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magnus28

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Everything posted by magnus28

  1. no Mike. I converted the texture in paint.net. It gave me a checkbox for RLE compression which i unchecked. and another option for 24 bit or 32 bit. i checked auto for that. I renamed the texture from texture01_co.tga (gave errors) to texture01_no.tga (for normal map). chose face properties, selected tga file and applied (hurray no errors!). Got buldozer working propely (reinstalled). when i went into the viewer, I noticed the model still had no texture applied... so I packed .pbo anyway to test in the editor. Still no texture. :butbut: when I looked into the data file for the old gun (mg15) i notice a bunch of .paa files for the mg15 that were in the data folder. they were all textures. do I have to make a copy of my texture file and stick in the data folder? as far as I knew the texture is packed into the model, and uv mapped already, but do I still need to include my texture01_no.tga in a data folder? Basically what I did was replace the old mg15 p3d model with mine, packed it up so i could see what it looked like in game (ju87 model). but all I want to accomplish right now is to make my gun model textured in game, and hand it over to the mod makers and they can configure the scripts needed to make it function in game. I don't want to just hand it over and say "needs to be uvmapped and textured" when i've already done all that hard work! Should I try and convert the .tga file to a .paa? i'm lost.. I don't know what I need to do in order to make this .p3d use the texture work on the model!
  2. not working. renamed the file to texture01_co.tga and still got error message, and model still is not textured. any tutorials on this? starting to not like O2 already!
  3. ok. 1.saved texture as tga (paint.net) 2.not sure what you mean - )texture name = texture01.tga) 3. texture was assigned to the model in blender (image packed and uv mapped). HOWEVER, when i went to exported .p3d, i went to faces, face properties and I tried to load texture and it gave me an error ' unable to convert texture, pac2pal error! ' what am I doing wrong? Is there a tutorial on how to assign textures in O2? Is the program trying to convert my texture to .paa? what's the deal with materials? In blender I the material and texture is the same. do i have to make an rvmat now or can I just have it textured?
  4. Here's a little something i've been working on... (MG-81Z) It's a replacement for the MG15 that was used in BF-110, JU-88, as well as tail gunner in JU-87. everything is done, just can't get the model imported in O2 with the texture. Model itself imports fine, but I don't want to texture it again - especially trying to relearn how to do it in another modelling program.
  5. my texture is not .tga it's .JPG! There i an option in blender when its asking for source for texture.. there is an option for 'From image or movie'. Thats what I textured from, using a reference image and texture painting from that. here look at how nice it looks.. I don't want to re-texture it again, just want the texture to be recognized by O2!
  6. thx for the reply mike. Wouldn't know if the texture shows up in O2 or not, because I can't get Buldozer to work (see thread above this one). I re-textured the entire model again using a 512x512 texture (.jpg image) and made the UV map 512x512. I unchecked the compress option I read in the blender wiki and it says it saves textures in .tga format by default. But since my texture derived from a .jpg image (projected from view) not sure if it resaved the texture in the .tga format or not. tested my model in editor again.. it's still default white/gray colour! any more ideas? How do I enable DX mode in O2?
  7. Hi. I am doing some editing on a model that i'm working on and I want a base comparison to arma 2 aircraft weapon config. -namely damage, ammo type, explosive damage, etc. I looked in the AIR_e.pbo as well as the Weapon_e.pbo but I couldn't find anything relating to weapon damage, rate of fire, etc. I understand sometimes the weapon damage is in the ammo, i.e (B_30mmA10_AP), but I can't find config for this either. basically i'm looking for a compromise between GAU-8 and GAU-12, but more of a HE round. thanks!
  8. I had buldozer working (after receiving several errors at O2 startup). So I decided to reinstall entire O2 program. I followed gnat's tutorial on configuring the viewer and set up .cfg file. Now Bulldoser won't load. here is a ss of the 2 errors i get as well as the Arma2OA.cfg file that is located in my p: directory. Fixed! Just did a complete reinstall of BI tools, and left config alone! mod please close thread!
  9. magnus28

    Mil Mi-24A Krokodil

    Too bad there were no Hinds in Red Dawn or Rambo for that matter!
  10. yes. We've been up for quite a while. we run warfare 2.071 - thanks to Hannibal! Our warfare maps are Takistan, Chernarus, and new addition today Merderet River! Come check us out! just put teamdeadly into your filter, and set min player to zero edit: just re-read your post. what do you mean by modern buildings? the ai resistance doesn't use modern tanks and stuff.. they use t-34s, hanomags, and half tracks. if you don't like the ai resistance set towns to divided, and you'll always be fighting german/americans depending on what side you choose.
  11. not intending on altering and files. just want to locate them so I can copy/ and modify the configs for one of my models i've been working on.. Trust me, I would never alter an orignial arma 2 file!
  12. yes it gives the values, but what i'm looking for is the location of the config file. values don't mean anything if you can't find the file to edit them!
  13. nice link, but that's not what i'm looking for. I already know the ammo class names, I'm looking for where in Arma 2OA directory can I find the file that has the config.bin or the config.hpp with the weapon and ammo configs. for example: 250Rnd_30mmHE_2A72 (an ammo type i'm interested in) where is this located? in what file? -name of the file -directory that file exists in.
  14. Hey I was just wondering if there is a bug report in already related to the 'engage at will' command. If you are in a vehicle (any vehicle - whether it's a T-90 or Mil-24) seems like you can't get your ai gunner to automatically engage every target he sees. Seems like they only engage targets right in front of them, then when you tell ai to engage x at x, they track target but don't always shoot. So my question is: Is there a bug CIT in already about the 'engage at will' not working properly?
  15. Yeah Max, I did search at dev heaven, I searched back to page 6, I also searched by criteria (ai issues). couldn't find anything on it, so I guess i'll submit ticket
  16. Hello, Was playing around the mission editor setting up scenarios. Was wondering how to get 3 or 4 guys that you can control to spawn 'inside' the vehicle. For example: I can choose non-playable, and choose a tank from 'empty' faction, and then create player and a group of playable ai 'outside' the vehicle and command them to get in. But I want to make say a BMP-3, and start the mission with a section of infantry in the back, and all gunnery positions manned. If I just create the vehicle, it starts mission with ai inside, but they are not controlled by anyone
  17. thanks.. where _x am i supposed to add a variable like 3, or positon name like gunner? I guess i'm asking for a line that will max out the vehicle capacity, but have all the ai controllable
  18. Can I get some feedback from the community and possibly a response from the Developers? I see BI boasting about the 158 tweak patch, but what about the serious bugs that have been reported for months and not fixed? You can tweak 100 minor things like animation bugs, missing textures, etc.. but these are not game breaking.. please here us on what needs to be addressed immediately... -'Engage at will' never worked properly. If you are a tank commander, why must you tell your gunner to engage each individual target that he spots for you if he is set at 'engage at will'? If my gunner spots 10 infantry milling about around a camp and I tell him to engage, I shouldn't have to select each soldier individually and get him to attack! - Air to Air missiles will lock on to ground targets, but my main cannon won't? funny, because most modern aircraft have complex targeting systems, so if I get a radar lock, It shouldn't disappear if I change to MG. Again, the AA missle when selected will display a targeting box on an enemy aircraft, but will disappear if I switch to MG. -Gunners in tank crews will engage targets with AP/HE/MG rounds, but as soon as you select main cannon, they won't? (sometimes you can get them to track and order command fire, but other times if you select the wrong ammunition type i.e anti-tank rocket, they won't fire on ctrl+left click). -getting attack chopper ai gunner to fire on infantry is like pulling teeth. trying to fly a chopper and select each indvidual to target is a pain in the rear. And if you ask gunner to engage vehicle with cannon, he does a burst and you have to tell him to fire again and again until the target is destroyed. -Why can the A10 target infantry on the ground, and SU-25, SU-35 can't? I fly over enemy town and all of a sudden I see dozens of neat, tiny little infantry with boxes around them! If A10 can destroy them with it's overpowered 30mm cannon, then the SU-25 (it's actually an SU-39 modelled in game btw) should be able to do the same with it's rockets. Not trying to flame or rant, just when you play a game for a long time, and you see such obvious major bugs that the community points out - that go ignored, it's frustrating! but when you advertise things like "AI is improved, especially (but not only) in combat, AI has received numerous bug fixes " it's a slap in the face to the community! AI (especially in combat) has NOT been fixed, the AI is just as retarded as it ever was, they are stupid when it comes to being told to engage anything. Seems like if you send an ai crew off by themselves, they have no problem auto engaging infinite amount of targets, but as soon as you throw a human in the mix, all of a sudden they can't do anything!! And this is combat related, but not necessarily related to gunnery/targeting. MAKE AI DRIVERS FOLLOW THE DAMN ROADS! no more driving off into a bush when i nicely lined my tank up in the center of the road and told him to drive to "X" which the closest and most obvious route would be up the main road 1000m and last but not least NO MORE MAKING MY CHOPPER DROP OUT OF THE SKY WHEN I HIT MAP OR SCROLL IN THE OPTIONS, this should have been fixed about 2 years ago. please fix these issues!
  19. magnus28

    Gunnery and Targeting Bug Thread

    apparently, I wasn't clear enough on the a-10 issue. When you fly a10 in vanilla arma 2, if you look at your HUD, it paints every single infantry that is in your LOS with a little green square. That means if you are trying to cap a town and there is only 1 guy hiding in the town, fly an a-10 overhead and look at your HUD. You will be like " oh! there he is! ". A-10 should not be able to target infantry.
  20. SGT.cz90-CZ, no need for the word " Flame " in your post.. these guys are awesome and have done amazing work on this mod. Yac. No need to state the obvious. Everyone knows this isn't IL2. However, cz90-CZ does have a few valid points. And everything he mentioned aside from the "dual firing rockets" IMO can be accomplished, and are well within the game's engine limitations. my 0.02 worth: -not a huge issue, i'm sure there are bigger fish to fry then worry about this minor detail. - 90lb instead of 60lb, in my eyes not a big problem. two rocket salvos, maybe a game limitation. -trivial -IMO all cannons in this game need to have their damaged quadrupled I feel your pain brother, they are aware of this.. trust me! actually check out the specs on the JU-87 "d" variant they were capable of having up to 1800kg of bombs that would be carrying 4 450kg (1012lb) bombs. 2 per wing, 2 under fuselage. so i'm sure 1000 kg bomb loads were normal. ( i'm sure if you wait until 2.7 you'll be surprised at the overhaul of the planes and their cannons.
  21. sounds pretty tasty homer and canuk
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