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daringd

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Everything posted by daringd

  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. 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
  3. 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
  4. 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
  5. 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
  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. Hello people, So since October I've been banging away at an island map that I want to finish off at around the same time as the release of DayZ SA, but obviously make the map available to ARMA users, with a mind to also spending some time updating the map in the future for ARMA 3 aswell. So far I've managed to all but finish off the terrain and sat map, and I'm now beginning to go town to town, adding in the buildings and trouble shooting terrain issues I find along the way, and updating the sat map and layers as I go, it's a constant process, and as I'm not as experienced as the likes of Icebreakr or Bushlurker it's taking me some time. I'm popping some screen shots so far, some map views so you can get an idea of the size, road system and so on. I'm looking for a few things along the way, suggestions, critics, help, models... etc. All and any of this will be greatly appreciated. Is it based on anything? Yes! The map is based loosely on Bamberg (map)in upper Frankonia in Germany, a small city famed for it's beer and basketball team. I took the liberty of turning it into an island, with the help of some coastline stolen from the mid north of the Cardigan Bay (wales) (map), an area just east of Braemar, Scotland (map), Sutton Park, Birmingham (UK) (map), and the rest was added to try and bring some elements to the map that would otherwise have been missing, such as smaller islands, isolated hills, flatland, forest, etc. The map has a working name of 'Bamgorsk' and I may or may not change that, but it's geographic location will potentially be in the Caspian sea, at about 43 degrees north, giving it longer days, and the island's industry would be based on the export of limestone, so I'm looking to add some quarries to try and tie everything up and give the island a believable feel. Do I need any help? Yes! In terms of models I'm looking to also recreate with a soviet edge, as best as the engine can handle, Bamberg's old town and identifying features such as the Altes Rathaus, Bambeger Dom, Altenburg and various other landmarks such as bridges and statues, and right now all of my energy is going into the production of the terrain so I would be very appreciative of any help in terms of model makers or suggestions! Well, I really hope that this might get a few of you excited, raise questions or issues and if you have any questions or suggestions then PLEASE fire them at me, I'm more than willing to answer, or explain myself further. on to the pictures! A shadowed map of the elevation a clear view of the road system so far current state of sat map (the underwater texture WILL be cleaned up Various views of the island and some of the newly placed towns peas! Daring
  11. 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
  12. 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....
  13. 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
  14. 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...
  15. 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....
  16. just realised the Northeast airfield rotations are wrong.... how embarrassing. Rotation should be 199, not 189
  17. North West Airfield ordered from north to south Hangar 1 X: 4521.4 Z:10780.8 Rotation: 60 Hangar 2 X: 4579.52 Z:10680 Rotation: 60 Hangar 3 X: 4846.74 Z:10217.2 Rotation: 60 Hangar 4 X: 4870.61 Z:10175.9 Rotation: 60 Hangar 5 X: 4894.58 Z:10134.4 Rotation: 60 Hangar 6 X: 4918.66 Z:10092.7 Rotation: 60 Hangar 7 X: 4942.84 Z:10050.8 Rotation: 60 Hangar 8 X: 4521.4 Z:10008.3 Rotation: 60 North East Airfeild ordered from west to east Hangar 1 X: 12011 Z:12638.5 Rotation: 189 Hangar 2 X: 12056.4 Z:12622.8 Rotation: 189
  18. daringd

    Convert wrp not working....

    Hi, I don't want to accuse you of anything so I'll assume you want to take a look at how chernarus was built out of curiosity to further your own knowledge. Converting WRP's back to PEW's is something that is a bit of a sensitive subject. I think pretty much the way it works is that if you can't figure out how to use the software, then you really shouldn't be using it. If you are opening it up to educate yourself, then just ask what you want to know and we can all try and answer your questions... back when I first started out I was trying to do the same as you and also failed, I just wanted to be able to see how they had placed ponds and how other thigs like pylons and power lines were set up... stuff that I couldn't forget if I wanted to now. Your best bet is to just ask what you need to know, I hope that helps, though I am sure you will be disappointed I didn't exactly answer your question... though I must admit, your disappointment will be like training for the amount of disappointment you will experience trying to create terrains! D
  19. Hey Dean, so... this is going to be a tough one for you, if you are serious about tackling this! there is someone out there already modelling new york buildings, but the main problem is always going to be the amount of system resources a map like that will take up. I am sure if you put your minds to it that you may find a way around most of the problems, but to be honest, you might be better off learning the map making and modelling process yourself, because then you will begin to understand the limitations. Tools - Visitor 3, oxygen 2, basically the BIS tools, Mikero's tools, Kegety's tools Scripts - my scripting prowess is, frankly, crap, so I can't help here! I wish you well
  20. H All, So I've been putting in some work on a new terrain specifically for DayZ SA. I know that people will read this and say "but there is no support for new maps and objects yet!" so please, if you read this and want to reply with something like that, don't. We need a forum for those of us who are, have and will want to create content for future release when the game is complete and had a full release, I have been working on a terrain for over 16 months now (you can see my progress here)and I am starting to wonder about testing in the DayZ specific engine, I have even played around with getting DayZ to work as a buldozer a few times (to no avail). I really would love a DayZ specific forum so all of us who are ready to start putting in work for new content can begin getting to work, we all know that this stuff takes a long time to make, and as with any new game, there is a lot of trail and error involved, not to mention the pains you have to go to in the normal process of creating objects and terrains. I read a thread that is now closed about using the new models, and it was closed for good reason (it eluded to modifying existing BIS content), but I'm not wanting to use BIS models and objects, I am creating it myself and there are lots of others out there doing the same. DayZ has a different file Structure to Arma, slightly, there is no CA folder, now it is a DZ folder, and the new models will not work in the old engine, I'm not sure exactly why yet but I suspect there will be diferences in config files and probably within the models themslves, but it raises questions I want to find answers to, and a forum is exactly the way we can find these answers and organise ourselves in our pursuit of making good quality content for DayZ. Lastly, I don't expect that we will be able to release any of this content for use in DayZ any time soon, but this is a great thing, the more time it takes, the more time there is to refine, perfect and streamline whatever it is we are doing, so please BIS, please give us the means to find our community in plain sight of BIS where you have the opportunity to guide and keep an eye on what were are doing! I hope this isn't too much to ask Daring
  21. This is a bit of a call to arms, well, not exactly.... I'm trying to get BIS to give us an idea on when they will give us some dev tools specifically for REFERENCE REMOVED, so that those of us who want to get a head start can begin testing in the new 'hybrid' engine to see how things perform and perfect our technique well before the community is ready for mods AND allow community created content to have the time to become polished before release. I need other dev's and people with an interest to put forward their own thoughts, for or against, pro or con, that we can try to grab BIS's attention a little and let them know they have a community ready to begin working on content right now! I realise that it could be a year or more before we can release this content, but that is time we can refine and sharpen our skills and get good at what we are doing. you can find the post I made about it here, I'd really appreciate it if people put forward their thoughts on the thread, it's something that really matters to me! D
  22. So, I was giving this even more thought last night and I know what I think we would need to make developing for DayZ possible and workable. a. being able to get DayZ to work as a buldozer for testing out new models and terrains. b. a basic way to test things out "in game" such as doors and gates opening, scroll wheel options working properly and so on. Is there anyone else who is waiting on these things? I don't even know if the rvmats work in the same or even similar way, I assume not because the shading is completely updated too in the 'hybrid engine'. I guess some of us could begin to try and understand how things work, pick a few stitches, unless that's something BIS specifically do not want people doing? A little guidance BIS? D
  23. I fully agree, wanting to create stuff for the eventual release of DayZ, I did meet with some resistance, not much (because of my boyish charm and good looks I suspect) but I have seen others met with outright contempt. I've had nothing but love from a few veteran 's out there, Bushlurker, Gnat, Mondkalb to name but a few, have helped me no end in my pursuit of editing knowledge. But it is time that DayZ had it's own branch, because it's a different set up and it will give some of us things to do, testing and then adapting existing information on how to create folder and file structures, how to set up configs, how to get a DayZ Buldozer etc, etc, etc (alwazs giving credit to the giants who's shoulders you stand on, of course). I really feel strongly about this, not enough to get militant, but I think the DayZ community needs this, even at this early stage, so we can begin to organise ourselves. D
  24. Hey Prof, There are DayZ forums on the DayZ website (as one would expect...huh), but not a proper fully structured section as there is here on the BIS site for the arma series and so on. I'm hoping for a full on structure with a visitor and oxygen section so we can be as well organised as people creating content for the other BIS games. If I'm wrong (which... has defiantly never happened before, honestly) then I'd be happy about it because it would mean we already have this up and running. D ---------- Post added at 20:08 ---------- Previous post was at 20:06 ---------- it also means if this is implemented, we can begin to unclutter other forums and move over all DayZ related posts to the new, correct forum, keeps it all nice and neat. D
  25. As an update..... 13.12.13 I have come close to finishing some unique buildings, pictures WILL come soon, I've been very busy learning O2 and coming to terms with that. Here is my to-do list for the next stage 1. complete the centre of town unique buildings for the old town hall/main area - (a large lump of this is ALMOST complete) 2. begin work on modelling a bit of a run down "West World" style theme park, including Pripyatesque ferris wheel, bumper cars, and a pier (will be on a coast somewhere) - (planned and basic modelling work begun) 3. continue trying to get help from anyone who is willing 4. not let my head explode with the scale of what is still left to do. Here are a few shots of some of the models that are finished and some in progress, others are way too early to show off yet, but it's a nice taster an ornate lamp for the main town area (used as proxies in the main town square model) A walkway to help clean up the edge of the waterway in town, also, it's what is there in real life pretty much, I also have modelled 10degree and 30 degree turns inwards and outwards, plus up and down sections. The main square (in real life it is called Obstmarkt, you can look it up in google maps, it's in Bamberg) and the 'about to receive textures enterable main section of the old town hall (it sits in the middle of a river connected only by a series of bridges, it's awesome, to look it up in Google Maps search "Altesrathaus, Bamberg" D
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