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Everything posted by soldia
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You wanna sleep 30 hours? Respect.
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45' x 45' then find an angle from it is BAKING my mind..!? ARGHHhhh..!
soldia replied to meshcarver's topic in ARMA 2 & OA : MODELLING - (O2)
btw: Your work looks really promising and nice portfolio -
45' x 45' then find an angle from it is BAKING my mind..!? ARGHHhhh..!
soldia replied to meshcarver's topic in ARMA 2 & OA : MODELLING - (O2)
That is my point. The steps are correct. But it is obvious that the program somehow is inaccurate in solving this. OR otherwise the box is correct and the roof edge is incorrect. @meanmachine1: I've calculated the angle a bit more accurate: It should be: alpha = 54.73561032 degree or the counterpart (90-alpha) = 35.26438968 degree. If this doesn't fit, then the modell is incorrect somehow -
And then it is mandatory to bind the "keys" as well...
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Nope, not today... but if you gonna release it on sunday it would be really THE day ;)
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And for some persons a perfect birthday present ;)
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That there may be some issues and errors at all ;) I'm really looking forward to that! A lot of missions are already in queue to be played again with 1.5 :)
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45' x 45' then find an angle from it is BAKING my mind..!? ARGHHhhh..!
soldia replied to meshcarver's topic in ARMA 2 & OA : MODELLING - (O2)
So that is the mathematical formular you are searching for. The angle between the edge of your roof (the one you are trying to attach a box at) and the z-Axis is the arc cosine (Inverse trigonometric function of cosine) of (1/sqrt(3) / "one divided by the square-root of three") if the angles of the roof segments are 45 degrees to their according axis. Look at post #3, I told you the value there converted to degree: 54,74. And the "hint" is meant as a possible root cause which is IMHO a problem of calculation and/or visibility limits of your program. The idea to rotate a line (or one edge of your box) 45° on all axis is correct. But there might be some failures due to those limits. @PuFu: Right, it is not 45 degree between the edge and the vertical axis. But if you rotate a line by 45 degree in 2 axis you got exactly the intersection you mentioned. -
Steam is a plague on ArmA. Start it with PlaywithSix or search the forums. There are all the hints and tools needed to start ArmAII:CO with all DLCs and leave Steam behind.
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What about SP (with ace and w/o) missions?
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45' x 45' then find an angle from it is BAKING my mind..!? ARGHHhhh..!
soldia replied to meshcarver's topic in ARMA 2 & OA : MODELLING - (O2)
Ok, if you want to know this angle exactly, I already told you: arccos(1/sqrt(3)) and I already gave a hint why the box isn't aligned correctly -
45' x 45' then find an angle from it is BAKING my mind..!? ARGHHhhh..!
soldia replied to meshcarver's topic in ARMA 2 & OA : MODELLING - (O2)
What do you mean by rotating it "45 degree xyz"? Do you rotate it in all three axis step by step or via any function of your programm at the same time? The problem might be a miscalculation due to limited decimal places used for calculation or visualisation. If you plot a line from the top of your roof slope to the lower corner and measure the angle between this and the vertical axis (I assume it is the z axis, but there are no coordinates in your pictures) shall be 54.74 degree. This is the angle for a diagonal of a cube, the basic geometrical body we got here. But to be exact it is the arccos(1/sqrt(3)). If your program calculates with not enough decimal places and the transformations are done step by step the result may be inaccurate at it is. -
A.C.R.E - Advanced Combat Radio Environment - 1.4 Stable - Release Thread
soldia replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
ACRE is definitely the wrong place for ACE questions. -
Place the ACE MODs behind CBAs in your String and try again. If the problems remain, start with CBAs and @ACE only, increasing the amount of mods bit by bit. Oh, and get rid of the steam-app. Use the .exe directly
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Play withSIX Community Preview [Evolution of SIX Launcher and in time also SU]
soldia replied to sickboy's topic in ARMA 2 & OA : Community Made Utilities
I know that a lot of guys have a problem with non-windows-style applications. I don't know why but I got a friend of mine who said that about PwS. I hope I can convince him to use it anyway because it makes it much easier for me to test some new mods on dedi server as he can only update stuff he needs to play on it. I don't have a problem with the style. PwS is VERY EASY to use if one may spend 15 minutes to understand the way of working. And with the new features (mod list is very important for me) it is even better. -
Play withSIX Community Preview [Evolution of SIX Launcher and in time also SU]
soldia replied to sickboy's topic in ARMA 2 & OA : Community Made Utilities
Sweeeeet :) Thank you very much! That is fast ;) -
LEA - Loadout Editor For ArmA 2 Combined Operations and ACE 2
soldia replied to major_shepard's topic in ARMA 2 & OA : Community Made Utilities
@Iceman: Just for understanding: You add the SOFLAM to the unit and then there is nothing in the "magazine" column of LEA Editor? It's working pretty well here. Be aware: there is NO automatic addition of magazines in LEA. -
Tophe's Arma Dedicated Server Tool (TADST)
soldia replied to tophe's topic in ARMA 3 - SERVERS & ADMINISTRATION
Ok, problem found. Took a while but it was rather simple. The @ACEX_pla mod was the root issue. I wasn't aware that it is not @ACE but @ACE_A2 content. Everything works great now. Thank you for the tool, Tophe -
Play withSIX Community Preview [Evolution of SIX Launcher and in time also SU]
soldia replied to sickboy's topic in ARMA 2 & OA : Community Made Utilities
Well, the additional mods is THE enhancement which make PwS the alround tool we need. Sure, some things may need some polish, but congrats Sickboy. Keep up the good work. Regarding the non persistent mod "tree". The sub-mods are persistent for me. The "ACEX" sub-mods as well as self added mods. They are listed checked/unchecked even after restart. But one other thing: Is it possible to delete one sub-mod from i.e. the @ACE "tree"? For example, I tested a mod, wasn't convinced, want it to be out of the tree...doesn't work. -
No offence pal, but that is more the "definition of being shot down" :D Nice vid, I think everybody here knows this situations and getting out of them alive is one great feeling :)
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First of all: Start ArmA2:CO with PwS. Then start the editor and look if you have every island available from ArmA2 and ArmA2:OA and BAF,PMC,ACR Oh and don't check the "Use Steam Launcher" box in PwS. Steam and ArmA can really suck. I have the Steam version, too. But I never started it that way.
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Steam version I assume? That is not CO you are running. Please inform how to combine Arma2 and OA to CO in steam. There are several ways and they are all explained in the forums. Edit Ok, got a nice day today: http://forums.bistudio.com/showthread.php?110197-Arma-2-Operation-arrowhead-steam-version-combined-operations But I prefer to start it with spiritedmachines ArmAII launcher or PlaywithSix. There ArmA2 is included via Mod-String I think. Works manually as well. (Just place the FULL path to ArmA2 installtion folder to the mod string. "X://X/Steam/SteamApps/common/Arma2" or whatever
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Aehm, same pattern? Perhaps it is the same artillery battery? And what do you mean with "no timing difference" I'm a bit confused 'bout your post.
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I know you're just kiddin', but I hope Tonci is telling the truth. Imagine he report no problems but we all wouldn't be able to install 1.5 ;)
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Ah, I see the confusion. ;) Have fun with that!