dinoboy123
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Clipping Issue With Simple Custom Buildings
dinoboy123 replied to dinoboy123's topic in ARMA 2 & OA : MODELLING - (O2)
i got all the components, i have just one last question terms of adding mass values. I originally tried weights and it only gave percentages. Is there a tool for adding specific mass values that i'm not seeing? Thanks again! -
Clipping Issue With Simple Custom Buildings
dinoboy123 replied to dinoboy123's topic in ARMA 2 & OA : MODELLING - (O2)
is there a minimum number? or does each object need to be considered a component? * Nevermind, i just tried using it and it worked perfectly finding components/objects. I thought i would have to do it all manually Thanks a ton for the help! -
Clipping Issue With Simple Custom Buildings
dinoboy123 replied to dinoboy123's topic in ARMA 2 & OA : MODELLING - (O2)
ah, that makes sense, i knew there was some gaping issue i was overlooking. For the sake of time/simplicity, could i just make it one giant component and give it one mass? -
Clipping Issue With Simple Custom Buildings
dinoboy123 replied to dinoboy123's topic in ARMA 2 & OA : MODELLING - (O2)
no prob, if u need any more resources to determine the issue, let me know. http://i1308.photobucket.com/albums/s612/andrew_voorhees32/bridge_zps1c78897d.png -
i like the changes, and have a quicker time loading it ingame, however same error occurs. I guess it may have to do with the clutter/surface files ---------- Post added at 15:41 ---------- Previous post was at 15:39 ---------- class clutter { class sm_grasstall: DefaultClutter { model="ca\plants2\clutter\c_grasstall.p3d"; affectedByWind = 0.60; swLighting = true; scaleMin = 0.7; scaleMax = 1.0; }; class sm_AutumnFlowers: DefaultClutter { model="ca\plants2\clutter\c_autumn_flowers.p3d"; affectedByWind = 0.4; swLighting = true; scaleMin = 0.7; scaleMax = 1.0; }; class sm_GrassCrooked: DefaultClutter { model="ca\plants2\clutter\c_GrassCrooked.p3d"; affectedByWind = 0.3; swLighting = true; scaleMin = 0.7; scaleMax = 1.4; }; class sm_GrassCrookedGreen: DefaultClutter { model="ca\plants2\clutter\c_GrassCrookedGreen.p3d"; affectedByWind = 0.3; swLighting = true; scaleMin = 0.9; scaleMax = 1.3; }; class sm_WeedDead: DefaultClutter { model="ca\plants2\clutter\c_WeedDead.p3d"; affectedByWind = 0.3; swLighting = true; scaleMin = 0.75; scaleMax = 1.1; }; }; class CfgSurfaces { class Default {}; class SMgrassSurface : Default { files = "sm_grass_*"; rough = 0.1; dust = 0.1; soundEnviron = "grass"; character = "sm_grassClutter"; soundHit = "soft_ground"; }; }; class CfgSurfaceCharacters { class sm_grassClutter { probability[]={0.79,0.1,0.1,0.01}; names[]={"sm_grasstall","sm_GrassCrookedGreen","sm_GrassCrooked","sm_AutumnFlowers","sm_WeedDead"}; }; }; class Layers { class sm_grass { texture = "tut\tut_samplemap\data\sm_grass_mco.png"; material= "tut\tut_samplemap\data\sm_grass.rvmat"; }; }; class Legend { picture="tut\tut_samplemap\source\mapLegend.png"; class Colors { sm_grass[]={{255,255,255}}; }; };
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Bushlurkers tut was extremely helpful in understanding the fundamentals of the config file structure!! I cleaned mine up, taking out all the unnecessary junk, fixed any classname issues, and added the references to the surfaces and cluter. hpp's . However, the one recurring issue that has plagued me for the last 2.5 hrs has been a path error, i think. The surface files are work fine and have used them to tinker around with sounds in game. However, clutter still eludes me. I receive the error shown below, and have double checked by config and clutter/surface files to try and figure out the cause http://i1308.photobucket.com/albums/s612/andrew_voorhees32/ArmA2OA2013-02-2021-41-46-41_zpsac281785.png I dont fully understand this error, unlike previous path issues. It seems to look in the config, under cfgworlds class, under and_map5, clutter class, and then clutter.model? I dont understand why it doesnt just refer to the cfgclutter file like it does with surfaces Any help is greatly appreciated !! Thanks, Andrew here is my improved, but far from perfect config value //////////////////////////////////////////////////////////////////// //DeRap: Produced from mikero's Dos Tools Dll version 3.97 //http://dev-heaven.net/projects/list_files/mikero-pbodll //////////////////////////////////////////////////////////////////// #define _ARMA_ //Class utes : config.bin{ class CfgPatches { class andy_map5 { units[] = {"andy_map5"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; fileName="andy_map5.pbo"; }; }; class CfgVehicles{}; class CfgWorlds { class DefaultWorld { class Weather; }; class CAWorld: DefaultWorld { class Grid{}; class DayLightingBrightAlmost; class DayLightingRainy; class DefaultClutter; class Weather: Weather { class Lighting; }; }; class DefaultLighting; class andy_map5: CAWorld { access = 3; worldId = 4; cutscenes[] = {"UtesIntro1"}; description = "ANDY5"; icon = ""; worldName = "\andy_map5\islandbridgeandy3.wrp"; pictureMap = ""; pictureShot = "\ca\utes\data\ui_selectisland_utes_ca.paa"; plateFormat = "ML$ - #####"; plateLetters = "ABCDEGHIKLMNOPRSTVXZ"; longitude = 30; latitude = -45; clutterGrid = 1.0; clutterDist = 125; noDetailDist = 40; fullDetailDist = 15; midDetailTexture = "ca\chernarus\data\cr_trava1_mco.paa"; minTreesInForestSquare = 3; minRocksInRockSquare = 3; class Grid: Grid { offsetX = 0; offsetY = 0; class Zoom1 { zoomMax = 0.15; format = "XY"; formatX = "000"; formatY = "000"; stepX = 100; stepY = 100; }; class Zoom2 { zoomMax = 0.85; format = "XY"; formatX = "00"; formatY = "00"; stepX = 1000; stepY = 1000; }; class Zoom3 { zoomMax = 1e+030; format = "XY"; formatX = "0"; formatY = "0"; stepX = 10000; stepY = 10000; }; }; startTime = "14:20"; startDate = "11/10/2008"; startWeather = 0.4; startFog = 0.0; forecastWeather = 0.25; forecastFog = 0.0; centerPosition[] = {3500,3500,300}; seagullPos[] = {2560,150,2560}; ilsPosition[] = {3330,3610}; ilsDirection[] = {-1,0.08,0}; ilsTaxiIn[] = {3540,3572,3388,3572,3382,3578,3382,3600,3400,3610}; ilsTaxiOff[] = {3520,3610,4040,3610,4050,3600,4050,3580,4045,3575,4040,3572,3540,3572}; class ReplaceObjects{}; class Sounds { sounds[] = {}; }; class Animation { vehicles[] = {}; }; class Lighting: DefaultLighting { groundReflection[] = {0.06,0.06,0.03}; }; class DayLightingBrightAlmost: DayLightingBrightAlmost { deepNight[] = {-15, { 0.05,0.05,0.06 }, { 0.001,0.001,0.002 }, { 0.02,0.02,0.05 }, { 0.003,0.003,0.003 }, { 0.0001,0.0001,0.0002 }, { 0.0001,0.0001,0.0002 },0}; fullNight[] = {-5, { 0.05,0.05,0.05 }, { 0.02,0.02,0.02 }, { 0.04,0.04,0.04 }, { 0.04,0.04,0.04 }, { 0.01,0.01,0.02 }, { 0.08,0.06,0.06 },0}; sunMoon[] = {-3.75, { 0.045,0.04,0.04 }, { 0.04,0.04,0.04 }, { 0.045,0.04,0.04 }, { 0.04,0.04,0.04 }, { 0.04,0.035,0.04 }, { 0.1,0.08,0.09 },0.5}; earlySun[] = {-2.5, { 0.12,0.1,0.1 }, { 0.08,0.06,0.07 }, { 0.12,0.1,0.1 }, { 0.08,0.06,0.07 }, { 0.08,0.07,0.08 }, { 0.1,0.1,0.12 },1}; sunrise[] = {0, { { 0.7,0.45,0.45 },"5.16+(-4)" }, { { 0.07,0.09,0.12 },"4.0+(-4)" }, { { 0.6,0.47,0.25 },"4.66+(-4)" }, { { 0.1,0.09,0.1 },"4.3+(-4)" }, { { 0.5,0.4,0.4 },"6.49+(-4)" }, { { 0.88,0.51,0.24 },"8.39+(-4)" },1}; earlyMorning[] = {3, { { 0.65,0.55,0.55 },"6.04+(-4)" }, { { 0.08,0.09,0.11 },"4.5+(-4)" }, { { 0.55,0.47,0.25 },"5.54+(-4)" }, { { 0.1,0.09,0.1 },"5.02+(-4)" }, { { 0.5,0.4,0.4 },"7.05+(-4)" }, { { 0.88,0.51,0.24 },"8.88+(-4)" },1}; midMorning[] = {8, { { 0.98,0.85,0.8 },"8.37+(-4)" }, { { 0.08,0.09,0.11 },"6.42+(-4)" }, { { 0.87,0.47,0.25 },"7.87+(-4)" }, { { 0.09,0.09,0.1 },"6.89+(-4)" }, { { 0.5,0.4,0.4 },"8.9+(-4)" }, { { 0.88,0.51,0.24 },"10.88+(-4)" },1}; morning[] = {16, { { 1,1,0.9 },"13.17+(-4)" }, { { 0.17,0.18,0.19 },"10.26+(-4)" }, { { 1,1,0.9 },"12.67+(-4)" }, { { 0.17,0.18,0.19 },"11.71+(-4)" }, { { 0.15,0.15,0.15 },"12.42+(-4)" }, { { 0.17,0.17,0.15 },"14.42+(-4)" },1}; noon[] = {45, { { 1,1,1 },"17+(-4)" }, { { 1,1.3,1.55 },"13.5+(-4)" }, { { 1,1,1 },"15+(-4)" }, { { 0.36,0.37,0.38 },"13.5+(-4)" }, { { 1,1,1 },"16+(-4)" }, { { 1.0,1.0,1 },"17+(-4)" },1}; }; class DayLightingRainy: DayLightingRainy { deepNight[] = {-15, { 0.0034,0.0034,0.004 }, { 0.003,0.003,0.003 }, { 0.0034,0.0034,0.004 }, { 0.003,0.003,0.003 }, { 0.001,0.001,0.002 }, { 0.001,0.001,0.002 },0}; fullNight[] = {-5, { 0.023,0.023,0.023 }, { 0.02,0.02,0.02 }, { 0.023,0.023,0.023 }, { 0.02,0.02,0.02 }, { 0.01,0.01,0.02 }, { 0.08,0.06,0.06 },0}; sunMoon[] = {-3.75, { 0.04,0.04,0.05 }, { 0.04,0.04,0.05 }, { 0.04,0.04,0.05 }, { 0.04,0.04,0.05 }, { 0.04,0.035,0.04 }, { 0.11,0.08,0.09 },0.5}; earlySun[] = {-2.5, { 0.0689,0.0689,0.0804 }, { 0.06,0.06,0.07 }, { 0.0689,0.0689,0.0804 }, { 0.06,0.06,0.07 }, { 0.08,0.07,0.08 }, { 0.14,0.1,0.12 },0.5}; earlyMorning[] = {0, { { 1,1,1 },"(-4)+3.95" }, { { 1,1,1 },"(-4)+3.0" }, { { 1,1,1 },"(-4)+3.95" }, { { 1,1,1 },"(-4)+3.0" }, { { 1,1,1 },"(-4)+4" }, { { 1,1,1 },"(-4)+5.5" },1}; morning[] = {5, { { 1,1,1 },"(-4)+5.7" }, { { 1,1,1 },"(-4)+4.5" }, { { 1,1,1 },"(-4)+5.7" }, { { 1,1,1 },"(-4)+4.5" }, { { 1,1,1 },"(-4)+7" }, { { 1,1,1 },"(-4)+8" },1}; lateMorning[] = {25, { { 1,1,1 },"(-4)+10.45" }, { { 1,1,1 },"(-4)+9.75" }, { { 1,1,1 },"(-4)+10.45" }, { { 1,1,1 },"(-4)+9.75" }, { { 1,1,1 },"(-4)+12" }, { { 1,1,1 },"(-4)+12.75" },1}; noon[] = {70, { { 1,1,1 },"(-4)+12.5" }, { { 1,1,1 },"(-4)+11" }, { { 1,1,1 },"(-4)+12" }, { { 1,1,1 },"(-4)+11" }, { { 1,1,1 },"(-4)+13.5" }, { { 1,1,1 },"(-4)+14" },1}; }; class Weather: Weather { class Lighting: Lighting { class BrightAlmost: DayLightingBrightAlmost { overcast = 0; }; class Rainy: DayLightingRainy { overcast = 1.0; }; }; }; class Ambient { class Mammals { radius = 200; cost = "(1 + forest + trees) * (0.5 + (0.5 * night)) * (1 - sea) * (1 - houses)"; class Species { class Rabbit { probability = 0.52; cost = 1; }; class CA_Animals2_WildBoar { probability = 0.52; cost = 1; }; }; }; class Mammals2 { radius=200 cost="(meadow) * (1 - forest) * (1 - houses) * (1 - sea)"; class Species { class Goat { probability=.99; cost=1 }; }; }; class BigBirds { radius = 300; cost = "((1 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)"; class Species { class Hawk { probability = 0.2; cost = 1; }; }; }; class Birds { radius = 170; cost = "(1 - night) * ((1 + (3 * sea)) - (2 * rain))"; class Species { class Crow { probability = 0.2; cost = 1; }; }; }; class BigInsects { radius = 20; cost = "(5 - (2 * houses)) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)"; class Species { class DragonFly { probability = "0.6 - (meadow * 0.5) + (forest * 0.4)"; cost = 1; }; class ButterFly { probability = "0.4 + (meadow * 0.5) - (forest * 0.4)"; cost = 1; }; }; }; class BigInsectsAquatic { radius = 20; cost = "(3 * sea) * (1 - night) * (1 - rain) * (1 - windy)"; class Species { class DragonFly { probability = 1; cost = 1; }; }; }; class SmallInsects { radius = 3; cost = "(12 - 8 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)"; class Species { class HouseFly { probability = "deadBody + (1 - deadBody) * (0.5 - forest * 0.1 - meadow * 0.2)"; cost = 1; }; class HoneyBee { probability = "(1 - deadBody) * (0.5 - forest * 0.1 + meadow * 0.2)"; cost = 1; }; class Mosquito { probability = "(1 - deadBody) * (0.2 * forest)"; cost = 1; }; }; }; class NightInsects { radius = 3; cost = "(9 - 8 * hills) * night * (1 - rain) * (1 - sea) * (1 - windy)"; class Species { class Mosquito { probability = 1; cost = 1; }; }; }; class WindClutter { radius = 10; cost = "((20 - 5 * rain) * (3 * (windy factor [0.2, 0.5]))) * (1 - sea)"; class Species { class FxWindGrass1 { probability = "0.4 - 0.2 * hills - 0.2 * trees"; cost = 1; }; class FxWindGrass2 { probability = "0.4 - 0.2 * hills - 0.2 * trees"; cost = 1; }; class FxWindRock1 { probability = "0.4 * hills"; cost = 1; }; }; }; class NoWindClutter { radius = 15; cost = 8; class Species { class FxWindPollen1 { probability = 1; cost = 1; }; }; }; }; class Clutter { #include "cfgClutter.hpp" }; class Names { #include "islandtree11.hpp" }; }; }; class CfgWorldList { class andy_map5{}; }; class CfgMissions { class Cutscenes { class UtesIntro1 { directory = "ca\utes\data\scenes\intro.utes"; }; }; }; #include "cfgSurfaces.hpp" //};
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Clipping (Surface Collision) Issues with My Maps In game (From XYZ Files)
dinoboy123 posted a topic in ARMA 2 & OA : TERRAIN - (Visitor)
I have been using wilbur to generate xyz files for my arma 2 maps, however 8 out of the 9 maps that i have put in game have horrible issues with surface detection. It seems that the layers I see in game are placed 5 meters in front of where the actual surface is, so that when i walk up one side of the hill, i float in the air, and on the other side, i sink in. My only theory is that perhaps visitor is placing the xyz maps incorrectly in the editing grid ( see last pic) or my dimensions for sattelite grid and/or terrain cell sizes are causing issues. Any ideas / alternatives are much appreciated!!! -Andrew Here are some pics to better show my problem.. http://i1308.photobucket.com/albums/s612/andrew_voorhees32/ArmA2OA2013-02-0623-15-13-48_zpsb0b3209b.png http://i1308.photobucket.com/albums/s612/andrew_voorhees32/ArmA2OA2013-02-0623-15-06-02_zpsa08bfc14.png http://i1308.photobucket.com/albums/s612/andrew_voorhees32/ArmA2OA2013-02-0623-13-35-74_zps6203affb.png http://i1308.photobucket.com/albums/s612/andrew_voorhees32/mapissues_zps223e1b53.png In the last image, the map seems to be slightly shifted to the right and a little upwards from the x and y axis corner ---------- Post added at 05:46 ---------- Previous post was at 04:38 ---------- i think i figured it out, realized i didnt change the image size pixels for my larger map, and it seems to be working now -
I'm currently working on a large island based off a similar one in Maine (U.S.) and I realized how interesting/realistic it would be to have deer/moose. I began working on a moose model today and had some decent models created of the front legs. However, I realized that there are noskeleton models for animals released by bohemia. I assume this would make creating custom animations very difficult. Also, I havent found any custom animals online, so this has led me to believe that it is more difficult than i have anticipated. If anyone has any knowledge on this subject, or has created their own custom animals and would like to share some wisdom it would be greatly appreciated! Thanks! -Andrew
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Difficulty of Creating New Animals?
dinoboy123 replied to dinoboy123's topic in ARMA 2 & OA : MODELLING - (O2)
Thanks for the indepth advice guys! I think i may put this project on the backburner if i run into too much difficulty animating my model. -
//////////////////////////////////////////////////////////////////// //DeRap: Produced from mikero's Dos Tools Dll version 3.97 //http://dev-heaven.net/projects/list_files/mikero-pbodll //////////////////////////////////////////////////////////////////// #define _ARMA_ //Class utes : config.bin{ class CfgPatches { class andy_map5 { units[] = {"ANDY5"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgVehicles{}; class CfgWorlds { class DefaultWorld { class Weather; }; class CAWorld: DefaultWorld { class Grid{}; class DayLightingBrightAlmost; class DayLightingRainy; class DefaultClutter; class Weather: Weather { class Lighting; }; }; class DefaultLighting; class Andy_Map5: CAWorld { access = 3; worldId = 4; cutscenes[] = {"UtesIntro1"}; description = "ANDY5"; icon = ""; worldName = "\TUT\TUT_SampleMap\islandbuilding.wrp"; pictureMap = ""; pictureShot = "\ca\utes\data\ui_selectisland_utes_ca.paa"; plateFormat = "ML$ - #####"; plateLetters = "ABCDEGHIKLMNOPRSTVXZ"; longitude = 30; latitude = -45; class Grid: Grid { offsetX = 0; offsetY = 0; class Zoom1 { zoomMax = 0.15; format = "XY"; formatX = "000"; formatY = "000"; stepX = 100; stepY = 100; }; class Zoom2 { zoomMax = 0.85; format = "XY"; formatX = "00"; formatY = "00"; stepX = 1000; stepY = 1000; }; class Zoom3 { zoomMax = 1e+030; format = "XY"; formatX = "0"; formatY = "0"; stepX = 10000; stepY = 10000; }; }; startTime = "14:20"; startDate = "11/10/2008"; startWeather = 0.4; startFog = 0.0; forecastWeather = 0.25; forecastFog = 0.0; centerPosition[] = {3500,3500,300}; seagullPos[] = {2560,150,2560}; ilsPosition[] = {3330,3610}; ilsDirection[] = {-1,0.08,0}; ilsTaxiIn[] = {3540,3572,3388,3572,3382,3578,3382,3600,3400,3610}; ilsTaxiOff[] = {3520,3610,4040,3610,4050,3600,4050,3580,4045,3575,4040,3572,3540,3572}; class ReplaceObjects{}; class Sounds { sounds[] = {}; }; class Animation { vehicles[] = {}; }; class Lighting: DefaultLighting { groundReflection[] = {0.06,0.06,0.03}; }; class DayLightingBrightAlmost: DayLightingBrightAlmost { deepNight[] = {-15, { 0.05,0.05,0.06 }, { 0.001,0.001,0.002 }, { 0.02,0.02,0.05 }, { 0.003,0.003,0.003 }, { 0.0001,0.0001,0.0002 }, { 0.0001,0.0001,0.0002 },0}; fullNight[] = {-5, { 0.05,0.05,0.05 }, { 0.02,0.02,0.02 }, { 0.04,0.04,0.04 }, { 0.04,0.04,0.04 }, { 0.01,0.01,0.02 }, { 0.08,0.06,0.06 },0}; sunMoon[] = {-3.75, { 0.045,0.04,0.04 }, { 0.04,0.04,0.04 }, { 0.045,0.04,0.04 }, { 0.04,0.04,0.04 }, { 0.04,0.035,0.04 }, { 0.1,0.08,0.09 },0.5}; earlySun[] = {-2.5, { 0.12,0.1,0.1 }, { 0.08,0.06,0.07 }, { 0.12,0.1,0.1 }, { 0.08,0.06,0.07 }, { 0.08,0.07,0.08 }, { 0.1,0.1,0.12 },1}; sunrise[] = {0, { { 0.7,0.45,0.45 },"5.16+(-4)" }, { { 0.07,0.09,0.12 },"4.0+(-4)" }, { { 0.6,0.47,0.25 },"4.66+(-4)" }, { { 0.1,0.09,0.1 },"4.3+(-4)" }, { { 0.5,0.4,0.4 },"6.49+(-4)" }, { { 0.88,0.51,0.24 },"8.39+(-4)" },1}; earlyMorning[] = {3, { { 0.65,0.55,0.55 },"6.04+(-4)" }, { { 0.08,0.09,0.11 },"4.5+(-4)" }, { { 0.55,0.47,0.25 },"5.54+(-4)" }, { { 0.1,0.09,0.1 },"5.02+(-4)" }, { { 0.5,0.4,0.4 },"7.05+(-4)" }, { { 0.88,0.51,0.24 },"8.88+(-4)" },1}; midMorning[] = {8, { { 0.98,0.85,0.8 },"8.37+(-4)" }, { { 0.08,0.09,0.11 },"6.42+(-4)" }, { { 0.87,0.47,0.25 },"7.87+(-4)" }, { { 0.09,0.09,0.1 },"6.89+(-4)" }, { { 0.5,0.4,0.4 },"8.9+(-4)" }, { { 0.88,0.51,0.24 },"10.88+(-4)" },1}; morning[] = {16, { { 1,1,0.9 },"13.17+(-4)" }, { { 0.17,0.18,0.19 },"10.26+(-4)" }, { { 1,1,0.9 },"12.67+(-4)" }, { { 0.17,0.18,0.19 },"11.71+(-4)" }, { { 0.15,0.15,0.15 },"12.42+(-4)" }, { { 0.17,0.17,0.15 },"14.42+(-4)" },1}; noon[] = {45, { { 1,1,1 },"17+(-4)" }, { { 1,1.3,1.55 },"13.5+(-4)" }, { { 1,1,1 },"15+(-4)" }, { { 0.36,0.37,0.38 },"13.5+(-4)" }, { { 1,1,1 },"16+(-4)" }, { { 1.0,1.0,1 },"17+(-4)" },1}; }; class DayLightingRainy: DayLightingRainy { deepNight[] = {-15, { 0.0034,0.0034,0.004 }, { 0.003,0.003,0.003 }, { 0.0034,0.0034,0.004 }, { 0.003,0.003,0.003 }, { 0.001,0.001,0.002 }, { 0.001,0.001,0.002 },0}; fullNight[] = {-5, { 0.023,0.023,0.023 }, { 0.02,0.02,0.02 }, { 0.023,0.023,0.023 }, { 0.02,0.02,0.02 }, { 0.01,0.01,0.02 }, { 0.08,0.06,0.06 },0}; sunMoon[] = {-3.75, { 0.04,0.04,0.05 }, { 0.04,0.04,0.05 }, { 0.04,0.04,0.05 }, { 0.04,0.04,0.05 }, { 0.04,0.035,0.04 }, { 0.11,0.08,0.09 },0.5}; earlySun[] = {-2.5, { 0.0689,0.0689,0.0804 }, { 0.06,0.06,0.07 }, { 0.0689,0.0689,0.0804 }, { 0.06,0.06,0.07 }, { 0.08,0.07,0.08 }, { 0.14,0.1,0.12 },0.5}; earlyMorning[] = {0, { { 1,1,1 },"(-4)+3.95" }, { { 1,1,1 },"(-4)+3.0" }, { { 1,1,1 },"(-4)+3.95" }, { { 1,1,1 },"(-4)+3.0" }, { { 1,1,1 },"(-4)+4" }, { { 1,1,1 },"(-4)+5.5" },1}; morning[] = {5, { { 1,1,1 },"(-4)+5.7" }, { { 1,1,1 },"(-4)+4.5" }, { { 1,1,1 },"(-4)+5.7" }, { { 1,1,1 },"(-4)+4.5" }, { { 1,1,1 },"(-4)+7" }, { { 1,1,1 },"(-4)+8" },1}; lateMorning[] = {25, { { 1,1,1 },"(-4)+10.45" }, { { 1,1,1 },"(-4)+9.75" }, { { 1,1,1 },"(-4)+10.45" }, { { 1,1,1 },"(-4)+9.75" }, { { 1,1,1 },"(-4)+12" }, { { 1,1,1 },"(-4)+12.75" },1}; noon[] = {70, { { 1,1,1 },"(-4)+12.5" }, { { 1,1,1 },"(-4)+11" }, { { 1,1,1 },"(-4)+12" }, { { 1,1,1 },"(-4)+11" }, { { 1,1,1 },"(-4)+13.5" }, { { 1,1,1 },"(-4)+14" },1}; }; class Weather: Weather { class Lighting: Lighting { class BrightAlmost: DayLightingBrightAlmost { overcast = 0; }; class Rainy: DayLightingRainy { overcast = 1.0; }; }; }; clutterGrid = 1.0; clutterDist = 125; noDetailDist = 40; fullDetailDist = 15; midDetailTexture = "ca\utes\data\ut_middle_mco.paa"; minTreesInForestSquare = 5; minRocksInRockSquare = 4; class Clutter { class UTGrassDryBunch: DefaultClutter { model = "ca\plants2\clutter\c_deadGrassBunch.p3d"; affectedByWind = 0.35; swLighting = 1; scaleMin = 0.5; scaleMax = 1.0; }; class UTGrassDryLongBunch: DefaultClutter { model = "ca\plants2\clutter\c_grassDryLongBunch.p3d"; affectedByWind = 0.35; swLighting = 1; scaleMin = 0.6; scaleMax = 1.1; }; class UTAutumnFlowers: DefaultClutter { model = "ca\plants2\clutter\c_autumn_flowers.p3d"; affectedByWind = 0.4; swLighting = 1; scaleMin = 0.7; scaleMax = 1.0; }; class UTHeatherBrush: DefaultClutter { model = "ca\plants2\clutter\c_caluna.p3d"; affectedByWind = 0.15; swLighting = 1; scaleMin = 0.8; scaleMax = 1.8; }; class UTWeedSedge: DefaultClutter { model = "ca\plants2\clutter\c_weed3.p3d"; affectedByWind = 0.2; swLighting = 1; scaleMin = 0.5; scaleMax = 0.85; }; class UTWeedTall: DefaultClutter { model = "ca\plants2\clutter\c_weed2.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.8; scaleMax = 1.1; }; class UTWeedDead: DefaultClutter { model = "ca\plants2\clutter\c_WeedDead.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.75; scaleMax = 1.1; }; class UTWeedDeadSmall: DefaultClutter { model = "ca\plants2\clutter\c_WeedDead2.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.75; scaleMax = 0.9; }; class UTBlueBerry: DefaultClutter { model = "ca\plants2\clutter\c_BlueBerry.p3d"; affectedByWind = 0.05; swLighting = 1; scaleMin = 0.85; scaleMax = 1.3; }; class UTFernAutumn: DefaultClutter { model = "ca\plants2\clutter\c_fern.p3d"; affectedByWind = 0.1; scaleMin = 0.6; scaleMax = 1.2; }; class UTFernAutumnTall: DefaultClutter { model = "ca\plants2\clutter\c_fernTall.p3d"; affectedByWind = 0.15; scaleMin = 0.75; scaleMax = 1.0; }; class GrassCrookedForest: DefaultClutter { model = "ca\plants2\clutter\c_GrassCrookedForest.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.8; scaleMax = 1.4; }; class UTMushroomsPrasivka: DefaultClutter { model = "ca\plants2\clutter\c_MushroomPrasivky.p3d"; affectedByWind = 0; scaleMin = 0.85; scaleMax = 1.25; }; }; class Subdivision { class Fractal { rougness = 5; maxRoad = 0.02; maxTrack = 0.5; maxSlopeFactor = 0.05; }; class WhiteNoise { rougness = 2; maxRoad = 0.01; maxTrack = 0.05; maxSlopeFactor = 0.0025; }; minY = -0.0; minSlope = 0.02; }; class Ambient { class Mammals { radius = 200; cost = "(1 + forest + trees) * (0.5 + (0.5 * night)) * (1 - sea) * (1 - houses)"; class Species { class Rabbit { probability = 0.52; cost = 1; }; class CA_Animals2_WildBoar { probability = 0.52; cost = 1; }; }; }; class Mammals2 { radius=200 cost="(meadow) * (1 - forest) * (1 - houses) * (1 - sea)"; class Species { class Goat { probability=.99; cost=1 }; }; }; class BigBirds { radius = 300; cost = "((1 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)"; class Species { class Hawk { probability = 0.2; cost = 1; }; }; }; class Birds { radius = 170; cost = "(1 - night) * ((1 + (3 * sea)) - (2 * rain))"; class Species { class Crow { probability = 0.2; cost = 1; }; }; }; class BigInsects { radius = 20; cost = "(5 - (2 * houses)) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)"; class Species { class DragonFly { probability = "0.6 - (meadow * 0.5) + (forest * 0.4)"; cost = 1; }; class ButterFly { probability = "0.4 + (meadow * 0.5) - (forest * 0.4)"; cost = 1; }; }; }; class BigInsectsAquatic { radius = 20; cost = "(3 * sea) * (1 - night) * (1 - rain) * (1 - windy)"; class Species { class DragonFly { probability = 1; cost = 1; }; }; }; class SmallInsects { radius = 3; cost = "(12 - 8 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)"; class Species { class HouseFly { probability = "deadBody + (1 - deadBody) * (0.5 - forest * 0.1 - meadow * 0.2)"; cost = 1; }; class HoneyBee { probability = "(1 - deadBody) * (0.5 - forest * 0.1 + meadow * 0.2)"; cost = 1; }; class Mosquito { probability = "(1 - deadBody) * (0.2 * forest)"; cost = 1; }; }; }; class NightInsects { radius = 3; cost = "(9 - 8 * hills) * night * (1 - rain) * (1 - sea) * (1 - windy)"; class Species { class Mosquito { probability = 1; cost = 1; }; }; }; class WindClutter { radius = 10; cost = "((20 - 5 * rain) * (3 * (windy factor [0.2, 0.5]))) * (1 - sea)"; class Species { class FxWindGrass1 { probability = "0.4 - 0.2 * hills - 0.2 * trees"; cost = 1; }; class FxWindGrass2 { probability = "0.4 - 0.2 * hills - 0.2 * trees"; cost = 1; }; class FxWindRock1 { probability = "0.4 * hills"; cost = 1; }; }; }; class NoWindClutter { radius = 15; cost = 8; class Species { class FxWindPollen1 { probability = 1; cost = 1; }; }; }; }; }; }; class CfgWorldList { class andy_map5{}; }; class CfgMissions { class Cutscenes { class UtesIntro1 { directory = "ca\utes\data\scenes\intro.utes"; }; }; }; class CfgSurfaces { class Default{}; class Water{}; class UTGravel: Default { access = 2; files = "ut_sterk_*"; rough = 0.1; dust = 0.35; soundEnviron = "gravel"; character = "Empty"; soundHit = "hard_ground"; }; class UTRock: Default { access = 2; files = "ut_skala_*"; rough = 0.2; dust = 0.07; soundEnviron = "rock"; character = "Empty"; soundHit = "hard_ground"; }; class UTConcrete: Default { access = 2; files = "ut_beton_*"; rough = 0.08; dust = 0.05; soundEnviron = "concrete_ext"; character = "Empty"; soundHit = "hard_ground"; }; class UTBoulders: Default { access = 2; files = "ut_valouny_*"; rough = 0.1; dust = 0.07; soundEnviron = "rock"; character = "UTSparseGrassClutter"; soundHit = "hard_ground"; }; class UTGround: Default { access = 2; files = "ut_hlina_*"; rough = 0.1; dust = 0.2; soundEnviron = "dirt"; character = "UTSparseGrassClutter"; soundHit = "soft_ground"; }; class UTGrass: Default { access = 2; files = "ut_trava_*"; rough = 0.11; dust = 0.1; soundEnviron = "grass"; character = "UTGrassClutter"; soundHit = "soft_ground"; }; class UTHeather: Default { access = 2; files = "ut_vres_*"; rough = 0.14; dust = 0.1; soundEnviron = "drygrass"; character = "UTHeatherClutter"; soundHit = "soft_ground"; }; class UTWeeds: Default { access = 2; files = "ut_plevel_*"; rough = 0.11; dust = 0.1; soundEnviron = "drygrass"; character = "UTWeedsClutter"; soundHit = "soft_ground"; }; class UTForest: Default { access = 2; files = "ut_les_*"; rough = 0.2; dust = 0.15; soundEnviron = "forest"; character = "UTPineForestClutter"; soundHit = "soft_ground"; }; }; class CfgSurfaceCharacters { class UTSparseGrassClutter { names[] = {"UTGrassDryBunch"}; probability[] = {0.07}; }; class UTGrassClutter { probability[] = {0.95,0.02,0.03}; names[] = {"UTGrassDryBunch","UTGrassDryLongBunch","UTAutumnFlowers"}; }; class UTHeatherClutter { probability[] = {0.1,0.25,0.07,0.03}; names[] = {"UTBlueBerry","UTHeatherBrush","UTGrassDryBunch","UTWeedSedge"}; }; class UTWeedsClutter { probability[] = {0.6,0.3,0.05,0.03,0.02}; names[] = {"UTAutumnFlowers","UTGrassDryLongBunch","UTWeedTall","UTWeedDead","UTWeedDeadSmall"}; }; class UTPineForestClutter { probability[] = {0.1,0.15,0.2,0.05,0.001}; names[] = {"UTBlueBerry","UTFernAutumn","UTFernAutumnTall","UTGrassDryBunch","UTMushroomsPrasivka"}; }; }; //}; ---------- Post added at 22:25 ---------- Previous post was at 22:23 ---------- here is the layers.cfg, i was unaware that this may impact it. I am only working with one terrain texture at the moment class Layers { class sm_grass { texture = "tut\tut_samplemap\data\sm_grass_mco.png"; material= "tut\tut_samplemap\data\sm_grass.rvmat"; }; }; class Legend { picture="tut\tut_samplemap\source\mapLegend.png"; class Colors { sm_grass[]={{255,255,255}}; }; };
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Difficulty of Creating New Animals?
dinoboy123 replied to dinoboy123's topic in ARMA 2 & OA : MODELLING - (O2)
would it be possible to use the existing rtm files for goat, or any other animal, and then define what objects from my model represent a bone.? Or use the human skeleton and have it animate in a way similar to an animal? Sorry if these questions dont make sense, I am still trying to better understand how animations/skeletons/models all interact with one another -
Doors/Ladders Not Working on Default Buildings
dinoboy123 replied to dinoboy123's topic in ARMA 2 & OA : TERRAIN - (Visitor)
any luck daringd? i still dont have mine working in game even with the the configs -
Doors/Ladders Not Working on Default Buildings
dinoboy123 posted a topic in ARMA 2 & OA : TERRAIN - (Visitor)
Sorry for all the posts recently, but I've been crunched for time with work/school and keep running into pitfalls that hang up my map making process, and so far all the help has gotten me through each issue. In game the doors/ladders will not function, no text pops up asking to climb/close. I checked my ca file and made sure that each config is in each file. Each config i assume is correct, because I did not touch them and they have code stating user actions and to present the text string. I dont have any issues packing the config files either, and then place my ca file containing my buildings/nature objects in my mod folder I'm stuck on why issue persists, also to make the matter more perplexing, certain buildings like general store, will have functioning doors when they have been destroyed. If you need more details feel free to ask! Hopefully this is a simple question Thanks for any help! -Andrew -
Doors/Ladders Not Working on Default Buildings
dinoboy123 replied to dinoboy123's topic in ARMA 2 & OA : TERRAIN - (Visitor)
thats a handy trick for moving lots of files. It successfully copied all of my cpp files into my mod folder, however still no luck in game. I'll keep messing around though. If it is of any help, there is no path error message when i load the game in editor -
This is my first attempt adding new objects to my map, I made a simple bridge in 3ds, exported it into oxygen, and then added it to my map as an artificial object. it appears normal in bulldozer, however in game it appears flat/2d. I have tried with different p3d files, adding different textures, and other random ideas, with no luck. Is there some key process i'm overlooking that results in this distortion? Here are some pics below to help illustrate my issue http://i1308.photobucket.com/albums/s612/andrew_voorhees32/ArmA2OA2013-02-1516-24-44-48_zps6a6483d2.png http://i1308.photobucket.com/albums/s612/andrew_voorhees32/bridgebulldozer_zps79fdb625.png
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Flat Custom Objects In game?
dinoboy123 replied to dinoboy123's topic in ARMA 2 & OA : TERRAIN - (Visitor)
i have spent a lot of time over the years working with autocad since i was forced to take it as a class. I didnt have any issues with weapons made with 3ds, so i assume its not an import issue, but i could be wrong. -
Simple Path Error Issue for custom objects...
dinoboy123 posted a topic in ARMA 2 & OA : TERRAIN - (Visitor)
I'm sure you guys will find this question pretty dumb, but it has me stuck for the last 8 hours, and I can't keep ignoring it. I made a very simple bridge and wanted to place it as a road in game. I understand that when working with visitor, objects must be placed within the CA file. I then pack this CA file and place it with my map file, and I've been able to add all the pre-existing objects ingame with no issues. However, I tried to add my custom bridge and i receive the following path error http://i1308.photobucket.com/albums/s612/andrew_voorhees32/ArmA2OA2013-02-0922-31-21-40_zpsc9622948.png This does not make sense to me, since the p3d file is exactly where arma 2OA is looking for it. I simply went into the config files for dams, added my bridge as a class and gave the p3d, placed the p3d within the dam folder, within the roads2 folder, within the ca folder, and packed everything. Also things work completely fine in bulldozer My last attempt was to add the my bridge file to the roads2 file and repack that as another pbo, so that there were the ca and roads 2 addon files in my my folder. I think i have a fundamental misunderstanding of how arma 2 is obtaining the files it needs in games, but I can't seem to figure out what - Thanks so much for any help, -Andrew -
Simple Path Error Issue for custom objects...
dinoboy123 replied to dinoboy123's topic in ARMA 2 & OA : TERRAIN - (Visitor)
thanks for the advice on the path issues!! I'll try the new approach as soon as i get home My only question however, is that when i've tried to add bridges/dams as artificial objects, driving across them was incredibly glitchy, like i was colliding into the object rather driving across it. Since bridges/dams are already located in the roads2 folder, i assume bridges must be treated as a road as well. -
I am able to view my map fine in bulldozer however, I run into one issue when viewing it in game. I receive an error message stating that http://i1308.photobucket.com/albums/s612/andrew_voorhees32/layer2_zps6c48d9e9.png (135 kB) I assume this is a path error, but my file structure is exactly same as other maps in game like utes, hopefully I made a simple mistake though, the file structure is shown below http://i1308.photobucket.com/albums/s612/andrew_voorhees32/layer1_zpsd1afe12f.png (203 kB) within the data file, there is a secondary layers folder containing all of the rvmats. I cant seem to figure out why it cant find/load the rvmat, or what file calls them for use (e.g. config file, defined within visitor 3) Any help would be greatly appreciated since the game crashes immediately when i try to load my map! Thanks, Andrew
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Issue loading my map In-Game
dinoboy123 replied to dinoboy123's topic in ARMA 2 & OA : TERRAIN - (Visitor)
thanks again for the help! i'll keep messing around and hopefully figure it out, if not i'll upload it. -
Issue loading my map In-Game
dinoboy123 replied to dinoboy123's topic in ARMA 2 & OA : TERRAIN - (Visitor)
excellent advice! i did not realize it was important to let visitor 3 create the layers file for you in the data folder, i thought copying and pasting would suffice but apparently not. The grass texture still will not load from the tutorial while other materials do load, and I double checked the path. Is that typical? Thanks a ton ! Andrew -
Still Having Issues with Hand Animations
dinoboy123 replied to dinoboy123's topic in ARMA 2 & OA : MODELLING - (O2)
i tried again with the new model.cfg and got the same finger distortions. I'm going to try curling each finger and see if it alters the model any, thanks for the help so far! ---------- Post added at 19:13 ---------- Previous post was at 19:01 ---------- I think i realized what the issue was, in the process of curling the fingers, i extended the hands farther out from the body since they were still awkwardly close, and the distortions did not appear in game. I'll keep testing to confirm it though -
Still Having Issues with Hand Animations
dinoboy123 posted a topic in ARMA 2 & OA : MODELLING - (O2)
thanks to the two main threads on hand animations I have made quite a bit of progress in O2. However, in game, no matter how simple the animation, I keep having distorted fingers/hands like below. http://i1308.photobucket.com/albums/s612/andrew_voorhees32/ArmA2OA2013-01-1422-05-06-29_zps647b3419.png (1354 kB) The arms move properly (more or less) to where I put them in O2, but the hands seem to distort on their own. Here is a pic of the O2 model i'm using for the rtm file. http://i1308.photobucket.com/albums/s612/andrew_voorhees32/arma2_zps1f3f0e18.png (215 kB) I followed the tutorial for hand anim as closely as possible, but these distortions keep apearing in game, for each animation I've created. If anyone has any questions or notices an obvious mistake please let me know! Thanks for any advice -Andy -
Still Having Issues with Hand Animations
dinoboy123 replied to dinoboy123's topic in ARMA 2 & OA : MODELLING - (O2)
is the model.cfg given above correct? i am having trouble finding the model.cfgs from the Arma 2 Examples. Also, I do not have a model.cfg for my weapon, is that also a necessity? Thanks so much for your help! -Andy -
Still Having Issues with Hand Animations
dinoboy123 replied to dinoboy123's topic in ARMA 2 & OA : MODELLING - (O2)
that i had some confusion about, i copy and pasted the code from the example model cfg given in the tutorial and placed it in my weapons folder Is this the proper code needed in the file model.cfg? And is there a certain way to save the model.cfg, because mine is simply a text document class CfgSkeletons { class Head { isDiscrete = 0; skeletonInherit = ""; skeletonBones[] = { "neck","", "neck1","neck", "head","neck1", "lBrow","head", "mBrow","head", "rBrow","head", "lMouth","head", "mMouth","head", "rMouth","head", "eyelids","head", "LLip","head" }; }; class OFP2_ManSkeleton { isDiscrete = 0; skeletonInherit = "Head"; skeletonBones[] = { "weapon","", "launcher","", "Camera","", "Spine","", "Spine1","", "Spine2","", "Spine3","", "Pelvis","", //Left upper side "LeftShoulder","", "LeftArm","", "LeftArmRoll","", "LeftForeArm","", "LeftForeArmRoll","", "LeftHand","", "LeftHandRing","", "LeftHandRing1","", "LeftHandRing2","", "LeftHandRing3","", "LeftHandPinky1","", "LeftHandPinky2","", "LeftHandPinky3","", "LeftHandMiddle1","", "LeftHandMiddle2","", "LeftHandMiddle3","", "LeftHandIndex1","", "LeftHandIndex2","", "LeftHandIndex3","", "LeftHandThumb1","", "LeftHandThumb2","", "LeftHandThumb3","", //Right upper side "RightShoulder","", "RightArm","", "RightArmRoll","", "RightForeArm","", "RightForeArmRoll","", "RightHand","", "RightHandRing","", "RightHandRing1","", "RightHandRing2","", "RightHandRing3","", "RightHandPinky1","", "RightHandPinky2","", "RightHandPinky3","", "RightHandMiddle1","", "RightHandMiddle2","", "RightHandMiddle3","", "RightHandIndex1","", "RightHandIndex2","", "RightHandIndex3","", "RightHandThumb1","", "RightHandThumb2","", "RightHandThumb3","", //Left lower side "LeftUpLeg","", "LeftUpLegRoll","", "LeftLeg","", "LeftLegRoll","", "LeftFoot","", "LeftToeBase","", //Right lower side "RightUpLeg","", "RightUpLegRoll","", "RightLeg","", "RightLegRoll","", "RightFoot","", "RightToeBase","" }; }; class default; class Flag: Default {}; class FlagCarrier: Default { skeletonInherit = "Default"; skeletonBones[] = { "stozar","", "vlajka","" }; }; }; class CfgModels { class Default; class flag_vojak : Default { sections[] = {"latka"}; }; class Head: Default { sections[] = { "osobnost", "brejle" }; skeletonName = "Head"; }; class ArmaMan : Default { sections[] = { "osobnost","Head_Injury","Body_Injury","l_leg_inju ry","l_arm_injury","r_arm_injury","r_leg_injury" , "clan" }; skeletonName = "OFP2_ManSkeleton"; }; };