Jump to content

m1lkm8n

Member
  • Content Count

    1606
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by m1lkm8n

  1. m1lkm8n

    Unable to create a ladder_Action

    i am so sorry i completely forgot about this. Try this https://drive.google.com/drive/folders/1Uz6wxzMoFX3nQkkH8AzGeNalST2ncTag?usp=sharing
  2. m1lkm8n

    Unable to create a ladder_Action

    Well if you want to package it up and send a link to download I can look at the model for you
  3. m1lkm8n

    Unable to create a ladder_Action

    If I remember correctly the normals/vertices must be facing the direction the character enters the ladder. Have you checked that as well?
  4. m1lkm8n

    Unable to create a ladder_Action

    like this: https://imgur.com/1HkvDVe
  5. m1lkm8n

    Unable to create a ladder_Action

    Do you have the proper named conventions in the geolod as well? Such as class = house
  6. m1lkm8n

    Unable to create a ladder_Action

    try this. class House; class House_F: House { class DestructionEffects; }; class Ruins_F; class echelle_fixe: House_F { Your ladder entry in your config looks correct. And you said you have the geolod component named “ladder_1_action” correct? If so also make sure you click structures “find components” in O2.
  7. m1lkm8n

    Unable to create a ladder_Action

    Ok. Can you post your main config?
  8. m1lkm8n

    Unable to create a ladder_Action

    So in game the ladder action shows but the character doesn’t do anything when clicked?
  9. m1lkm8n

    Terrain Builder export Road asset Error

    Oh I can’t help you there I don’t know. I believe you are in the wrong section. I think there is a dayz section for this. Or jump on the discord.
  10. m1lkm8n

    Terrain Builder export Road asset Error

    Yes it goes in the main config. Don’t drop it anywhere. Check below. That’s a sample config. https://pmc.editing.wiki/doku.php?id=arma3:terrain:config.cpp
  11. m1lkm8n

    Terrain Builder export Road asset Error

    No it doesn’t get filled in with road parts. Follow the tutorial I linked above. The shapefile get “projected” onto the terrain as a road which is linked to in the roadslibconfig.
  12. m1lkm8n

    Terrain Builder export Road asset Error

    Pretty much. I would stick to using shapefiles. On the top in TB there is a button. Hover the mouse over that it should say polyline. That’s how you add the lines which become the roads. here’s a link how to set it up: https://pmc.editing.wiki/doku.php?id=arma3:terrain:making-roads-in-terrain-builder then if you set up lappi’s scripts like I mentioned earlier you and see the edit in real time in buldozer
  13. m1lkm8n

    Terrain Builder export Road asset Error

    Give people time to respond. Roads in arma 3 generally are not placed with road object p3ds. They use the newer shape file tech. You need to place the roads using the shapefile button in terrain builder. Once placed properly you can export them using the export menu. I would suggest using lappihuans road shapefile mod. also in order for them to show on your terrain you need to have them linked properly in your island config.
  14. Can you post your samplers page image as well. I will say. Don’t use rvmats and textures straight from a3. Take the textures and rvmats and put them in your layers folder. Change the texture names and add your prefix to them. Also path the rvmats to point to your layers folder where the texture are now located. If you try to do it pathed to arma 3 ground textures it will interfere with clutter either not showing on your terrain or possible it can mess up other terrains
  15. Also is the path correct in the rvmat?
  16. Can you post your layers config? and maybe a screen shot of the folder structure and the mapframe properties
  17. Hi guys Smokedog and myself(M1lkm8n) figured it's about time we release something. So we are releasing an very early work of all the buildings we have been working on for our Jalalabad terrain. Currently this pack includes over 100+ models all converted and upgraded to A3 standards such as breaking glass, animated door handles and a3 penetration. This release includes the newly opened takistan firestation. Older videos: Here is a view of most of the objects in the VR map. Full Size image: http://i.imgur.com/LCa6Oat.jpg Most of the current objects are placeable via the editor right now to see how people like it. All the buildings and misc stuff and a few trees. As we said earlier this is still a very big wip so if theres any errors please report them so we can weed those out as we go. Also feedback positive or negative is welcome to help up during the development. *This does not currently include the terrain yet. That is still under heavy construction. Current release is just for terrain objects. This link will provide the download for all the required jbad pbos Current Build v.0.8.4.821225 Google Drive: https://drive.google.com/drive/folders/0ByTodPfP536FdU8tU2ZidGF1OEk?resourcekey=0-mqy3sPwrhi_X0w2l0d8MOA&usp=sharing Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=520618345
  18. You can try classing it under house_f but if that doesn’t work post your model config and main config
  19. m1lkm8n

    JBAD Release Thread

    New version out now! added a bunch of new buildings. Enjoy.
  20. Ok I’m back in. Sorry locked my account out for a bit. If you want to send PM me a Google drive link to your project I can take a look tomorrow when I’m off work
  21. Is your island config inheriting from a bis terrain? if not it most likely would be best if it was. Especially if this is your first terrain.
  22. m1lkm8n

    Geometry LOD random error.

    It’s most likely the size of the object. Arma has an issue with anything past 60m from the center of origin on the x and y. I believe the z (height) may be able to go more but generally most people stick to 60meters. You may have to split the building into a couple models as piece it together on the terrain.
  23. m1lkm8n

    Objects behind glass are white

    In objectbuilder select all the alpha textures then go to faces and click move to top.
  24. Wow that looks dope as h e double hockey sticks. Good job!
  25. m1lkm8n

    JBAD Release Thread

    ok after some tests it looks like we fixed most of the buildings. The minarets and the mosques needs the values tweaked. Luckily it appears to only happen if you fully unload On the buildings. I’ll get the values tweaked for the next release. Thanks for the report!
×