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About daringd

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  1. I have created a roadway LOD and upon applying the surfaces to it the number of sections jumps from 1 when I have only one texture applied, to 11 when I apply two further surface textures. There are three surface textures applied to the mesh and I have a total of 11 sections. I have double and triple checked all of the faces and made sure there are no other textures of materials applied. Any ideas? D
  2. daringd

    black shadows in BD

    so I answered my own question... missing files will cause this I'm an idioit, sorry. At least if anyone else has this problem you now have the solution, make sure all files in the RVMAT are there D
  3. I've been working on a new building after some years of being away, and I'm having terrible trouble with using a Multimaterial RVMAT. I'm finding that the shadows are coming out completely black as though there was no ambient light, I've gone over my RVMAT a few times (some of the stages are not using the correct files for now, but I have never had this problem before. Here is the RVMAT (I know some of the files don't match up, but this should just look messy until I drop the correct files in, not totally screw it up unless not being able to find some of these files leads to this exact problem?) ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,1}; specular[]={1,1,1,1}; specularPower=60.200001; PixelShaderID="Multi"; VertexShaderID="Multi"; class TexGen0 { uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class TexGen1 { uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class TexGen2 { uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class TexGen3 { uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class TexGen4 { uvSource="tex1"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class TexGen5 { uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class TexGen6 { uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0}; }; }; class TexGen7 { uvSource="tex"; class uvTransform { aside[]={10,0,0}; up[]={0,10,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage0 { texture="P:\BWI\BWI_Data\motel_wallpaper_co.paa"; texGen="0"; }; class Stage1 { texture="P:\a3\structures_f\data\Tile\Tile_04a_CO.paa"; texGen="1"; Filter="Trilinear"; }; class Stage2 { texture="P:\BWI\BWI_Data\BWI_Barracks_plaster_int_CO.paa"; texGen="2"; }; class Stage3 { texture="2017\a2_buildings_2017\Industrial\data\concrete\concretebroken_02_co.paa"; texGen="3"; }; class Stage4 { texture="P:\BWI\BWI_Buildings\Motel\Data\Motel_internal_mask.paa"; texGen="4"; }; class Stage5 { texture="#(argb,8,8,3)color(0.5,0,1,1,DTSMDI)"; texGen="5"; }; class Stage6 { texture="#(argb,8,8,3)color(0.5,0,1,1,DTSMDI)"; texGen="6"; }; class Stage7 { texture="#(argb,8,8,3)color(0.5,0,1,1,DTSMDI)"; texGen="7"; }; class Stage8 { texture="#(argb,8,8,3)color(0.5,0,1,1,DTSMDI)"; texGen="3"; }; class Stage9 { texture="2017\a2_buildings_2017\Industrial\data\ind_expedice1_mc.paa"; texGen="4"; }; class Stage10 { texture="2017\a2_buildings_2017\Industrial\data\ind_expedice1_ads.paa"; texGen="4"; }; class Stage11 { texture="P:\BWI\BWI_Data\motel_wallpaper_NOHQ.paa"; texGen="0"; }; class Stage12 { texture="P:\a3\structures_f\data\Tile\Tile_04_NOHQ.paa"; texGen="1"; }; class Stage13 { texture="P:\BWI\BWI_Data\BWI_Barracks_plaster_int_NOHQ.paa"; texGen="2"; }; class Stage14 { texture="2017\a2_buildings_2017\Industrial\data\concrete\concretebroken_02_nohq.paa"; texGen="3"; }; and here is an image of what I am seeing Any help would be amazing If anyone wants prints of this VERY modern bamboo wallpaper then let me know... D
  4. oh god.... what is it doing with the screen?! this isn't buggy, this is beyond that. thanks RoF, this digs me out of it for tonight! D
  5. I used to do this all the time, I even went back through my old posts because I was sure I solved this for someone else once, but I cannot remember how to export the objects (the coloured boxes that represent them) in TB to an image so I can use this to help me making my satmap and mask... its just the power lines I've laid down I need to clear forest for, I might just lay a road shape and export that, I remember how to do that at least.... I'm sorry it's been a few years, though I finally got back to maps after two kids and recovering from the blasting failure of the 2017 mod. D
  6. daringd

    X-Cam prototype map

    I'd be interested in a workshop in Germany, what sort of area are we talking here? I think it would be pretty rad to meet some of the other people from the community that understand the addiction, and I'm really interested in this whole X-Cam malarkey.
  7. daringd

    X-Cam prototype map

    Good work there sir! Does it work with objects set up for snapping? I'm really thinking this might be the way to go forward with the terrain I'm working on right now. I never thought I would see the day that we had something WYSIWYG for object placement and didn't have to deal with that bloody great white cube thing in buldozer...
  8. a-ha.... perfecto. My firstborn to you sir....
  9. So, I've hit a little bit of a problem with my map. during the last years and a half I have been placing a lot of objects around the map that are place holders, now I want to replace them with models that follow the same file structure inside my own namespace, so I only need to change the CA\... to namespace\... in each instance. The problem is, I am thinking it is going to take me forever to re-path a bunch of models in the visitor template, do a replace object from old to new, and then remove all the old objects from the template... one...by..fu*king..one. sooooo....is there a way I can replace every instance of CA\what\ever\it\is.p3d with namespace\what\ever\it\is.p3d without going through this process of doing each one individually? I thought I had a clever way of doing it by exporting objects, doing a notepad "replace" function on the path i wanted to snipe , forinstance rplace all instances of CA\structures\wall\ with namespace\mywalls\ but then I realised to my total horror that the export files script only works on the object names in the template and not on the path it sources the files from, that was the point I imagined how satisfying it would have been to sling my desk and it's contents out of the window and watch as it fell into the crowds walking by below, screaming "I'm not sorry!" disrobing, and then throwing myself after it... Then I went to make a coffee and try and put this image out of my mind. I really can't face the idea of going through this... it might push me over the edge (of my comfortable office chair) My first born to the first person who can give me some worthy advice! D
  10. So the quarry is almost complete lacking in a few buildings, roads and so on, but I created some new stackable porta-cabin style buildings and stair/walkway systems to add a bit of authenticity. Just wildly looking at as many pictures of quarries now to get some more idea on what exactly usually appears in a quarry, any ideas? D
  11. Just started early work on a quarry, I had to model the rock faes to avoid having that horrible stretched texture thing happening to the sides, and it's coming on quite well now I think, obviously this is taken in buldozer so its lacking clutter and a bit of quality, but I think you get the idea....
  12. this is a little util' that will help people who want to begin creating Arma2 maps that will be easy to transfer over to DZ (when they allow that). It doesn't break any rules, it just mimics the DZ file system and populates it with all the Arma2 files that have the same name as the files used in DZ (files common to both games), this means that you are still using Arma2 models, you also need to add all the objects to your map from the new directory system (I'm working on a dummy PEW to import as a template), but once they allow modding and let us rip into the PBOs of DZ we can simply replace the placeholder file system this utility creates with the official one, and since all the paths will be the same it will (at that point) use the new models. Just to be clear, you can not make use of any models that don't exist in Arma2 OA.... it's not perfect, but it is better than nothing. you can download it HERE if anyone notices that it isn't including things it should, or having problems let me know and I'll update... the instructions are in the readme. D
  13. I was just in the middle of trying to update a tutorial and found that Arma2p no longer comes with all the files a person might need, and that even though the readme points to where to go get these files, they seem to not be on the Dev heaven file list any more... am I missing something important? ---------- Post added at 17:28 ---------- Previous post was at 17:23 ---------- Oh, I'm an idiot! It doesn't need some of the other files now.... sorry.. sorry...
  14. Just an update again. I've been hard at work (real job) and hard at work on the map, doing things that people really would not notice, flattening out beaches, killing some of the stupidly steep hills, re doing the forests and bushes and redesignings the clutter to be a lot more FPS friendly, plus I have been fighting a battle over on the DayZ forums to try and get an editing community set up there... all in all, a busy few weeks, though there will be more pictures, more news and hopefully... the other thing I am working on will be complete too, which will be a video tutorial complete guide to terrain making, from installing BIS tools, to laying out you objects and binarizing it... I#m working through my own system right now and checking all my info works and is correct before I script and release the videos. it's a lot of work....
  15. just realised the Northeast airfield rotations are wrong.... how embarrassing. Rotation should be 199, not 189