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Everything posted by argument

  1. Hello, You know that I have not finished the map "deadcity" in 2013, because that map had a lot of bugs, also if there was a problem with the time. Now I started a new map, it will be similar to last map. *Map is based on terrain Zagrabad sample map with rivers. *The map will have a town called "Pecher". *The city will be a bit more than Zagrabad. *The leaves of the trees were removed o2. *Created several wrecks cars from arma2 models. *Fixed lods firegeometry of ruined buildings. I hope , i will be have time for finish that map. :o :ph34r: https://imgur.com/a/GDPNS
  2. argument

    Terrain "Pecher"

    Sorry, guys, but most likely there will be no more updates. Here the source of two maps: Pecher and Zarzibash https://drive.google.com/open?id=1n5njaSJbi9bbx2D_DRsATKd-4U4dmfCj
  3. a year ago I did Pack of models russian village houses, but they were disproportionate with buildings ARMA123 and used many sections of textures. I start a new project. This model used 6 Sections, 1272 points, 1239 faces. http://youtu.be/dcPfK_Qa5N4 http://i.imgur.com/E3CPaFn.jpg (915 kB)
  4. yeah, this models from APL_SA bistudio pack, you can use them for their own purposes, i dont mind
  5. source files at the request of the people https://drive.google.com/open?id=0B5kEyJeQwldaeWFNaXVGVVoydDA
  6. argument

    Terrain "Pecher"

    Sorry, i cant fix this shitty bug and I'm pretty sure that the problem is not in the model of this building (after binarizing in log file dont exists error of this model), and i changed places office buildings on map, and this visual bug is gone. now you can download the most actual version in the steam workshop.
  7. argument

    Terrain "Pecher"

    I already gave them these models 2 years earlier. yep, my fail, CBA is not required, only CUP CORE. its really visual bug, maybe too many points and faces on the screen, i will try to fix that bug :)
  8. argument

    Terrain "Pecher"

    New version 0.2 https://drive.google.com/open?id=0B5kEyJeQwldaNWQwN1BnZ3lwWDQ
  9. Hi, guys! I fixed the lod firegeometry in the models of the ruins (houseblocksABCD), you can replace this models in your next update! created config is only for testing of models in 2D editor, you will need to remove this config :) https://drive.google.com/open?id=0B5kEyJeQwldaU1U5UnVzb1lnZkE
  10. argument

    Terrain "Pecher"

    thanks, fixed it was me, i can give you source if you need
  11. argument

    Terrain "Pecher"

    the first demo version, requirements: CUP terrains-core, cba_a3 https://drive.google.com/file/d/0B5kEyJeQwldaLXdoU1FrXzI1RXc/view?usp=sharing Anyone knows is it possible to turn off all static lights at night in world config.cpp ?
  12. i have this problem too with ca/roads2/, but when i replaced the files in the folder "ca/roads2/" of the unbinarized from BIsamle packs, the problem was solved
  13. Hi, guys! Unfortunately, I lost the interest to make models of interiors. perhaps there is someone who wants to finish the model ARMA2 houses? I can give already created models of interiors in good hands. http://www.youtube.com/watch?v=OmIZnP9NGgM http://www.youtube.com/watch?v=aW6iIp9OSVQ
  14. House_2T2 http://imgur.com/a/r8GaD
  15. Thanks, I completely forgot about the objects takistan interior! House_3I1 http://imgur.com/a/5IZsK unfortunately, I don't know how to model to combine swing door with glass, door opens, glass stays in place :936:
  16. House_3I2 http://imgur.com/a/LG0ZE
  17. I use some CAD programs and Oxygen2 :)
  18. House_3i3 http://imgur.com/a/f9uaF
  19. no, damage will be the same as in A2 http://www.youtube.com/watch?v=m6MvgTY6B6o
  20. I tried to make the enterable model of one of the houses ARMA2(without glasses) http://i.imgur.com/iAKkGiw.jpg (230 kB) http://i.imgur.com/yf4GsH4.jpg (131 kB)
  21. yeah I'll just do it all pack houses, any map maker can use it later.
  22. http://i.imgur.com/dDYuFpl.jpg (188 kB) http://i.imgur.com/8N1bpzU.jpg (181 kB) http://i.imgur.com/wP2eGR7.jpg (107 kB) http://i.imgur.com/wmvjErr.jpg (207 kB)
  23. Buldozer displays the model correctly, but ARMA spoils UV map of my model in game... http://www.youtube.com/watch?v=k2t6K7PVNbU All rvmat's uses standart *_Mask - "A3\structures_f\DATA\universal_mask.paa" I don't know what could be the cause of this problem
  24. Problem fixed. All texture maps in UV editor UVset1 (mask, mc, as etc.) must be located in the same cell
  25. Hi all, I am working on a residential apartment building http://i7.pixs.ru/storage/9/5/7/arma320140_5796756_11182957.jpg (114 kB) Unfortunately, I could upload files only on Russian web storage http://yadi.sk/d/PwKSIIMgKGMH7 http://rusfolder.com/40073000