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Everything posted by spookygnu
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What would you suggest instead then?
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But on topic, You could always make your model in maya then export the fbx and import it to blender and use the Arma toolkit in blender.
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I hear Lewinsky sucks pretty good too, but then again I might be lying??
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Fixed Wing Flight Model (dev branch)
spookygnu replied to dezkit's topic in ARMA 3 - DEVELOPMENT BRANCH
I've not really been following this thread. But are there plans to implement a flight model like what was done for heli's. Atm it is very arcadey for fixed wing.- 874 replies
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- flight model
- flying
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soundmod JSRS4 - APEX 1.2
spookygnu replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
looking forward to trying this out tonight. read some of the comments so far sounds pretty good. thumbs up LJ! Not literally, but well done in makaton!- 1214 replies
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- lordjarhead
- eden
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Project: "Battle of Fallujah" Map
spookygnu replied to Rebel Man's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Nice work. -
Config Error when packing terrain with custom buildings.
spookygnu posted a topic in ARMA 3 - TERRAIN - (BUILDER)
Hello folks, can anyone see the error of my ways here. this is the map config. http://pastebin.com/zR13sAC0 this is the packing log from pboproject. http://pastebin.com/CKxmc2sf I have already read the wiki page on Land_xx and I've tried my best to Digest it and learn this shit, I've also had help with getting this far with the code. can someone else point out what I am supposed to do here. One building is not in here FYI. Its the first building in the map config. It doesn't show up on the packing log, so something is correct there, I just don't know how to continue with the rest of the other individual buildings. thanks. -
cheers guys, I'll see what I need out of the options.
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Community Upgrade Project - CUP Terrains
spookygnu replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
ok thanks neo will check on it. -
Community Upgrade Project - CUP Terrains
spookygnu replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Can someone please advise on the string to use in required addons in custom map configs when using CUP. I have been trying to work this out to no avail and another member of the community asked this in the terrain builder editing forum too. Thanks. -
Did you figure this one out mate? I'm struggling atm too.
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Config Error when packing terrain with custom buildings.
spookygnu replied to spookygnu's topic in ARMA 3 - TERRAIN - (BUILDER)
I thought I had defined them with class house? If I haven't can you point out where I am suppose too? Also, how do I check the model is defined aswell? I opened it in OB but I don't know my way around it very well either. -
OPX2/Middle Eastern Style Structures
spookygnu replied to opteryx's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
@Opteryx, I fixed the packing issue, the pathing needed sorting out in OB. All packed fine, but packing up misc2 is throwing up an error aswell. I know things like this are bound too, but any chance you can help sort this out. It is asking for this model: model = "\opx2misc\house\house_1.p3d"; the path for it is not even there neither is the p3d. can I copy another and rename it at all. Or does it not work like that? Edit! fixed the issue now. -
OPX2/Middle Eastern Style Structures
spookygnu replied to opteryx's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Ok, I've never tried anything in OB, only because it has never opened properly for me. Like I said modelling is not really my thing, I'll pass this info on to a mate of mine who uses OB and see what he turns up with. Not doubting you, I just don't wanna screw things up for myself not knowing what to do if I break something. -
OPX2/Middle Eastern Style Structures
spookygnu replied to opteryx's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I have done mate, there is a folder OPXBuildings 2 called bld_atrrib with that file in there. But I also have the same file it is looking for in the data folder in OPXBuildings 2 and it doesn't seem to be finding it. -
OPX2/Middle Eastern Style Structures
spookygnu replied to opteryx's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
sorry but modelling is not really my thing, I wouldn't know where to look rename the path. can you give me some tips please. -
OPX2/Middle Eastern Style Structures
spookygnu replied to opteryx's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
@Opteryx I have never packed a model before only a terrain, can you explain why I get this error? I alos get similar when loading up buldozer. Shall I just remove the model p3d from the pack? -
OPX2/Middle Eastern Style Structures
spookygnu replied to opteryx's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Exactly what I have needed Opteryx, Thankyou very much. You will be credited on my terrain. -
1.60+ Terrain Config Update Example
spookygnu replied to james2464's topic in ARMA 3 - TERRAIN - (BUILDER)
I'm a little confused as to what config to use. Does anybody have a config I can use where all I need to do is change the name of the terrain and anything associated with my own map. I'm getting a rapify error when I pack the terrain and I don't really know what I'm to do to fix it. -
Help need Idiots guide to road smoothing
spookygnu replied to J0K3R 5's topic in ARMA 3 - TERRAIN - (BUILDER)
I do know that the devs over at L3dt are working on a road mapping tool to be intergrated into an update at some point. AFAIK, its being worked on but couldn't tell you when it will be released. http://www.bundysoft.com/phpBB2/viewtopic.php?f=6&t=4124 Also what you can do in L3DT is edit your terrain whilst looking at your Satmap. 1. file/import/new map Layer 2. find your map and make sure it is the same size as your height map. L3dt will do 4096x4096 no problem, make sure your map is the same size or you'll get funny goings on. 3. Once you have selected a your sat image a new dialogue box appears. In the drop down box named Layer Type: select RGB Colour. Press Ok. you will then see you sat map in L3DT no problem. 4. Press the 3D mode button to load up Sapphire and you get a green heightmap in 3d. you then need to Options/Terrain/se;ect texture. your sat map is now an optional map to overlay onto your heightmap in 3d. Press ok, your sat is now on your terrain. 5. Press 'h' to bring up your brush set. your Sat is gone! oh no!, whilst your brush set is open you go back to options/ terrain/select texture and choose your sat map again. pick a brush and edit away whilst looking at your sat. You can easily define your roads using this process. But rest assured, your resolution may not be that good, unless your have a really high res sat image. -
And that tells him what?
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Aah thats brill kylania. Thankyou. I will look at it and get my head around it it better. Last night I was a little inpatient and found a mate of mine online who gave me the line for the init.sqf to get it working. I and anyone else just needs to make sure they land on the ground and not in the trees or you will be calling medic. Took a bad fall last night and thought, "that's not good!" Lol.
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Hi all, can anybody help me with parajumps please. I ultimatley would like the backpack on the players after they land but cannot for the life of me work out ace 3 with zades addon and the fsf ventral addon. Tried both and i cannot figure them out. I will say i am new to ace so i'm not sure if i'm using it right. Also the fsf mod is able to work from the air. As aircraft dont work properly yet through the editor. I was thinking of just dropping in from the air. So without the mods persay, how would i drop in with the chute then get the players to have their backpacks on them after they land? Thanks.
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Got it working from a bit of help from someone I know. thanks for the srcipt dude, works really well.
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Cool. Will be having a look at this later then. Thankyou for your advice. Hopefully i can work something out. I've been really frustrated with it the past 2 days. I know tanoa is early dev release. But the scope for SF, HALO missions etc is quite wide. Looking forward to seeing it working eventually.