Jump to content

spookygnu

Member
  • Content Count

    705
  • Joined

  • Last visited

  • Medals

Posts posted by spookygnu


  1. If you love a 3d modeling program you obviously have not been modeling very long.  Choosing between a 3d modeling program is a lot like choosing between Donald Trump or Hillary Clinton.  They all suck.

    I hear Lewinsky sucks pretty good too, but then again I might be lying??

    • Like 1

  2. 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.


  3. @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.


  4. @Opteryx

     

    I have never packed a model before only a terrain, can you explain why I get this error?

     

    opx2_apartmentcomplex.p3d scanning...
    p3d: p:\temp\OPXBuildings2\opx2_apartmentcomplex.p3d

    missing \d:\steam\steamapps\common\arma 3 tools\opxbuildings2\data\1_co.paa 

     

    I alos get similar when loading up buldozer. Shall I just remove the model p3d from the pack?


  5. 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. 

    • Like 1

  6. 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.


  7. 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.


  8. Thats good stuff mate. Thankyou muchly! I will try these out later. At work right now. I would ideally like to halo in open chute have the backpack attached and then swap once they land. Thats the scenario i am picturing.

    I'd like the player to nav their way to the DZ target from the halo on mission start.

    Do i run these from the init.sqf then?


  9. 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.

×