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Sealife

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Everything posted by Sealife

  1. Just to save confusion from Blakeace post above should be < change is my_rope to myrope for variable name of rope consitency in example
  2. Sealife

    LOD system

    I m trying to create a clutter system that will put some detail back at a distance , my thinking is that if i create a model with blank faces at 0 - 30 meters or in the 0 -5-10-20 lods and then put some detail in the 30- 40 -50 lods ( less faces of course but detail txtures rather than opaque /alpha in the previous lods) it should work, however the engine seems to be drawing the blank faces right out to a distance of 250 + i have tried messing with LOD values and reducing but it doesnt seem to like any of it. is there any info or advice available that explains if clutter is different in terms of LODS to say vehicles units or buildings ? cheers in advance
  3. to do that wou will need to change one of the rvmat names , the process is as follows engine sees the rvmat ft_polopoust.rvmat (which is binarised to the wrp ) then it looks config and sees the define for ft_ polopoust ander applies the clutter defined. If at the moment you do have ft_polopoust and it has some areas clutter and some not then i am assuming its been averaged or ,its all clutter ( last define is taken) ? best way is to change the rvmat applied to your dirt areas in the layers config where you want dirt and simply call it ft_DirtPolopoust and then change the : obviously the naming above really isnt suitablke for good workflow , sand and dirt should really be swapped but you get the drift (pun) hopefully another tip when making a mask_mco , you can define the colour of the land and objects iincluding roads , make roads white with no borders , make houses red with no borders and make trees green with borders , you can define other place and objects at will but ensure there are only 4 colours in one square segment (dont forget to count back ground ccolour), when happy export terrain as picture (not.pbl but image ) this will now be an exact mask_lco please select the first tab that looks like flames in visitor to show custom colour land . for more advance techniques you can alter the colour of the height of the land and also make 10 meter squares in 02 and define there colour when adding them in visitor ( for example tools >artificial objects > add/browse/ >select a sqaure you have made ft_grass_10m > define custom colour > make border and fill 0,255,255 ) to place over poppie grassed areas so your mask is pretty exact .
  4. also beaware you are defining ft_polopoust as two different surfaces see below.dont think this will achieve what you want , you should define only one surface and then define what properties you would like it to have but only once.
  5. As above you have one to many and so your last define is not part of the structure
  6. Out of curiosity ,are the parameters variedvenough to try on a vehicle ,specifically small rope to tow something ,I was thinking articulating vehicles specifically ?
  7. Place a unit first and then Empty > your houseclass should appear in the drop down list
  8. I think clutter is defined by relation to the Material file or >rvmat rather than the texture itself ? i dont believe there is a material file applied to the Infinite so no clutter maybe , i havent looked at a terrain for sometime but that was my belief anyway. However if someone makes a terrain and its borders are all land they will get infinte terrain anyway (no variation tho like a configged infinite terrain) , the overlap of the rvmat onto this continued land allows for clutter , its very hard unless a complete border of colour _x is defined in the mask to get a nice even infinte tterrain using this method tho.
  9. Hi, I saw hilst browsing identity other day this , maybe you can config custom type within own units , the part of significance is Pitch taken from class CfgIdentities
  10. Hi , its your probability vs number of clutter for example class tav_pole1clutter { probability[]={0.79,0.1,0.1,0.01}; names[]={tav_grasstall}; }; only 1 clutter but 4 probability , check all cfgsurface and make sure only one probability for each , so if three types of clutter thn three probability and if two clutter then only 2 probability. so class tav_pole1clutter { probability[]={0.79};// all numbers between brackets added should = maximum 1 in total but can be less so 0.79 here is ok names[]={tav_grasstall}; };
  11. Problems like this are usually about Size and dimensions , lots of Rvmats = long time to Paint the surface , Only solution i find is to use the -exthreads parameter ,it still takes time but always completes . 4096 is also bad dimension you will see nothing is able to be placed and moved in the bottom right hand 1/4 of the map also . its better to sacrifice and use 2048 and double the cell size to 20 for more stable result vs quality . you will find that even though you will get it in game , if someone has entered this map with Great View distance , there chance of Out of memmory error will increase, i would advise in your read me they start on another map and lower the View distance before entering such a big map with smal cell size . I am lead to believe there is a Page file tweak but i have never found it to work consistently.
  12. what numbers did you use ? i think -1 is off ? , obviosuly now with Penetration in A2 plus maybe this material Number 60 or 51 etc has some other significance when used insid this Hitpoint factor ? Oh and to confuse matters more it seems also Mass has a part to play in some way too, weather this is some collision dammage before explosion damage i never figured it , but i know a wall of 500 armour weighing 500 , is harder to kill than a wall of 500 armor weighing 50 kg in my tests
  13. Im not sure it works anymore but the basic idea was back in ofp Arma1 (?) say you set up a section and click open up the face properties in o2 , there is a user value ( in arma2 -oa left at 0 or binpbo complains) , BIS used to set this value to 51 or 60 ,this was then defined in the Hitpoint material = 51 , i believe . this would then for example allow the Burned out effect on the engine if the Visual = "ENGINE" was also defined in the Hitpoint or where windows are concerned holes to appear all linked to the rvmat damage effect of course .
  14. I don't think bis could contribute anything to this other than "the dogs may bark but the caravan moves on " , there energy is best spent on A3 and TOH . I still see no definitive explanation to mission makers wants from PR ,Add-on makers certainly want for nothing from PR as there announced beta asset list is replicated elsewhere on armaholic. I come to the conclusion that in 24 hours people are scared that PR are trying to enforce a gameplay mode when using there work . Well this has been done before as mentioned by some RPG gamemode I forget the name of apparently and by all accounts very succsesully , so that leaves one last thing BAF units donated to PR under a strict Eula , I guess when the download is available we should see what this Eula says because I assume it will be part of PR Eula and Bis will surely have to sanction any legal talk in their name ?,only then if Bis or Pr feel the Eula is breached will it be necessary for BIS to act ?
  15. Thanks for clarification , so its viewed as an Arma2 mod no matter what anybody writes in there EULA , as long as they dont modify it they can dowhatever they want inside the Arma2 /oa engine i think your saying , sounds sensible , i think your original harshness ( or appeared ) was clouding my ability to see your angle :0 thankyou
  16. But if there EULA /Readme etc says by downloading you will abide by there ideology that there missions /mod is given for free as long as its played on a PR sanctioned server , are you not then by saying anyone can make missions with there work and host on there own server s, telling them to use a product in a manner different than that which is was given for free I>E using the downloaded content for other purposes than that it was made for ( use on a PR server with PR missions ) ? I see the historical logic about how OFP arma community works , But PR really arent setting a presdence here i can think of other mods/gameplay modes that have already tried this , unfortunately they closed there threads too and 1000 s play and wite somehere else. I hope your right or people just gonna send the lawyers to you lol and quote your post ;)
  17. I was going too but , i see you have since expanded your motive beyond just BIS and PR but now EULA , thats far too complex an argument for the time i have :). I think they said you can submit or join them in last few post of closed thread maybe thats your route or is it PR itself you dont want but only there work ? either way i go back lurking now thanks for your reply i am now more informed to read on thankyou
  18. But isnt it the case the Mods will have to be modified and PR do not want / have enough members to support modified content,If we took ace as an example and someone decided to make a MyAce using modified content , then there would be everyday here Myace doent work with _x along side Ace Does not work with _x ? But of course again PR seems to only be reworked BAf (already avaialable in BIS quality) so why would anyone wish to take someones work when they can do nothing with it ?. It seems i have discovered all the talk is very Hypothetical and i should wait till release , i thought maybe there is genbuine plausible concern but now hearing addon fears and mission fears there is only a psychological fear at this time, no wonder i could not follow the thread.
  19. Hi i just read this thread and other which is closed and you seem to represent a view shadowed by other mission makers, i wonder if you can clarify some questions so i may follow better the all problem. You are a mission maker who wants to make Missions with PR content and play them with your friends it seems to me ? My question is PR is only missions not Tanks soldiers (they have(not tanks) but no different than available for last 12 months) , what is it that you want to take from PR and use without consenting to there ideology, i just cant understand there is anything they have you want, but yet you seem to want it , it cannot be there PVP mission style as its already out by PvP scene for more than one year . I would very much appreciate a clarification so i may follow easily afterall i signed here after many years for this :). My other guess is you simply want to destroy there Ideology of trying to create a very Tightly monitored Mp scene maybe but this couldnt be right because only PR failing could achieve this ? thankyou
  20. Armor in this context is multiplier or 1 = 100% of the total of the object ,this is defined further up in main armor = x ,thus Windows are usually low value.0.02 Material as pvp as described can be defined in o2 and matched in config ,not used so much anymore and binpbo complains Convexcomponent is the name of the geolod section its relevant too Passthrough is as u describe 1 too affect the total damage by the factor above and 0 to ensure only the hit area is affected .
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