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lappihuan

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Everything posted by lappihuan

  1. lappihuan

    Namalsk for Arma 3

    Hello Guys I already tested peace and quite mod for the A2 version on the A3 version but it's incompatible. I will look into a optional .pbo to disable the children sounds. I don't want to remove them from the map as they are (for me and a lot of others) part of the namalsk atmosphere. Yes the map will be compatible with the visual update with the next version, but it still has it's own "darker" lighting. Kind regards, Lappihuan
  2. lappihuan

    Namalsk for Arma 3

    Sorry for the long radiosilence, i was busy in RL. I could reproduce it and it will be fixed in the next version. Thanks for reporting! I'm currently looking into this. I can reproduce it and i will try to fix it in the next version, but no promises..
  3. The License Data Packs don't have the textures, you need to have a propper ca extracted from arma 2 in your p drive for movefolder to work.
  4. lappihuan

    Namalsk for Arma 3

    First, thank you about taking the time to search for issues and making such a detailed post. You can watch this video from M1lkm8n, he explains the issues with ponds in Arma 3. We decided to remove them for now until a satisfying fix is found. I can't reproduce that bug. Do you have a buddy or someone else that has the same bug? Yes roads will change in the next update, I'm currently switching to the Arma 3 road tech with shape files and textures will be replaced with new ones where needed. There actually is a texture: You can turn the lights of streetlamps off with a script. It's not always the case to have no lights at vorkuta, but if i replace the working ones with the ones that are always off, you won't be able to turn them on by script.
  5. Hello Guys I'm trying to create a custom Formation for my project, but configs are still confusing me some time. I've got some hints from kju about the cfgFormation i need to alter. http://forums.bistudio.com/showthrea...-cfgFormations http://forums.bistudio.com/showthrea...-configuration http://forums.bistudio.com/showthrea...uad-Formations There is some usefull information in these Threas, but still i can't get my config working. (can't post yet, because I'm at work) I don't even know if its possible, what I'm trying to do. This is my Config.cpp: So i would like to ask if anyone have some information on this topic, or even a working example? And since im new to configs i would like to know, what the "updated Baseclass -> yx" in the RTP file means (does it show that the config i made is working and the class is updated with my changes?) i know that question is related to configs in general, but i did not find a explanation on this, sry if this is documented somewhere and i did not searched well enough. best regards Lappihuan
  6. lappihuan

    Namalsk for Arma 3

    Both things don't have anything to do with the config of a building. The echo is triggered by the texture in the roadway lod, a lot of namalsk custom buildings aren't set up to have correct textures in the roadway lod for that sound feature. That will be fixed over time. Generating AI and selecting positions can be done in multiple ways, what mostly is used are the building positions. It's possible that some Namalsk buildings don't have correct building positions but that will be also fixed over time. He actually shows jbad buildings in the start to show working buildings ;) None working buildings are A2 buildings or Namalsk buildings.
  7. lappihuan

    Namalsk for Arma 3

    it's actually land_namalskbuilding : house_f and thats how all arma 3 buildings are done. i don't know what you excatly mean, so i can't reproduce. could you send me a repro mission with repro steps?
  8. lappihuan

    Namalsk for Arma 3

    That is a known bug with jbad buildings. Little side note, that actually means there is now a version of Namalsk in every Arma title including OFP.
  9. lappihuan

    Namalsk for Arma 3

    you can try using enableEnvironment but i don't know what stalker has to do with zombies... you can also try using that addon, it was made for Arma 2 but it could work for arma 3 too.
  10. lappihuan

    Namalsk for Arma 3

    Does that needed to be done by the island authors or the alive authors? I don't know how it works, but can be done when we know how. regarding airfield beacons: i would need to check that in arma 2 and see if they worked there, but i will add it to the bug list for the next release.
  11. lappihuan

    Namalsk for Arma 3

    Armaholic link is also added in the first post.
  12. lappihuan

    Namalsk for Arma 3

    no CUP no AIA, it's fully standalone
  13. lappihuan

    Namalsk for Arma 3

    Maybe one day ;) but your quote only mentions the Arma 2 Version with the campaign. In the op is written: Currently the download only includes the Map itself, modules and other things included into Namalsk will follow later, maybe even the campaign. The changelog will follow later.
  14. lappihuan

    Import Stratis Into Terrain Builder

    Modifying Arma 3 Maps is clearly NOT allowed! Idk where you got that information but its clearly false. Edit: also, APL-SA does not mean "yea I can rip it apart how I like". Explicit permission from the author must be given when the APL-SA is applied.
  15. lappihuan

    Black clouds in clear blue sky bug?

    This must be a config issue. Either wrong inheritance or you have changed some lightning/SimulWeather parameters that cause that. The easiest would be to use the config from jakerods Atlas tutorial.
  16. lappihuan

    Texture or another issue?

    Do you follow the Atlas tutorial?
  17. lappihuan

    Texture or another issue?

    You may have imported your satelite image as surface mask. The surface mask is a 4 to 6 color representation of your satelit image that tells the game where to display the diffrent closeup surface textures.
  18. lappihuan

    Texture or another issue?

    you should try to keep the texture layer in your samplers tab as close as possible to 40x40 so your ground textures won't be zoomed like in your video. I will also make this effect less noticable.
  19. what if you use vectorDirVisual and vectorUpVisual for the export, should be in world space and render time scope. (if you are not already using them) E: why were you converting it to local space? in the context of islands only global (world) space would make sense to me
  20. @Neo If you are using setVectorDirAndUp you should always be in global space unless the object you are manipulating is attached to another one. Could you explain more what you have found?
  21. nice one Neo! Indeed, you have no life :D
  22. it is stored in the heightmap "tab" that is created when you rebuild the terrain the first time. but you can export the heightmap to a .xyz or other file formats from TB to send it over to other people.
  23. lappihuan

    Config

    create your terrain pbo with everything in it and load it up in the Arma 3 diagnostic exe then you can use the diag_mergeConfigFile command to merge a new config file to your island and edit params within seconds. you could also create a little replacement config pbo next to your terrain pbo and only pack this little replacement pbo with changes to the config.
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