Divinitize
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Everything posted by Divinitize
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EDIT : still need help, i check back everyday, see latest post. Does anyone know how to do reflector lights, i cant seem to find much info about them on google, this is what im currently doing. i have put memory points for the start and end(direction) and i have named the selection in both the main LOD and the memory lod class Reflectors { class red { color[] = {1.0, 1.0, 1.0, 1.0}; ambient[] = {0.1, 0.1, 0.1, 1.0}; position = "red_start"; direction = "red_end"; hitpoint = "red"; selection = "red"; size = 0.0; brightness = 40.0; }; }; im well aware that the current colour isn't red, i wanted to get it working first. i think im doing the part that says "class red" wrong, im not sure what i should be defining there, ive tried the selection and the actual model class name and no luck. thanks in advance
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My first ever release might be a bit rough around the edges but its working, all files are included, including the PSD file to make your own textures. enjoy. :) Apparently i went a bit over the top with the textures, but you learn from your mistakes :) http://www.multiupload.nl/QZJUBJ34O5 ok, maybe not so much "normal" hats, just thought id release this as a bit of fun if you dont like it dont download it. Your move kiory. https://www.dropbox.com/sh/omcvctf48r3cobz/qryHrg8Tz_ Zorro / highwayman hat added! enjoy https://www.dropbox.com/sh/pprzxea0726akzz/x9zQkWBiUM [update] bunny ears icon added as it was looking for something else and giving an error when opening invent. MAJOR credit to Kiory who has been my mentor and taught me everything i know. even if he hates me.
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It's too fat Kappa, JKJK, excellent work its looking flawless, keep up the awesomeness master.
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He uses 3DS Max 2013 for modeling, photoshop for texturing and marmoset toolbag for rendering.
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Currently livestreaming over at www.twitch.tv/kiory123
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Tis no hat, but it'l do.
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Kiory random hat madness, part deux!
Divinitize replied to kiory's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Nice work ill join in on the fun and games and make a new hat myself soonâ„¢ keep up the good work master -
iv'e added you on skype, ill help you out best i can
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Does anyone know how i can use Procedural Textures on my own models, i have used = bar2 setObjectTexture [0,'#(rgb,8,8,3)color(1,0,0,1)'] on a helper arrow, which turns it red, however when i try on my object nothing happens, i have been trying to get my head around hidden selections and i'm just getting more confused as i look into it, nothing i do seems to work and i don't know if hidden selections are part of the problem for this or not. I have applied a procedural texture to my object in oxygen, but i am unable to change it in the debug using the setobjecttexture command. If hidden selections are needed for this sort of thing i would highly appreciate if somone could explain how to add them, because the tutorials and wiki's just make no sense, they tell you what to do rather than explaining how. Thank's in advance.
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That done it thanks but the default colour is jet black and i cant change it via the colour pallet or the rvmat, any suggestions?
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It's easy enough to find one but all the ones i see are for animations ect, i only need to define a selection
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I have added the hidden selection and named a selection but i dont have a model.cfg, could anyone give me a simple template
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I removed the hidden selection part from the config and there is only one named selection in oxygen but it's still not working, any other suggestions would be highly appreciated.
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I recommend checking out this tutorial, it really helped me out when i did it. http://www.armaholic.com/page.php?id=20601
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Applied RVMAT's on a Rifle - Game crashes
Divinitize replied to Sakai's topic in ARMA 3 - MODELLING - (O2)
I thought all textures must be put into a "data" folder, maybe im wrong, maybe im not, give that a try isntead of your textures folder, be sure to change all the paths after if you do try -
Applied RVMAT's on a Rifle - Game crashes
Divinitize replied to Sakai's topic in ARMA 3 - MODELLING - (O2)
Sorry how do you know it's being caused by the RVMATS? -
Does anyone know how to access this Added: Scripting commands for tree interface control
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Can i wear one as a hat? But well done, the community appreciates your help
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Sorry meant sat image, not textures Does anyone know what's causing this problem, with some help i finally managed to get the textures to atleast appear, now i try to make a small map for a friend and this happens, its like its been split and spread out, when i'm on the island only the area around 30 feet from my character is textured, the rest is black, im guessing this is an LOD of some sort. http://i.imgur.com/cAZNYhD.jpg (354 kB) Thanks in advance
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Textures not in correct position
Divinitize replied to Divinitize's topic in ARMA 3 - TERRAIN - (BUILDER)
I reimported a fresh sat image and it fixed the problem, but i am creating this for arma 3, what should i be doing differently with bulldozer -
Textures not in correct position
Divinitize replied to Divinitize's topic in ARMA 3 - TERRAIN - (BUILDER)
Honestly i don't know, these are my bulldozer param "p:\buldozer.exe" -window -exthreads=0 -buldozer -addons=p:\V3addons.txt if that's what you mean, ill try again with a fresh sat image and see how i get on -
I'm new to visitor, i spent about 5 hours last night making a quick test map, it worked ok, there was textures and everything, so today i decided i would try and make a better heightmap and try a bit harder, but this time, even following all the steps i did before there are no textures in game. Bulldozer starts up fine with no errors and displays the sat image, it even shows some grass up close. These are my file paths. P:\Test_map\Test_map = config, test_map.wrp, test_map.wrp header file. P:\Test_map\Test_map\data = Layers folder, sm_grass.RVMAT, sm_grass_detail_co.paa, sm_grass_detail_nohq.paa, sm_grass_mco.paa P:\Test_map\Test_map\source = Terrain folder (MyMap.pew, terrain.pbl, Terrain.png heightmap) , layers.cfg, maplegend.png, Mask_LCO, Sat_LCO Config = //////////////////////////////////////////////////////////////////// //DeRap: Produced from mikero's Dos Tools Dll version 4.05 //http://dev-heaven.net/projects/list_files/mikero-pbodll //////////////////////////////////////////////////////////////////// #define _ARMA_ //Class C:/Users/Craig/Desktop/@BJ/@BJ/Addons/bjmap/bj/bjmap/config.bin{ class CfgPatches { class Test_map { units[] = {"Test_map"}; weapons[] = {}; requiredVersion = 1.0; fileName = "Test_map.pbo"; version = "29/03/2013"; }; }; class CfgWorlds { class CAWorld; class Stratis: CAWorld { class Grid{}; class DefaultClutter; }; class Test_map: Stratis { access = 3; worldId = 1; cutscenes[] = {""}; description = "Test_map"; worldName = "Test_map\Test_map\Test_map.wrp"; author = "Test_map"; mapSize = 10240; startTime = "11:00"; startDate = "05/03/2014"; startWeather = 0.2; startFog = 0.0; forecastWeather = 0.6; forecastFog = 0.0; centerPosition[] = {2560,2560,500}; seagullPos[] = {2560,2560,500}; mapZone = 34; longitude = 65; latitude = -34; elevationOffset = 0; midDetailTexture = "Test_map\Test_map\data\sm_grass_mco.paa"; minTreesInForestSquare = 2; minRocksInRockSquare = 2; ilsPosition[] = {1024,1024}; ilsDirection[] = {0.5075,0.08,-0.8616}; ilsTaxiIn[] = {}; ilsTaxiOff[] = {}; drawTaxiway = 0; newRoadsShape = ""; class SecondaryAirports{}; class OutsideTerrain { satellite = ""; enableTerrainSynth = 0; class Layers { class Layer0 { nopx = ""; texture = ""; }; }; }; class Sounds { sounds[] = {}; }; class Animation { vehicles[] = {}; }; class Grid: Grid { offsetX = 0; offsetY = 10240; 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+030.0"; format = "XY"; formatX = "0"; formatY = "0"; stepX = 10000; stepY = -10000; }; }; class Clutter { class grass_GrassGreenGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassGreen_group.p3d"; affectedByWind = 0.4; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; }; class Names{}; }; }; class CfgWorldList { class Test_map{}; }; class CfgSurfaces { class Default{}; class BJ_Grass: Default { access = 2; files = "bj_grass_*"; character = "grassgreen_GrassClutter"; soundEnviron = "grass"; soundHit = "soft_ground"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.15; lucidity = 4; }; }; class CfgSurfaceCharacters { class grassgreen_GrassClutter { probability[] = {0.99}; names[] = {"grass_GrassGreenGroup"}; }; }; //}; Layers.cfg = class Layers { class sm_grass { texture = "Test_map\Test_map\data\sm_grass_mco.paa"; material="Test_map\Test_map\data\sm_grass.rvmat"; }; }; class Legend { picture="Test_map\Test_map\Source\mapLegend.png"; class Colors { /// color names should correspond to surface layer names sm_grass[]={{255,0,0}}; sm_grass[]={{0,255,0}}; sm_grass[]={{0,0,255}}; sm_grass[]={{255,255,0}}; } }; RVMAT = ambient[]={0.89999998,0.89999998,0.89999998,1}; diffuse[]={0.89999998,0.89999998,0.89999998,1}; forcedDiffuse[]={0.02,0.02,0.02,1}; emmisive[]={0,0,0,0}; specular[]={0,0,0,0}; specularPower=1; PixelShaderID="NormalMapDiffuse"; VertexShaderID="NormalMapDiffuseAlpha"; class Stage1 { texture="Test_map\Test_map\Data\sm_grass_detail_nohq.paa"; uvSource="tex"; class uvTransform { aside[]={10,0,0}; up[]={0,10,0}; dir[]={0,0,10}; pos[]={0,0,0}; }; }; class Stage2 { texture="Test_map\Test_map\data\sm_grass_detail_co.paa"; uvSource="tex"; class uvTransform { aside[]={10,0,0}; up[]={0,10,0}; dir[]={0,0,10}; pos[]={0,0,0}; }; }; If ive missed anything let me know, i will be checking back every few mins.
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Spoke too soon, i tried adding some trees to my map, they worked, but now the textures are gone again
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I have fixed the problem, and to be honest, im not 100% sure how, i believe i just reapplied the same path in Binpbo, because i believe i never changed it after adding an additional Test_map in the path of all my stuff, but that still does not explain how i got my first ever test map working doing it the same way, anyways thanks for your help Bush, much appreciated.
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Thanks for the reply, i have setup the path to textures, and this is the content of my unpacked pbo Data folder (Layers folder, sm_grass_detail_co.paa, sm_grass_detail_nohq.paa, sm_grass_detail_nopx.paa, sm_grass_mco.paa) Test_map folder (data folder (another data folder? with another layers folder and the 3 textures) ,config.bin,test_map.wrp) config.bin test_map.wrp texheaders.bin. Is it supposed to be like that, it seems rather odd. please note i have been fiddling with some path names to try and get it working, so that may be whats causing this new issue.