freakjoe
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Everything posted by freakjoe
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Hello there, So, as the title says I'm having a problem with my Key Points not showing up ingame. I've been searching for a solution on google and especially on these forums for quite a bit now but couldn't get it to work so any help would be greatly appreciated. I created the "KPTypes.dat"-file in my Visitor 3 folder and placed some Key Points in Visitor, exported the map to .wrp, included my .hpp file in the names section of the config and started up my game. As you might've already figured, no Markers showed up. Config Part: class Names { #include "FJ_WolfeCounty.hpp" }; .hpp file: ____________ Edit: Just going to use this thread for another problem ____________ Now when I try to import my Satmap and mask, I get to the point where I need to open the layers.cfg, I choose my layers.cfg file and it gives me this error : and this is the layers.cfg : Thanks in advance, FreakJoe
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French Intervention Forces (GIGN/Raid...) -WIP
freakjoe replied to g00d69's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
This is looking extremely nice, keep up the good work :) -
^ That basically. To be honest, I've never really attempted to recreate a real life location so far so I don't really know how to do it.
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WIP - M4A1 with Block II Components
freakjoe replied to Assifuah's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Amazing job so far! The model is looking simply incredible. Can't wait to see this ingame. Good luck with this project :) -
Great work. Thanks a lot for the example files too.
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I'd suggest using Mikero's ExtractPBO which you can get here : https://dev-heaven.net/projects/mikero-pbodll/files to extract the PBO files and then simply BinPBO from the BI tools suite for packing.
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I can sadly not help you with your problem but I don't think "bumping" this thread after less than a day of waiting and basically making other people look like they don't WANT to help will help you with problem...
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How many man hours to make a map?
freakjoe replied to lightspeed_aust's topic in ARMA 3 - TERRAIN - (BUILDER)
A map of ALL of Hawaii? -
More Accessible Terrain Creator
freakjoe replied to Montgomery's topic in ARMA 3 - TERRAIN - (BUILDER)
Thanks alot for those links! That first program seems extremely helpful. -
I've decided to wait until the release of the new tools until I will carry on with this as that will most likely help more people.
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Hello there, I just have a short question here. Basically I'm trying to export a model from 3DS Max but the texture tiling doesn't seem to be saved when exporting to 3ds. That way, this : ( 3DS Max) http://i1158.photobucket.com/albums/p610/FelixSmith111/Tiles_zpsf8f1cdaf.png (144 kB) becomes this : ( Buldozer ) I'd appreciate any suggestions or guidance regarding this problem. Thanks in advance, FreakJOe
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Alright, thanks for your advice.
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http://i1158.photobucket.com/albums/p610/FelixSmith111/Development/UVUnwrap_zps7992eac5.png (206 kB) http://i1158.photobucket.com/albums/p610/FelixSmith111/Development/Material_zps19f85132.png (222 kB)
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Thanks for your response. I've already tried exporting it as an obj file, didn't work either. And do you mean the UV Space in 3DS Max or in Oxygen?
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ZGM Roadpainting source files for Global Mapper
freakjoe replied to ZeroG's topic in ARMA 3 - TERRAIN - (BUILDER)
Remember ".cfg" -
First off, thanks for your questions. Second off, the mask_lco is being generated using L3DT. I've taken the layers.cfg from one of my projects where I used L3DT to generate the mask_lco aswell so the colour values should correspond. Obviously, if someone's generated layer mask is using more or different ground textures than the one I used, this won't work and he'll have to adjust it - Which I will ( Thanks for reminding me ) talk about in one of the next tutorials-. Now, the layer mask is being created at only 512x512 pixels because that is from what I know the maximum without splitting it into tiles with the standard edition. If you decide to try out the Professional edition you will be able to change it around to for example 2048. I hope I have answered your questions, if not feel free to let me know and I'll try again :)
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Here is the second part :) And thanks for your feedback.
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Write to a text file other than the RPT?
freakjoe replied to Tankbuster's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It is possible but (correct me if I'm wrong) from what I know only by using Extensions that you can then call from inside of the game. -
Don't really know what might be wrong. Just double check your paths in the layers.cfg and in the gtd_strbeach.rvmat. Other than that, I don't know what could be wrong.
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I guess doing it in one of them and copying it over to the other one would save you a lot of lag, so I'd do it that way :)
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Alright, go ahead and download these 3 files : https://www.dropbox.com/sh/zpa5dszxryxr2tx/koyMxJamza. Once done, move them into your layers folder. Before you double-click the "convert.bat", I tell you this, it will lag really bad due to the massive amount of files being converted at once, so use it at your own risk. Once all of those black cmd boxes have disappeared again, every .png file should now be there with the same name but as .paa file and you should be able to correctly load your map in buldozer.
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Alright, go to your ArmA 3 directory and into your workfolders layer folder. There should be two image types : .paa and .png. My guess is that there are only .png files, right?
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After you've imported your Satellite Map and Layer Mask, have you copied your Work folder from your P: drive to your ArmA 3 Directory along with all of the other required files? I remember that I forgot to do that at some points.
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Hey fellas, I was wondering if anyone has managed to use the ArmA 3 ground textures yet. Whenever I try (created the .rvmats myself) this is what happens : I guess this might be due to the lacking _mco texture files but that's only a guess. This is my layers.cfg and one of my .rvmats : As always, I'd greatly appreciate any advice or guidance in regards to this problem. Thanks in advance, FreakJoe
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Help with Clan scripts by UID
freakjoe replied to helldesign's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This should work : init.sqf: [] execVM "clanAccess.sqf"; clanAccess.sqf: _UIDArray = [allOfYourUidsInHereAsStrings]; if ((getPlayerUID player) in _UIDArray) then { { [] execVM _x; } forEach ["ScriptOne.sqf", "ScriptTwo.sqf"]; }; I hope I could help you out :)