old fashioned method and for some reason the roads show in Terrain Builder and In-Game but not in Buldozer (which makes it very difficult to correctly place a road). So if anyone has has an issue with this and found a fix please let me know. But really, any input is welcome. Thanks in advance!
  3. I loaded up A3 after I had placed some trees down on my map and all of a sudden I got this message. Has anyone ever seen it before? If you have do you know what causes it? The map loaded fine prior to placing trees. Thanks in advance!
  4. ramirez

    Quick Terrain Builder Tutorial

    I have my terrain imported with my Satmap, mask, and have my layers set up. However when I open buldozer my terrain looks like this: http://i1222.photobucket.com/albums/dd494/RamirezLPD/Buldozer2014-04-1622-43-21-30.gif~original Any ideas on what could be causing this? Thanks guys! Edit: Here are my Mapframe properties: https://www.dropbox.com/s/g89xcfs8f4zfh4c/MapIssue_Mapframe_Properties.png Edit 2: Also note that it does not do this ingame. Only Buldozer
  5. So right now I'm having 2 issues with roads. Also note that this is an inherited project from another developer. Issue #1: This issue is exactly what you're about to see in the following pictures. For some reason these road pieces aren't connected and I can't seem to understand why. I don't know if its missing a segment, or if there's too many segments. I have no idea. Here are some pictures of issue #1. http://i1222.photobucket.com/albums/dd494/RamirezLPD/LifeProjectRPG/Secret%20Projects/buldozer2014-01-1912-35-50-42.jpg (132 kB) http://i1222.photobucket.com/albums/dd494/RamirezLPD/LifeProjectRPG/Secret%20Projects/buldozer2014-01-1912-39-21-47.jpg (123 kB) http://i1222.photobucket.com/albums/dd494/RamirezLPD/LifeProjectRPG/Secret%20Projects/invisitor.png (344 kB) Issue #2: The second issue is about when I add roads. I click on the starting piece (which is usually an intersection), click "Modify dir. A, B, C, or D, and then add in a piece. Even if its adding to the end of a road it still gives me the same issue as Issue #1 to all the other road networks. Here's a video: Issue #3: Is that I'm not quite sure how to start a new network. I followed a tutorial I found but the starting piece never showed up in visitor, it only showed up in buldozer (then I couldn't delete it, it was an absolute nightmare.). Heres a video of me attempting to start a new network. Here's a video: Please feel free to correct what I'm doing in the videos. I have almost everything else in visitor down pat, but these roads are being a pain in the arse. Also, thanks for all the help so far. Your help has been incredible guys.
  6. I started this thread in the Arma 2 section on accident. It's for an Arma 3 map though so I figured I'd go to the right place. So for starters if anyone on here has the power to delete the thread in the Arma 2 Terrain section of the forums that would be of great help. Well, here we go..... So right now I'm having 2 issues with roads. Also note that this is an inherited project from another developer. Issue #1: This issue is exactly what you're about to see in the following pictures. For some reason these road pieces aren't connected and I can't seem to understand why. I don't know if its missing a segment, or if there's too many segments. I have no idea. Here are some pictures of issue #1. http://i1222.photobucket.com/albums/dd494/RamirezLPD/LifeProjectRPG/Secret%20Projects/buldozer2014-01-1912-35-50-42.jpg (132 kB) http://i1222.photobucket.com/albums/dd494/RamirezLPD/LifeProjectRPG/Secret%20Projects/buldozer2014-01-1912-39-21-47.jpg (123 kB) http://i1222.photobucket.com/albums/dd494/RamirezLPD/LifeProjectRPG/Secret%20Projects/invisitor.png (344 kB) Issue #2: The second issue is about when I add roads. I click on the starting piece (which is usually an intersection), click "Modify dir. A, B, C, or D, and then add in a piece. Even if its adding to the end of a road it still gives me the same issue as Issue #1 to all the other road networks. Here's a video: Issue #3: Is that I'm not quite sure how to start a new network. I followed a tutorial I found but the starting piece never showed up in visitor, it only showed up in buldozer (then I couldn't delete it, it was an absolute nightmare.). Heres a video of me attempting to start a new network. Here's a video: Please feel free to correct what I'm doing in the videos. I have almost everything else in visitor down pat, but these roads are being a pain in the arse. Also, thanks for all the help so far. Your help has been incredible guys.
  7. ramirez

    Road Network Issues

    Thank you for moving the post, whoever moved it.
  8. UPDATE: The issue has been resolved. It was because I was using the Arma 3 tools to binarize the .pbo and it was conflicting. I binarized with the BinPbo from BITools 2 and it loaded without an issue.
  9. So the title pretty much explains it all. In buldozer and visitor all the road networks are there. However when I export the map, binarize it, and load it in-game the roads simply aren't there. You can't even see any road networks on the map and there are no road models when you load in. Yet they're still there in buldozer? I can upload picture too if you'd like. Just wondering if anyone out there has ever had the same issue and if you did, how it was resolved. Thanks guys! -Ramirez
  10. Yes the .pbo is loaded (they are custom roads). The roads were working in-game at one point but they're no longer showing up in-game (they're still in buldozer though). Also there is nothing in my Arma.rpt involving an issue with any of the roads.
  11. Just wondering if there's a way to move an object on the Y axis in buldozer. Instead of just X and Z. I know you can adjust the Y axis in Visitor but it would be much easier to do in buldozer so you can view it as you move it. Unless it's not possible then there's not much to do.
  12. No worries man! Thank you for all the help guys, I really appreciate it! That made this whole process about 1,000,000 times easier! Thanks again!
  13. So I made a fire hose and with the use of the particle effects from SCMod I have created something to me and maybe others that is pretty awesome, a fire hose. My problem though is that the partcles don't move on the Y - axis when you aim up and down or when you go crouch / prone. Is it possible to make it move up and down on the Y-axis?Here are some pictures and the code for the effects. Note that the script is executed on a player model in order for the effect to work. Thanks. http://i1222.photobucket.com/albums/dd494/RamirezLPD/LifeProjectRPG/arma2oa2013-02-1723-04-08-91.jpg (301 kB) http://i1222.photobucket.com/albums/dd494/RamirezLPD/LifeProjectRPG/arma2oa2013-02-1723-04-28-94.jpg (180 kB) http://i1222.photobucket.com/albums/dd494/RamirezLPD/LifeProjectRPG/arma2oa2013-02-1723-04-34-30.jpg (386 kB) http://i1222.photobucket.com/albums/dd494/RamirezLPD/LifeProjectRPG/arma2oa2013-02-1723-04-40-07.jpg (308 kB) http://i1222.photobucket.com/albums/dd494/RamirezLPD/LifeProjectRPG/arma2oa2013-02-1723-04-44-45.jpg (399 kB) Code:
  14. ramirez

    New o2 Issues

    The problem I'm having is starting buldozer as Arma 3. It just keeps giving the "External Viewer: Unable to create viewer" error. I extracted the bin.pbo, core.pbo, and the languagecore.pbo to my P:\ drive and my paths are correct. Paths: External Viewer: "C:\Program Files (x86)\Steam\SteamApps\common\Arma 3\arma3.exe" -buldozer -window -noland DLL Folder: "C:\Program Files (x86)\Steam\SteamApps\common\Arma 3 Tools\Oxygen2" Path for textures: P:\ Originally it would give the "External Viewer: Unable to create viewer" error but it would still start A3 as buldozer in windowed mode which would cause the model not to load in the viewer. But now it doesn't open at all, it just gives that error. It's not creating an A3 rpt. Any suggestions?
  15. I haven't found any fix for this problem yet, so here it is. Basically all that is happening is when you start the vehicle the rear suspension sags. I have tried messing with different suspension variables with no luck, maybe you guys could help me out here because I am lost. http://www.youtube.com/watch?v=Z__6b018VqQ&feature=youtu.be Config.cpp Model.cfg Any help would be greatly appreciated. Thanks! -Ramirez
  16. ramirez

    Rear Suspension Sag

    I'm inheriting the Car simulation as far as I know.
  17. ramirez

    Rear Suspension Sag

    Yes, the center of gravity is centered.
  18. ramirez

    Rear Suspension Sag

    2000kg in the rear chassis, 3800kg in the front chassis
  19. ramirez

    Rear Suspension Sag

    No luck with that, I tried all the way down to .25 with no success.
  20. ramirez

    ArmA 3 Bugs

    I couldn't find any bug report section for the A3 Alpha or a designated thread (if there is one and I missed it just move this post or delete it). But here are a couple minor bugs that I found while playing. I realize its an alpha but its easier to fix a problem if its known to a developer. So here it is. Also anyone else that wants to contribute feel free to do so. I will update this post if I find any more. Some faces glitching on the top of this giant fish. http://i1222.photobucket.com/albums/dd494/RamirezLPD/ArmA%20Bugs/arma32013-03-0622-54-23-66.jpg (137 kB) Face glitching on one of these barriers. http://i1222.photobucket.com/albums/dd494/RamirezLPD/ArmA%20Bugs/arma32013-03-0821-02-12-41.jpg (214 kB)
  21. Hey guys, Well i'm working on a custom model and I had an awesome idea for it. All it is, is a simple hide/unhide animation. What the animation is doing is on the player model, it animates the SCBA (Breathing apparatus) on/off the firefighter. I have a user action already set up for it. However I am getting a problem with the model and it doesn't appear to be because of the animation (I have removed the user action to see if that was the problem, but it wasn't). Im guessing it is a problem with the model config. I can spawn the firefighter model but when I load it in the editor I am in the ground and my game promptly crashes. Here is my config.cpp and model.cfg. Model.cfg Config.cpp Thanks guys. -Ramirez
  22. ramirez

    BI Soldier - Problem with animations

    Did you change the path to the model in the config.cpp?
  23. Hey Guys, Well i'm back again. I'm having a bit of a problem with doors on a building. I have been working at trying to solve this problem for about 3 days now but I decided to just come here. So basically there are a few doors on my building that are there physically in oxygen, but not appearing in buldozer. I am not using hidden selections for anything so I don't know what is causing this. I have tried renaming the "Houdini" door's animations in the model.cfg to different selections and classnames with no luck. I had slight luck one time when I took the door out of its selection (which doesn't help because it has to have a selection to animate). Other than that that I have not found any solution. Here is my config.cpp, model.cfg, and a list of the doors (selections) that aren't functioning. Let me know if you need any more info beyond this Selections (Doors) that are not appearing: door2, door7, door10, door16, door31 Config.cpp Model.cfg Picture of Houdini just because.
  24. ramirez

    Houdini Doors

    They do show ingame, thanks. I wonder why that happens? It didn't seem to happen to me with bi tools 2.5.
  25. ramirez

    Houdini Doors

    The faces are facing the right direction, no need. And Max, I will try loading ingame to see if maybe they appear. Its doing the same thing for me, sometimes some parts show, sometimes some parts do not. I will reply in about 10 minutes to say if they are there ingame or if they aren't.
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