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zeotrope

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Everything posted by zeotrope

  1. Did you manage to get it sorted ? I had a file size issue first time I tried to upload. Was my layer structure within The World Editor. Everything seems to need to be in the default layer. I had rocks in layers called "rocks" and trees in layers called "trees" and this seemed to give me the same small upload size that you are experiencing. As soon as I dumped all into the default layer, all got uploaded. This was one of my issues anyway.
  2. I was wondering if any Devs from Bohemia could shed some light on the wiki article https://community.bistudio.com/wiki/Arma_Reforger:World_Editor:_Terrain_Creation_Tool in regards to the User Brush text passage which reads, "User brushes are loaded from root/Brushes (i.e. root/Brushes/blot.png)." I have tried placing my Brushes folder in every level of folder from ArmaReforger, Addons, "My Project" etc. etc. with no luck in getting custom "USER" brushes to show. I see a lot of talk in Discord channels on this topic with no solution. Any Ideas ?
  3. zeotrope

    cant use whole terrain

    I thought there was a world bounds option somewhere. I don't think 2048 x 2048 is too big
  4. Found a solution to custom maps using GAMEMASTER where the initial camera can be set when the Terrain Loads. This prevents the camera being anywhere but where you need it. ie: Out to sea with no land in sight ! First load up EDEN_GM and have a close look at the entity Gamemode_GameMaster. You will notice a component labeled, "SCR_EditorCameraDefaultsComponent" You will also notice there are around 8 or so different camera angles (SCR_CameraCoordinates) associated with this component. These seem to ideal camera angles set up for EDEN when you load up GAMEMASTER Copy and add this Gamemaster Entity to your map. Obviously delete your current one first. Now select the Gamemaster entity and Delete (minus) all but 1 of the SCR_CameraCoordinates. If you are happy with only 1 camera angle then no need to add more.... add as many as you want. To get your current camera position (x,y,z) and angle, click the CAMERA Tab located at the top of your main world window. Camera position and angles are shown. Use these parameters (once you have found a nice view angle) and copy them into the SCR_CameraCoordinates, one by one. As you add camera angles etc, you should see PINK Vectors Planes on your map showing their relative view angles. These represent your newly created camera angles. Tested this in workshop with one or more angles and it works just fine. The next thing I would like to do is add a Cinematic Camera to the initial view....but that may not yet be possible. Anyway, I hope this helps someone. It puzzled me until I had a logical look into some of the Entity properties.
  5. zeotrope

    Dune Island Terrian

    No scenario as yet. Just search "DUNE" in Workshop and work with Gamemaster for now
  6. https://www.youtube.com/watch?v=on4NeN9LAII Been such a long time since posting on these forums. I've been working on a new terrain for ArmA Reforger and thought I would share my work here.
  7. zeotrope

    Dune Island Terrian

    Heads up ! Dune Island - Beta just released on The Workshop. Will be updating / refining until I'm happy it's done. Enjoy.
  8. zeotrope

    Grass on road problem

    Maybe you are aware and if so disregard this......but when you are in the paint tool, hold down ALT and click once and move to a new area and click again etc. This paints along a linear line and can help with things like roads etc. Just a thought.
  9. Happens to me from time to time. Just save, close and reopen enfusion. Seems to fix it.
  10. zeotrope

    Grass on road problem

    Same. So I guess there should be a checkbox within the spline that eliminates grass. Maybe we are missing something. Maybe there is an entity that we place on the spline the does just that
  11. zeotrope

    Grass on road problem

    I saw your screenshot. not really sure what this issue is. Did you use a spline to make the road ? I have a dirt road on my terrain. It's a spline curve based road that follows the terrain etc. I place the road through a grassy field and the first problem was the "mountain grass" showing through the road. I used the PAINT tool (selected dirt) and painted away the grass. If this isn't your issue than please explain the situation. Your screenshot references a sat map. Is your road not showing on your imported sat map ?
  12. zeotrope

    Need help with paint tool bug

    Haven't come across this bug yet. Could it be the water level / seabed being the same height and causing this ?
  13. zeotrope

    Arma Reforger - Videos

    Still working on this Island but thought I would show off my WIP.
  14. zeotrope

    Creating Terrain Broken?

    Thanks Reaper. Good to see there is an interim solution while we wait for the official fix 🙂
  15. zeotrope

    Dune Island Terrian

    Ok well thanks for the heads-up. Hope it gets sorted soon
  16. zeotrope

    Dune Island Terrian

    Thanks. Yeah haven't noticed the issue. Most likely due to the fact that I created the terrain prior to the problem !?
  17. This graphic based modification for existing ArmA 3 assets delivers a contemporary look to a full fleet of hand picked vehicles along with specialized and personalized uniforms and equipment pieces. The Tac-Ops addon aims to provide ArmA 3 owners the attention to detail that often gets overlooked when designers are forced to focus on the bigger picture. We hope you enjoy exploring and discovering the many subtle and dramatic design choices. From sweeping graphic decals that flank the majestic transport helicopters to the fine embroidery located on the strapping of an engineers backpack. If you want to enhance your already amazing ArmA 3 experience, take the time out to download and install our modification. Download Now Features: Featuring over 200 modified ArmA 3 vehicles and items including backpacks, helmets, vests and much much more. Assets are provided adorned in our custom 'Frost Green / Silica Desert / Chill Winter / Carbon Black camouflage that closely matches the varied and dynamic geography of many ArmA series terrains, lighting and weather conditions. Want a mod with real attitude, made by a team of real gaming enthusiasts? Look no further. www.tacopsgaming.com Latest changes for Version 1.2 .re-textured MK20 (Carbon Fibre) .re-textured MXM (Carbon Fibre) .re-textured Titan Compact (Carbon Fibre) [jlai] .re-textured NVG's (Carbon Fibre) - added to desert_coverall_1 config .fixed code error in dersert nvg's (coverall_2) [frost] .re-textured Jet Pilot's helmet -Australia- .re-textured light infantry helmet - carbon .re-textured light infantry helmet - carbon - Transformer .re-textured tactical vest - frost camo .re-textured tactical vest - silica tan .re-textured tactical vest - carbon fibre .changed all infantry from binoculars to rangefinders .altered gen2 loadout to include carbon titan .added HAFM atifacted full screen NVG's. Credit HAFM .created new 'chill' camo for snow units .added re-textured lionheart 'snowlion" .added re-textured littlebird snowdragon / snowbird .added re-textured snow griffin 04 .added re-textured snow griffin medevac 05 .added re-textured show pony (littlebird) scarlet red - unarmed .altered hog naming convention to alphabetise .fixed issue with showpony tail decal not displaying correctly .added dragonfly decal to nose of dragon little bird .alterd display name for dragon little bird .added re-textured mohawk - marine one
  18. zeotrope

    Apex EPBO Access Timeframe

    Without getting abusive, that's a rubbish answer. I am respectful of the fact that BIS have encrypted their work and understand why they do so. All I was inquiring was if someone from BIS could give me some sort of realistic time-frame for this content to be available (EPBO Access) to the community.
  19. As the topic states, what would be a reasonable time-frame / date as to when the modding community will be granted access to the Encrypted APEX PBO files.
  20. For some reason I cannot get the following config to work. { class Zeotrope_Balaclava_Config { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F", "A3_Characters_F_Beta", "A3_Characters_F_Bootcamp"}; }; }; class cfgWeapons { class ItemCore; // External class reference class InventoryItem_Base_F; // External class reference class HeadgearItem; // External class reference class Uniform_Base; // External class reference class UniformItem; // External class reference class Vest_Camo_Base; // External class reference class H_Bandanna_surfer; // External class reference class Vest_NoCamo_Base; // External class reference class VestItem; // External class reference class ItemInfo; // External class reference class G_Balaclava_blk; // External class reference class HelmetBalaclava; // External class reference class Balaclava_Jungle_D : G_Balaclava_blk { author = "Zeotrope"; _generalMacro = "Balaclava_Jungle_D"; scope = 2; scopeCurator = 2; scopeArsenal = 2; displayName = "Tac-Ops Balaclava (jungle camo)"; model = "\A3\Characters_F_Bootcamp\Guerrilla\g_balaclava_clean.p3d"; picture = "\A3\Characters_F_Bootcamp\Data\UI\icon_G_Balaclava_olive_ca.paa"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"tacops_balaclava\balaclava\data\balaclava_jungle_co.paa"}; identityTypes[] = {}; mass = 6; }; };
  21. zeotrope

    Balaclava Config

    Ok....I've sorted it out.....It was inheriting from the incorrect model it seems... { class Zeotropes_Balaclava_Config { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[]={}; }; }; class Headgear_Base_F; class Item_Base_F; class CfgGlasses { class G_Balaclava_blk; class Balaclava_Jungle_D : G_Balaclava_blk { author = "Zeotrope"; _generalMacro = "Balaclava_Jungle_D"; scope = 2; scopeCurator = 2; scopeArsenal = 2; displayName = "Tac-Ops Balaclava (jungle camo)"; model="\A3\Characters_F_Bootcamp\Guerrilla\g_balaclava_clean.p3d"; picture="\A3\Characters_F_Bootcamp\Data\UI\icon_G_Balaclava_clean_ca.paa"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"tacops_balaclava\balaclava\data\balaclava_jungle_co.paa"}; identityTypes[]={}; mass=6; }; };
  22. zeotrope

    Balaclava Config

    Thanks but I can't see it working for the Balaclava. May work for the Shemagh
  23. Hi All, For some unknown reason, perhaps since the new Eden update, my Quadbike re-skins are not showing. The bikes show in the editor but are do not show my custom skins. I have not altered anything.....did BIS alter something ? Couldn't find a solution to get this working (again) enum { OrdinalEnum = 2, destructengine = 2, destructdefault = 6, destructwreck = 7, destructtree = 3, destructtent = 4, stabilizedinaxisx = 1, stabilizedinaxesxyz = 4, stabilizedinaxisy = 2, stabilizedinaxesboth = 3, destructno = 0, stabilizedinaxesnone = 0, destructman = 5, destructbuilding = 1 }; class DefaultEventhandlers; class CfgPatches { class Zeos_Quadbike_Config { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Soft_F"}; }; }; class CfgVehicles { class B_Quadbike_01_F; class Quadbike_tacops_D : B_Quadbike_01_F { author = "Zeotrope"; crew = "tacops_Soldier6_E"; displayName = "Tac-Ops Quadbike (frost camo)"; hiddenSelections[] = {"camo1","camo2"}; hiddenSelectionsTextures[] = {"tacops_quad\Bike\Data\quad_body_co.paa","tacops_quad\Bike\Data\quad_wheels_co.paa"}; }; class Quadbike_des_tacops_D : B_Quadbike_01_F { author = "Zeotrope"; crew = "tacops_Des_Soldier3_D"; displayName = "Tac-Ops Quadbike (silica zebra camo)"; hiddenSelections[] = {"camo1","camo2"}; hiddenSelectionsTextures[] = {"tacops_quad\Bike\Data\quad_des_body_co.paa","tacops_quad\Bike\Data\quad_des_wheels_co.paa"}; }; class Quadbike_chill_tacops_D : B_Quadbike_01_F { author = "Zeotrope"; crew = "tacops_Chill_Soldier2_D"; displayName = "Tac-Ops Quadbike (chill leopard camo)"; hiddenSelections[] = {"camo1","camo2"}; hiddenSelectionsTextures[] = {"tacops_quad\Bike\Data\quad_chill_body_co.paa","tacops_quad\Bike\Data\quad_chill_wheels_co.paa"}; }; class Quadbike_jungle_tacops_D : B_Quadbike_01_F { author = "Zeotrope"; crew = "tacops_Jungle_Soldier5_D"; displayName = "Tac-Ops Quadbike (jungle camo)"; hiddenSelections[] = {"camo1","camo2"}; hiddenSelectionsTextures[] = {"tacops_quad\Bike\Data\quad_jungle_body_co.paa","tacops_quad\Bike\Data\quad_jungle_wheels_co.paa"}; }; };
  24. zeotrope

    Re-Texturing Scopes

    It's a real shame we cannot access some of the accessories in A3. I wonder if any DEVS are reading this and can lend some insight as to if and when we can re-skin stuff like this.
  25. zeotrope

    (AEF) Uniform Pack

    Nice to see your work in the mix man. Well done.
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