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person915

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Everything posted by person915

  1. I've imported some DEM data from ASTER and I'm trying to crop it down to a specific size (5120m x 5120m) so that I can export it and convert it to an .xyz heightmap, but the trouble is I can't figure out how to crop it down to a specific size. Everywhere I go in the program needs some coordinates like northing and easting or has some weird set up like rows that seem to correspond with nothing. I'm honestly at a loss for what to do. All I want to do is use GDEM data to create an .xyz heightmap. If anyone has an easy way to do that where I will still have atleast half of my hair still attached by the end of it (as in I didn't rip it out prior to finishing) then please, for all that is good and holy TELL ME! Thank you.
  2. I have a working version; here's what you should do: When a program gives you an error like it's missing a file, just let it happen. For a program developed by and for such smart people, MicroDEM is EXTREMELY intuitive and is a very good program, so when it knows what it wants and it wants something, then most likely it will ask for it and you should let it do whatever it wants to do to get it, like downloading the file, for instance. If it's not wanting to do that then... well... I don't know what to tell you. All I know is that there were some extra files I needed to download after install. I still haven't managed to get an .xyz out of it, but thank you so much for digging up this thread! It deals with exactly what I am trying to do but couldn't figure out. Saved me from making a new thread. Anyway, good luck to you.
  3. person915

    Clutter Isn't Showing Up

    Thanks. I do have notepad++ already. Also I must have had a bad one I wrote earlier that I copied over. Usually I have a template for my files that I copy and change paths when I'm doing an exercise like this. Now I have some solid files, thanks!
  4. My clutter isn't showing up in-game and I don't know why. Here is my cfgsurfaces.hpp: http://pastebin.com/mHZeUrKM and my cfgclutter.hpp: http://pastebin.com/dHJr8tG9 lastly, my config.cpp: http://pastebin.com/RCgC9dwt When I start up the game with my map expansion enabled, it looks like this: I've been looking over my files for hours now, and I've fixed some problems but apparently there is still one or some I haven't fixed. If anyone can see anything in the files that would produce that error, please tell me! Thanks so much!
  5. person915

    Merging Altis and Stratis?

    Though this sounds like an interesting idea, I would follow the Utes model. Someone with talent in Oxygen (not me) could develop a battleship or something of some sort, maybe even a fleet with different ships like carriers and whatever else is in them. Since I really don't know about those things I honestly couldn't tell you. Though this proposed solution would most likely be faulted at the fact that it might be hard to stage an invasion of the naval fleet since most likely you would need to be in a vehicle. I could see though that if the model was made in such a way you could fight on it like a giant building and maybe it would work like that. Hey, there is that "Make ArmA, Not War" contest that is/has been going on that has a lot to do with Oxygen models, correct? Might find promise there. The other proposed solution would be to either use the unbinarized Altis files (if they ever come out) and create a new airfield on the map, otherwise find a suitably flat area and try to use it as an airfield. That's really all I got; just grasping at straws here.
  6. I want to set a radio trigger up to create a flying chopper which I've done, but I also want the said chopper to follow a waypoint immediately after it is created. I need it to be created with the radio trigger because it could get shot down or fly away or SOMETHING, and I can't take away it's movement properties and make it invincible, because it NEEDS to get shot down at a certain point also, which I may or may not need help with "setdamage" scripts. But the problem here is with the chopper. How do I create a chopper via trigger that follows preset waypoints? How would I even set the waypoints? ---------- Post added at 01:50 ---------- Previous post was at 01:04 ---------- Ok, instead of setting a waypoint, I feel it's more purposeful and intuative to have the created helicopter move to an acquired position of a named group. I have group1 = groupthis in the leader's init field, so if I wanted the created chopper to move to it, I would write "this move group1" in its init field, right? the thing is that the chopper isn't created yet, so I need to find a different sort of way to do this. Anything?
  7. that's a script file, is it not? Or is that just what I put inside the trigger? Seems heckalot more complex than I was looking for, but if that's what needs to be done....
  8. I have a radio trigger set up to be able to grant invincibility to a single unit, the intention to be able to turn it on and off for sakes of testing the mission when it's further in development, but I need it to make the whole GROUP invincible. The group is defined as group1, (group1 = groupthis) in the leader's init field, but simply putting group1 allowdamage false doesn't work; I assume it wants something along the lines of _x foreachmember allowdamage false group1 or something like that, but I really don't know how to write it. I could just give all the units a name and use a WHOLE BUNCH of script lines in the trigger, but I feel learning this would be a better thing to do as the concept may come in useful later. Thanks a bunch, you clever scripting devils you! I might never know how you do it.
  9. I'm trying to insert a USMC Fireteam group into a UH-1Y. The helicopter is flying when the mission starts. Grouping the chopper and the team won't work, because if they are grouped together when I set the fireteam's waypoints, the chopper will follow the same waypoints. For instance, the fireteam is supposed to ride in the chopper, and the chopper transports them to a specific location, where it lands momentarily while the fireteam gets out, then flies off as the fireteam follows a different direction of waypoints. What happens when they're grouped is that the pilots of the chopper end up getting out with them, and I don't want that. They need to be their own groups. I know there is a command that will let you insert units into vehicles without grouping them, but I can't remember or find it around here, which is a shame, because I know it's somewhere. I also don't know if I'll have to (when using the command I just mentioned, the one I don't remember) give the chopper a name and use the command in the units' init field, or if I name the units and use the command in the chopper's init field. Hopefully that will be comprehensible. Can anyone help?
  10. Oh, thanks, you simultaneously answered another one of my questions of how to name a group! Some concepts of naming in the editor are a bit difficult for me as I just don't know WHERE they go, like naming a group, but if I put that logic to other scripts I might be able to figure it out, thanks. As for the cargo problem, I just used your MoveInCargo script in each of the units' init fields, and named the UH-1Y. I couldn't remember what the script was, but that reminded me of it. I will try to use the concept you're using in your suggestion here, as in naming the group and moving the entire group as cargo in just one command, but I might try it a different way at first, as that script is a bit confusing to me and playing with it might help me get a feel for what it does. Actually, the only things that really confuse me about that script are the use of brackets, and the _x. Why are they like that?
  11. Whenever I open bulldozer in Visitor 3, regardless of the project, it gives me this error: http://i.imgur.com/vgmUwI7.png (218 kB) then this: http://i.imgur.com/4DN3cB8.png (208 kB) and I don't know why. Can someone tell me how to fix this? ---------- Post added at 00:17 ---------- Previous post was at 23:41 ---------- Well... if anyone ever stumbles across this thread having the same issue... if you have the errors for BULLDOZER only then a simple reinstall of the BIS TOOLS should clear it right up. If it doesn't, you may have a bigger problem.
  12. I've looked at the other threads but I want a more specific answer. Here's the image of the dialogue box: When I load my custom-made terrain into the editor and spawn in a player unit, and then hit preview, OA crashes and leaves that dialogue box. My custom map is a highly experimental 1.28x1.28(km) map. I believe the error for this is because the map is too small? It's completely flat, and though it has some clutter (well I think it does, I haven't gotten far enough to see if it's actually made it in), it still gives me this error. Do I just need to increase the size of the map, or is there something more to it? I'd love to hear just how to FIX it, but if someone could explain to me what it MEANS (as well as how to make it go away) then that would be appreciated. Thanks! ---------- Post added at 01:14 ---------- Previous post was at 00:23 ---------- If anyone ever needs an answer to the problem above, increasing the map size does affect this error: it makes it go away. I only have speculation to go off of, but I imagine that the map must be atleast 2.56km x 2.56km to not experience such errors. If anyone wants to give clarification on this issue, that'd be great. If you need proof, I doubled my map size to 2.56x2.56 and it now works perfectly fine. There you go.
  13. BinPBO is telling me my config.cpp has an error. I followed the model off of Bushlurker's tutorial, but adapted it to suit my own project. Despite following the model, I can't help but feel that I copied something down wrong, messed up with spacing, wrote something wrong, or forgot to change the pathnames or something else entirely. Can anyone spot anything wrong? I'm not that experienced with these things so spotting the errors is hard for me, and I've been looking over it for a while now. Here it is: http://i.imgur.com/O5kDH4I.png (187 kB) http://i.imgur.com/9mmexk4.png (171 kB) http://i.imgur.com/4JAU6wQ.png (166 kB) Sorry that it has to be "spliced together" but copy+pasting it into textboxes here seems to get rid of the indents and spaces, which very may well be the pitfall in this config! Thank you for any replies, configs really are quite a thing to deal with, especially erroneous ones!
  14. person915

    Error with Config.cpp

    Oh my gosh. Thank you so much. I finally figured out the problem. The folder isn't plants_2, it's plants2. I changed the directories and they work fine now. Needless to say it looks like a fried piece of shit, but I didn't expect much better. The point is, EVERYTHING WORKS. And I have you to thank for it. Now all that's left is messing with the clutter to get it to where it actually looks decent, making some structures and getting used to adding trees, buildings and roads in Visitor, and work on being able to make my own clutter, satmaps and textures, but those objectives are a long ways away. I might start just with editing the clutter and working in Visitor. But I'll leave that to tomorrow. Today was hard, it was brutal, but it was fun, and it was a fucking good day, and I didn't doubt for one second I wouldn't get it done, as long as I had people to back me up. I'm sorry if I was a bit too quick to post but I tend to get very excited about these things, hence why the pathing for the clutter was overlooked for so long. But I learned a lot, and I doubt that will be such a big problem again. Thank you so much, I will never forget your dedication. If you want, I'll send you some screenshots and show you what you helped create- when it actually looks decent, that is. You would deserve that much atleast. Just to make sure you understand how much I appreciate your help, I'll say this: my life has been riddled with unfinished projects. Whether it's skills, mods, songs, literary works, drawings, textures... I can just never seem to finish. But I really wanted this, and whether you saw it or not, you took to it, and helped my all the way through, and finally, it's a finished product. I'm backing it up and saving it. It's not perfect, not by any means, but it works, and it works well for what it is, and that's such an unbelievable thing for me to see something that I've carried on for so long, discontinued, picked back up again and worked so hard to achieve finally come to life at the standards I've wanted my first generation to be, and it feels great. It really does. Thank you. Truly.
  15. person915

    Error with Config.cpp

    The terrain has made it in-game. The only problem is that the clutter did not. There is something that has sort of confused me that might be contributing to this problem. In CfgSurfaces, what is it asking for when it says "character"? For instance, the link to mine that I'm about to show you is my attempt at trying to make sense of it, trying to get the game to use my clutter on the grass: http://pastebin.com/FPZisTAy originally, in the character place I had the classname for the clutter I had, so it would have been character = "vl_grassb" like it was in the CfgClutter. Bin PBO will take this CfgSurfaces, but it won't display any clutter, and all that's on the ground is the grass textures. Everything works fine EXCEPT for the placement of clutter, which in this case doesn't work at all. I'm thinking that possibly the "character" is asking for a filepath, considering whenever something is wrapped in "" that usually means it wants one, however I don't know what file it would want, whether it was the actual clutter models or a reference to the cfgclutter, or even the classnames like I had before. What should be in the "character"? And considering I DON'T want any clutter on any of the surfaces other than the grass, what should I put in the "character" section for the other surfaces?
  16. person915

    Error with Config.cpp

    ok, I don't understand something. I changed the brackets around because the config wasn't working, and I got an error. Now it worked. I'll see if the terrain actually made it in-game, but binPBO seemed to like it. I don't understand why the first time it didn't work, when the second time, even though I had the same files with the same text entries, it worked.... Oh, well! I learned, you helped, and I'm atleast 1 step closer if not all the way there. Thanks a bunch!
  17. person915

    Error with Config.cpp

    Where does CfgWrolds' class end in the config .cpp? I've been trying to end it in various places to see the effects. Right now I have it defined as such: class CfgWorlds { class CAWorld; class Chernarus: CAWorld { class Grid; class DefaultClutter; }; class Village: Chernarus { cutscenes[] = {}; description = "Vybo, Czech Coast."; worldName = "GRMRL\Village\village.wrp"; pictureShot = "GRMRL\Village\Data\vl_ui_ca.paa"; startTime = "07:00"; startDate = "05/03/2001"; startWeather = 0.2; startFog = 0.0; forecastWeather = 0.6; forecastFog = 0.0; centerPosition[] = {1280,1280,100}; seagullPos[] = {1280,1280,100}; longitude = 15; latitude = 49; elevationOffset = 0; midDetailTexture = "GRMRL\Village\Data\vl_grass_mco.paa"; minTreesInForestSquare = 4; minRocksInRockSquare = 2; ilsPosition[] = {1024,1024}; ilsDirection[] = {0.5075,0.08,-0.8616}; ilsTaxiIn[] = {}; ilsTaxiOff[] = {}; drawTaxiway = 0; class SecondaryAirports {}; }; and I get a message on the logfile: File p:\grmrl\village\config.cpp, line 66: /CfgWorlds.Grid: Undefined base class 'Grid' ---------- Post added at 01:03 ---------- Previous post was at 00:58 ---------- Now when I change the CfgWorld class to http://pastebin.com/R47aNkhT logfile gives me this (File p:\grmrl\village\cfgClutter.hpp, line 0: /CfgWorlds/Clutter.vl_grassb: Undefined base class 'DefaultClutter') message about the cfgclutter.hpp updated cfgclutter.hpp: http://pastebin.com/YCT2VcT9 This error seems to relate to what I was asking you before of how the configs know to use DefaultClutter. I've never seen it actually WRITTEN IN any of the configs.... hm... maybe I'll go check where it references clutter and see what I can find, maybe I'll figure how to edit it to work somehow by accident. -Edit- Class DefaultClutter is listed there.... hm... not quite sure where to go from here. Honestly the swapping around of where cfgWorld ends and looking at what the logfile spits at me hasn't helped in determining what's right or wrong, or what's more right and what's more wrong, but if I put it back to its original there will still be an error on that line.... ---------- Post added at 01:31 ---------- Previous post was at 01:03 ---------- If I'm inheriting from DefaultClutter, doesn't it need to be defined first? Where is it defined at?
  18. person915

    Error with Config.cpp

    Okay, so each of the classes (like vl_grass) operate under whatever is after the ":"? Then how is the (in this instance) "DefaultClutter" tied in with everything else? How does it work with the other files? ---------- Post added at 00:51 ---------- Previous post was at 00:48 ---------- Hmm.. logfile says: File p:\grmrl\village\config.cpp, line 126: /CfgWorlds/: Missing '}' I thought it was in order. I've actually tried to fix this line myself a few times with no avail. I just can't figure out where it needs to end, by which point it's fine in defining the class. I'll try it again, but any ideas?
  19. person915

    Error with Config.cpp

    Downloaded notepad++ Okay, so far, you have helped me get my config in order (atleast for now it's telling me so!) so thanks so much. It still gives me the same error, but the logfile says something different, this time referring to my cfgClutter.hpp. This is the problem I was going to investigate before, so kudos to me for learning how to bugfix somewhat, but I still haven't learned how to solve it, hence why I'm asking someone like you who knows more about this than me. Here is the important part of the logfile for this error: File p:\grmrl\village\cfgClutter.hpp, line 8: /CfgWorlds/Village/Clutter/vl_grass.model: Member already defined. File p:\grmrl\village\cfgClutter.hpp, line 9: /CfgWorlds/Village/Clutter/vl_grass.affectedByWind: Member already defined. File p:\grmrl\village\cfgClutter.hpp, line 10: /CfgWorlds/Village/Clutter/vl_grass.swLighting: Member already defined. File p:\grmrl\village\cfgClutter.hpp, line 11: /CfgWorlds/Village/Clutter/vl_grass.scaleMin: Member already defined. File p:\grmrl\village\cfgClutter.hpp, line 12: /CfgWorlds/Village/Clutter/vl_grass.scaleMax: Member already defined. File p:\grmrl\village\cfgClutter.hpp, line 14: /CfgWorlds/Village/Clutter/vl_grass.model: Member already defined. File p:\grmrl\village\cfgClutter.hpp, line 15: /CfgWorlds/Village/Clutter/vl_grass.affectedByWind: Member already defined. File p:\grmrl\village\cfgClutter.hpp, line 16: /CfgWorlds/Village/Clutter/vl_grass.swLighting: Member already defined. File p:\grmrl\village\cfgClutter.hpp, line 17: /CfgWorlds/Village/Clutter/vl_grass.scaleMin: Member already defined. File p:\grmrl\village\cfgClutter.hpp, line 18: /CfgWorlds/Village/Clutter/vl_grass.scaleMax: Member already defined. File p:\grmrl\village\cfgClutter.hpp, line 20: /CfgWorlds/Village/Clutter/vl_grass.model: Member already defined. File p:\grmrl\village\cfgClutter.hpp, line 21: /CfgWorlds/Village/Clutter/vl_grass.affectedByWind: Member already defined. File p:\grmrl\village\cfgClutter.hpp, line 22: /CfgWorlds/Village/Clutter/vl_grass.swLighting: Member already defined. File p:\grmrl\village\cfgClutter.hpp, line 23: /CfgWorlds/Village/Clutter/vl_grass.scaleMin: Member already defined. File p:\grmrl\village\cfgClutter.hpp, line 24: /CfgWorlds/Village/Clutter/vl_grass.scaleMax: Member already defined. Basically, what this is saying is that in my cfgClutter.hpp... oh, well I'll just show you: http://pastebin.com/eunLG7tu Now before you shake your head uttering "Why God, why?" just know that that isn't the original cfg file. I modified it trying to figure out how to fix it. The problem is you can see I'm trying to define my grass clutter (vl_grass) as default clutter, but I'm trying to use MULTIPLE P3D's. That's where the problem starts. All of those files, c_grassdrylong, c_weed2, etc should appear on the same surface together. Now, if I kept repeating class name { model wind lighting scalemin scalemax }; class name { model wind lighting scalemin scalemax }; and each time just replaced "model" with a different clutter type, it tells me that the class (vl_grass) has already been defined. If I use the class name once and put those stats (model, scale, wind etc) for each different clutter model and close each of them off with their own set of brackets, it doesn't like it either. classname { model = x wind lighting scalemin scalemax }; { model = y wind lighting scalemin scalemax }; { model = z wind lighting scalemin scalemax }; It DOESN'T like what I just typed above. Anyway, if that makes sense, that's how I got to the current state of my cfgClutter.hpp Theoretically, I could solve the problem by removing my numerous clutters and leaving only one, then changing what's needed to accommodate only one clutter type, but that would be counter intuitive, because I wouldn't learn. I will not compromise when it comes to this, I will achieve what I mean to achieve as long as it's in reason, and this is. So I will learn how to fix it, and not make the same mistake again. Basically, what I'm asking is the method of defining various models of clutter under one class. What's the format, why does it matter, and how does it work? Not asking to be arrogant, but asking because if I know how it works, I might be able to change it to my needs if I want to deviate. Thanks so much for what you've done so far and continue to do.
  20. person915

    Error with Config.cpp

    Thanks! Getting closer, as the errors are moving farther and farther down the config. This next error is something I was afraid of earlier: http://pastebin.com/gdjnmSR7 Should I be changing something inside the config, or inside the cfgSurfaces or the cfgClutter? I think I know what it means. I'll back the files up and play around with another set and check back here between messing with them. I think I might know what I have to do.
  21. person915

    Error with Config.cpp

    You're right, it's fixed, but here's another problem, and I'm not sure at all what this top line means (http://pastebin.com/ZQALEWH5). I know what it says, and what it's saying, but not how it applies to the actual error in the config, especially since pastebin's and the logfile's lines seem to be counted differently. I'm guessing the logfile counts lines based on line with an entry (so the completely clear lines in my .cpp don't get counted). But that's not really the issue right now, I suppose. I'm looking for anywhere that's supposed to have an = sign instead of a character, but so far no luck....
  22. person915

    Error with Config.cpp

    http://pastebin.com/FzC2N4DU That's the log file. It's still failing.
  23. person915

    Error with Config.cpp

    You tell me: http://pastebin.com/G8BQqkLr I'm pretty sure I did, but there are quite a few };'s
  24. person915

    Error with Config.cpp

    What you gave me generated that log file.
  25. person915

    Error with Config.cpp

    I'll formulate more on this theory later when I get my hands on the log file, but I'm beginning to think that the config.cpp might not be the only problem, but something working WITH the config. For instance, I have 4 different surfaces defined in my various cfg's and .hpp's, but I'm only using 2, and those are the only 2 that have their colors on the mask_lco. Am I allowed to do that? Also, for clutter, I only have it set up for one of my surfaces, which is my grass surface which you'll see in the config. The two surfaces I'm using are grass and sand, but the sand is under the ocean so there is no clutter listed for it. I don't want to get too far into hence I change something that is correct already especially before I get the logfile, since it might just point to a specific file itself. I'll go check. BBS Here's the logfile: http://pastebin.com/raw.php?i=Kjf1Utuy
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