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m1lkm8n

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About m1lkm8n

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    M1lkm8n

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  1. m1lkm8n

    Blueprint

    When you say blueprint do you mean the wire mesh will show in other lods? Because that's in the option menu. or do you mean showing a picture in the background of the lod. For that you press 'a' then draw the picture box. Then right click it and load an image in
  2. m1lkm8n

    Can't see door's user action in game

    Your main config is a little messy. I can't do it now because I'm mobile but if no one has responded later today I will sent an updated config
  3. m1lkm8n

    Can't see door's user action in game

    Try this pastebin.com/HDxZpwVp also note in the main config if you want the model to animate when binarized to a terrain you must add Land_ to the front of the class name and if the doors open in the opposite direction flip the angle values...so move angle0 to angle1 and visa versa
  4. Minus the cake part...which has been corrected 😂
  5. It appears to be just the sat map. So at a distince the ground textures fade into the what is called the sat map or " satellite map" which is basically a large image draped over the terrain. If your sat map is overly bright that could be the cause of it. Try playing with the color settings so they match more closely to the actual ground textures to get a more blended look.
  6. So I've been concentrating on models for so long I finally got to load up the terrain to take a look at SmokeDog's work. All I can say is absolutely amazing. The amount of detail is stunning. We both pretty pumped up and can't wait till we can share not only some pics but the terrain with you guys. Stay tuned.
  7. m1lkm8n

    RwG Addon Tunnel -Preview

    Wow. Looks awesome. Keep it up!
  8. When you say you want to rotate the model do you mean in object builder?
  9. Press The buttons "control, alt, and press a direction arrow key"
  10. m1lkm8n

    Terrain - D41_Ruegen

    Congrats on the release!
  11. Perfect! I'll update github with your response. Glad it got fixed!
  12. Well keep us informed. We certainly need alive working.
  13. Ugh Arma. Well I certainly want to fix this because I want people to enjoy. Could it be the terrain and not our objects. Any way to test our buildings on a different terrain?
  14. Again at a loss because we have posXX defined in the path lods as well that's what the ai use to navigate and stop at certain areas in the buildings. I will have to delve into this a bit more to see what's going on.
  15. The buildings should have the ai spawn mem points. Can you confirm which points they use and I can look into that. For example jbad_house_c_1 uses AIspawnpos_0 and AIspawnpos_1
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