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Sealife

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Everything posted by Sealife

  1. Sealife

    New o2 Issues

    shouldnt be but ya never know , so far indications are loosely that Windows 8 is ok but WIn 7 having problems . My armawork folder is on G: subst P My game is on C: Try the Dos Start up commandline IIRC was P: CD P: "path to exe" pathomodel < apologies on a tablet google will find you the correct line
  2. No not for BIS but can be made with Particle effect ;) , let me know i can help with that if the Height thing and sync is possible.
  3. Sealife

    New o2 Issues

    yeah i assumed you got rid of that error from your previous post , it doesnt actually show up as a texture noticeably anyway what i was trying to say was that the only settings other than the ones you have described that may affect are the ones in my previous post . the only difference being if iread your postcorrectly is ypu appear to be saying you dont have masking = Mask texture ticked, if it is then we have same setup and it must be one of those stupid errors that happen but dont show i would also open your model and bulldozer and check the created Oxygen2.log in the o2 folder see if there is something obvious as well as your arma.rpt
  4. Sealife

    New o2 Issues

    what are your bulldozer parameters in O2 > bulldozer > not hide textures or anything and also selection masking = Mask texture ticked ?
  5. hi great script many thanks , I wonder can you add a little something >> If player is at height > _x it will snow where _x is defineable by mission maker that would be greatly appreciated if possible cheers
  6. Sealife

    New o2 Issues

    the way on windows 8 and still keeping P drive = Run via steam once oxygen and addon makers this will register Hkeys then close. then open oxygen set viewer Path "C:\Program Files (x86)\Steam\SteamApps\common\Arma 3\arma3.exe" -buldozer -window -noland set DLL path : C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\Oxygen2 set Texture : p:\ unpbo the files as normal making sure files on P reflect the version in C:\Program Files (x86)\Steam\SteamApps\common\Arma 3 it is no good to have dev branch in steam and stable on P dx11 errors = you have wrong files or unpacked them wrong on P a3\data_f\ halfa.paa error means you havent unpacked that folder on P . if the game is starting and Model not showing , then it is possible you still have OLD a2 tools assigned as default programme to open >p3d extension and you have actually been setting that o2 and not New 02 , best here to uninstall or reassign the new o2 .exe to be sure you are infact opening new o2 Pettka has reffrenced to get rid of P however it seems the tools still expect a :p especially material editor ( p:\doc\MatTemplates is where it expects the templates to be by default) , maybe he was reflecting a wish not reflecting a present structure I am sure they will work elsewhere but above is the way i have it working and all binarising well
  7. Lol What have you got besides distance to base a process on ? It doesnt matter that he puts a lod based on distance , only that he uses it as a key, , the engine will dictate . I linked the biki so what ? You think I will type the same on a tablet or reinvent wheel ? The distance gives a guide to when to remove the internal detail , without specific engine calculation there is no other sensible manner to build . Edited , nearly took the bait Seriously stop this post count = amount of knowledge crap , nobidy is telling the guy lod numbers are exact distance , they merely pointing out what the lods do and sensible stratergies without pulling the exe apart .
  8. Sealife

    Animation correction

    Ignore the error , it will not be picked up in game engine , its a catch error for binlog only , bis models have 1000 of these error too like where selection camo and body injury add 100 % weight to a vertices each . If you wish to fix , find here weight tutorial and paint that vertices 100 % on its named property , you can find this by left cluck its property and then right click and weights but its more likely to cause damage in rtm than fix anything. Unless you cant binarise it then you will need to correct it
  9. For optimisation remove interior lod based on the distance from the center of building Basically this means you will inly draw the detail when you need it Check Bis Mlods for a guide on reduction therafter .these lods based on the position on you (camera) from the center of origin of the object. Sovery basic rule of thumb , because it depends on settings , benchmark, other objects in scene but generic test is if its 10 meter from center of building to furthest point of entry including windows and skylight then first lod without interior should be 11 but in reality that might be too close and lod change seen , its all subjective but thats the system You can also expand an maybe a 5 lod wont draw center details for instance . Old tests that give basic indication http://community.bistudio.com/wiki/Operation_Flashpoint:_Resolution_LOD_Samples
  10. With all due respect and apart from the bit about your own work , you are talking complete and utter rubbish , Nobody i repat nobody i know now or since OFP times makes maps like that, we would have given up years ago ffs, if your teaching that you need tostop , because that is not how to make a terrain . god even using Lynx 75 s placement and scripting a cast out for the results and diag_log is better than that and even then its pretty harsh. At no point did you answer the question what he hell are you talking about when you say V4 is not a magic bullet if V3 cannot laod up A3 p3ds . you simply came back with WRP tool type workarounds . you cannot use A3 p3ds in V3 so i really dont get your reply again at all, its all silly 10 year old replacement workarounds . towns and cities and forests are built with algorythms now not click place every single item , god even the contruction modles were better for you maybe lol , we just want to get the P3d`s in not have decoys a2 saved crap thatneeds rel adjust etc and psuedo lods. you need to re evaluate what knowledge your spreading there mate , that is almost medieval gotta tell ya , i done a 160 km algorytyhm for rocks and shrubery in less time than it took to read your V4 workflow lol .
  11. And they were no means the best versions we could hav been given and in some circumstances the advances were removed , i agree with Patrick N people have suffered with every itteration and really should gte medals for what they achieved. Its one thing to Patronise but come on , seriously you dont get it ? thats a bit unecessary isnt it , i think anyone who has seen Bis screenshots and documentation knows we never had the best and even less when comunity guys working on projects for better placements were snapped up and that open source development ground to a halt , wether that be 3DE or gateway . Just because you are comfy with workarounds doesnt mean you have to be nasty like that , its elitist and uncalled for , if you were truly happy you wouldnt have been in this thread Real shame . as for this "Visitor 4 is by no means a "magic bullet" - it won't let you place objects, for example, any faster than V3" the current V3 doesnt let you place A3 objects at all ,what the hell are you talking about ? oh wait , work arounds ah right i forgot yeah we can always use workarounds , the very thing the guy was posting about and your answer to his problem is to use the method he is complaining about geez and you have a developer tag ,the mind boggles . maybe your just worried more people will be able to make terrrains , i have no other logical answers to both the previous posters comments
  12. Sealife

    Su-22M4

    Hi there are some photos here http://www.primeportal.net/hangar/luc_colin3/su-22m4_fitter/index.php?Page=3 Hopefully they are right plane and quality :) , i am only in the Chair-Force lol . hope it helps if help was needed
  13. Sealife

    Clipping issues

    i think this pic kinda sums up the thread , everybody sees it from one perspective however Gshock sees it from a somewhat different perspective. http://imgur.com/0oPS107
  14. Sealife

    AllowDamageFalse in Official Campaigns?

    Personally i think this thread is more damaging and selfish than the init line of the character absolutely abhorent that you chose to ask this with such detail and reveal such spoilers , given you already knew how to make the changes for your own experience makes it even worse. Campaigns and the way they are written and recieved are subjective , however given the ability to change the code with ease , there can be no such justification for a single minded opinon to be almost forced upon and indeed broadcast too the miltitudes. really wrong this on so many levels. you have just ruined my experience before i even played it on stable , thanks.
  15. Sealife

    Arma 3 tanks config guidelines

    I would rather you didnt have to come here to explain why the wiki gives instructions that are not actually relevant at this moment in time yes , unless your getting a bit of a thrill out of stating the obvious (to you) and telling people the instructions are complete as long as you dont do something that isnt mentioned in the instriuctions , i dont see the point of your replies to be honest , they do nothing to answer the original question abd merely answer another , which would be , how do i get a physx lod in game if i dont want to binarise it and release the source files unencrypted. either way , this has been my opinion and your opinion resulting from my question of why are the instructions not complete , you have your question answered , i am stil awaiting my answer.
  16. Sealife

    Arma 3 tanks config guidelines

    Even simpler is for the DEVS to put your explanation in thier posts or the BIKI , this process has been splurged for several months now and frustrated many and i`m sure some have left due to that frustration. My question wasnt really about what the solution is but more about why are people with access to A3 tools writing processes for several months aimed at people with a2 tools :) I cannot register with wiki or i would have written a comment.
  17. excellent upto the point where i was ejected from a truck to look at some bloke on the side of the road and game crashed . Nothing in the arma.rpt out of the ordinary (usual shite about poor anim configs and empty.p3d and the infamous override attempts and vest cant handle the amount of ammo et al) . Looks good though i will defo try it again when it hits stable branch .
  18. Sealife

    Buildings devoid of life....

    hopefully when mlods out we can get something done for ourselves :)
  19. Never had any problems with MSI afterburner myself http://event.msi.com/vga/afterburner/download.htm I have a poor PC and can still record without any impact and it doesnt put Fraps.com on all my videos lol
  20. Sealife

    Buildings devoid of life....

    Hmm this aint like you man , get out of the thread before it consumes ya , send me a PM i have a good idea here to make what i consider to be a massive compromise (for now) and if we get it right maybe BIS can take us up on the idea later when they back on par :). Seriously send me a PM .
  21. Sealife

    Buildings devoid of life....

    things have changed unfortunately and they keep continuing the walk anim in the same spot due to the geo lod, i have tried it with the current models , by setpos the physx and by proxying via a p3d with nothing but a proxy and cfgnonai . i fully understand your frustration and i agree , however i am only here to offer a meet BIS halfway until they get there full team back from all other projects they operate in these days (punZ) , i think after November 5th we will see major update from dayz and then maybe the animation people and the terrain people will return , i know a lot ofpeople see thing with rosey glasses and shout seperate teams , but we only have to see the interviews this week to understand BIS are putting a business case for the current progress on what we rightly term simple fixes , configs and well this case here . I will be back about Mid november and see if iam so wrong i should bury my head forever , until then i believe what i have seen and read and thats all i can formulate my opinion on
  22. Sealife

    Buildings devoid of life....

    Furniture was as you say ingored and wasnt configged thus missing config error , it should have been cfgnonai and probably was in the end IDK , however now it is furniture base inherit from Physx so its a propper entity with a config and not a non configged proxy as it was previously .
  23. Sealife

    Buildings devoid of life....

    AI pathways as you know are in the Building lods and they wont deviate and cannot be changed , so if we agree as we must that performance for 45% of A3 owners on Altis is around about 15 - 35 FPs and furniture would make around 10 - 30 FPS , this eliminate any sense for BIS to place them as they cannot undo it , as such then we have ideal solution left for us , make it dynamic by mission maker and in time if some positions become known to be not any problem then , when and if BIS solve performance they can add it via the p3d . visitor method . i just filled a house in 30 secods by walking around and recrding my positon so its not Big Ask of anyone to do it really but massive ask for BIS to take a gamble .
  24. Sealife

    Buildings devoid of life....

    it would be easier and more efficient if a mission maker did it why ? Because a lot of people really do have performance issues already , therefore if BIS made furniture mandatory by adding via the terrain tool or adding via proxy to the house then , it would be a Mare to undo . for anybody wanting funiture for a mission not only can they spawn them in dynamically ( player distance area then spawn etc) ,they can also do dynamic types and positions, now i dont know what furniture is made but i saw lots of chairs and tables in configs , all it would need would be for mission makers or groups of player and mission makers to colaborate and walk round buildings and stand in a location and mark there spot and ideas for what would be good there . Diag_log is your friend here and Arrays your other friend . housetype = _x then spawn furniture type at defined pos(s) , probably easiest addon to make so far in A3 . and would give BIS fantastic data if they wished to one day place permanent things ;) for me i dont want furniture because of performance and AI pathways , however if i was towant it , i would want it dynamically not proxied like A1 /A2 was . My2 cents .
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