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Everything posted by six_ten
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I've been at it for several years and though it is still rough, there are plenty of fun features that I'd like to release now. Understand that this is even more pre-alpha than Dayz has been for some time and I'll be happy to hear suggestions, bug reports, and get some help making it better. If you can take screenshots (F12 in steam) of problem areas I'll focus on them You can sail sloops, gunboats and yawls, bombard your enemies with naval and field artillery, and erect tents and field fortifications that you can take apart and move, and more. Includes 18th century uniforms, hats, knapsacks, muskets, spontoons, shovels and a spyglass. In this first release: Tangier Island terrain -- a number of islands scattered across a broad expanse of sea somewhere in the Caribbean. The map is actually based on a real world location built from LIDAR and high-res orthoimages, but I've moved it and altered it to be a fantasy location for pirate dens, shipping and trading posts, and shipwreck adventure. July 4, Independence Day. This zip includes only the terrain and some buildings. As these are the largest files I'll post the next update with other parts of the mod (and try to limit the number of times you'll have to download the terrain). July 16 This zip contains the updated Tangier island terrain, soldiers, tents, field fortifications, sloops, gunboats, cannons, and more. https://www.dropbox.com/s/aijt3msyuz15qtn/BLACKPOWDER_JULY16.zip?dl=0 Evil Organ was kind to provide a mirror: https://www.dropbox.com/sh/skju7u4esbsjsgd/AAD4TCQ1_xW9NdyASseDuhaoa?dl=0 August 19 Quick update -- this only contains ART_Sailing.pbo -- unzip it, and in @ART in your ARMA directory, drop this file in to replace the old one. Some updates to make sloop fighting more fun. (you must of course have the rest of the mod already installed to use this) https://www.dropbox.com/s/3uhb5xla0r65tsn/ART_Sailing_pbo_Update_19AUG17.zip?dl=0 Requires ARMA 3 (the map uses vegetation from Tanoa -- can anyone confirm whether those trees are included in the free Malden dlc or if APEX is still required?). Absolutely no use of any part of these files outside of ARMA 3. You may explore the terrain on your computer for personal use. Any other use ask me first.
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Mikeros Tools Makepbo Error
six_ten replied to 2Lt. M. Singer's topic in ARMA 3 - BI TOOLS - GENERAL
Thank you very much. I appreciate your trying to help me sort this out. Hopefully I'll have more time at some point in the future to give this another shot. Your tools in the past were always very useful in modding.- 30 replies
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Mikeros Tools Makepbo Error
six_ten replied to 2Lt. M. Singer's topic in ARMA 3 - BI TOOLS - GENERAL
I checked and neither your email nor your domain are blocked, so somewhere between your computer and mine, your emails aren't reaching me. Please remove the email address you posted in your reply above, and cancel my order and refund my purchase. Thank you. Regards, six_ten- 30 replies
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Mikeros Tools Makepbo Error
six_ten replied to 2Lt. M. Singer's topic in ARMA 3 - BI TOOLS - GENERAL
I haven't received any email from you. Did I give you an incorrect email address? I know bytex has the correct one, and you and I have corresponded before; I've used your tools for several years. I'm not looking for an answer that suits me better, just an answer that helps me get the program working. Since I haven't received your questions before now I'll do my best to answer here. >I've asked you to tell me explicitly that you altered the >>PATH<<< variable in the >>USER<< environment. I didn't alter it, the path is as I posted above C:\Users\six_ten\AppData\Local\Microsoft\WindowsApps;C:\Program Files (x86)\Mikero\DePboTools\bin >... use a dos console on your PC to type the magic words 'rapify' and give me the result... When I type rapify into command prompt result is 'rapify' is not recognized as an internal or external command, operable program or batch file. >...I've asked you to do the same for 'makepbo' ... When I type makepbo into command prompt result is 'makepbo' is not recognized as an internal or external command, operable program or batch file. I replied to Rof in the post immediately following his and described what I did: I downloaded the installer to desktop. Ran it. It creates a folder in C:\Program Files (x86)\ . I ran it, it creates the download installer. When I run that and check in Task Manager, it is running as Elevated. I use it, it downloads and installs the tools to :\Program Files (x86)\Mikero\DePboTools\ .- 30 replies
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Mikeros Tools Makepbo Error
six_ten replied to 2Lt. M. Singer's topic in ARMA 3 - BI TOOLS - GENERAL
Can anyone give a direction to fix this problem?- 30 replies
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Mikeros Tools Makepbo Error
six_ten replied to 2Lt. M. Singer's topic in ARMA 3 - BI TOOLS - GENERAL
Could the fact that the download updater runs as admin have something to do with this? Uninstalled everything and started with fresh download. Still cannot find rapify. ffs- 30 replies
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Mikeros Tools Makepbo Error
six_ten replied to 2Lt. M. Singer's topic in ARMA 3 - BI TOOLS - GENERAL
I downloaded the installer to desktop. Ran it. It creates a folder in C:\Program Files (x86)\ . I ran it, it creates the download installer. When I run that and check in Task Manager, it is running as Elevated. I use it, it downloads and installs the tools to :\Program Files (x86)\Mikero\DePboTools\ . When I run pboProject and check Task Manager, it is not running Elevated. So the installer has admin privelege but the tools do not. Edit: I uninstalled the updater, reinstalled, redownloaded and installed all packages. Still doesn't find rapify.- 30 replies
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Mikeros Tools Makepbo Error
six_ten replied to 2Lt. M. Singer's topic in ARMA 3 - BI TOOLS - GENERAL
I have the same problem as others: rapify cannot be found. Trying pboProject on a bis sample building for DayZ. I've built dozens of buildings (and a few maps) in A3 and used earlier versions of pboProject for it. Getting an error I've never seen and don't have a clue how to fix, even after reading the pboProject and rapify readme's. When I open pboProject, the box shows: locating rapify...registry found version 1.84 locating makepbo...registry found version 2.07 locating dewss...registry found version 1.74 locating steam tools for dayz SA...Using 32 bit binarize done "rapify -PenW "Samples\Test_Building\config.cpp" "T:\temp\Samples\Test_Building\config.bin"" 'rapify' is not recognized as an internal or external command, operable program or batch file. I didn't receive any warnings when installing. I've checked task manager: pboProject isn't running as Elevated so I don't think I'm running it as admin. regedit shows pboProject as default value: not set exe: C:\Program Files (x86)\Mikero\DePboTools\bin\pboProject.exe path: C:\Program Files (x86)\Mikero\DePboTools version: 273 All of the tools have the same path in their registry entries. I installed all the downloads via the installer. The only change I made was to run the installer from a folder at C:\Program Files (x86)\Mikero_Tools instead of the bytex default name. System Properties > Advanced > Environment Variables shows in User Variables: C:\Program Files (x86)\Mikero\DePboTools\bin In another post Mikero said that ignoring errors could cause this -- the only popup I got when installing depbo was "Is this a >>headless<< server install?" I clicked no. I also tried yes, but to no effect. No other errors. I don't know what else to try. Any ideas?- 30 replies
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I have the same problem as others: rapify cannot be found.
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Just watched this -- funny stuff --
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Best way to combine multiple sections of large model?
six_ten posted a topic in ARMA 3 - MODELLING - (O2)
I've followed the discussions about combining sections to create walkable large models -- what I'd like here is some advice on the best way to simply combine 4 or so sections of a large model so when I add it to my terrain it works as one. I have a large fortress, its more than 50 m in each direction from its center point. I think I have to break it into 4 quadrants then somehow add them all in TB -- whats the best way to keep them aligned precisely? Currently the entire fortress is a single model. -
Yes. I'd like to find a server running it to test some of the new stuff.
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New update coming soon.
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You'll have a good idea of how to do that once you get the skullcap done. Start there.
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Start with the baseball cap from Samples_F. Cut it up so you just have the skullcap. Build your beret around that.
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I want to implement this dynamic blur effect for the spyglass in my mod (and animate it so it slides forward and back as you focus) -- any ideas how this is done? ( I pm'd the author but he doesnt seem to be active here any more) https://www.youtube.com/watch?v=gJx0t-cHKTk
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Spyglass focus with dynamic blur
six_ten replied to six_ten's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I think what has to happen is 1. get target distance to whatever is in center of spyglass 2. compare that distance to current amount of dynamic blur 3. dynamically adjust blur toward zero the closer it gets to target distance (this should happen smoothly) Can anyone shed some light on how to achieve this? -
I think that's a very good idea. If you can post some links to good base models and animations here, I have good reference for clothing and will add this to my to-do list.
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Check out the improvements to the sloops -- get the ART_Sailing.pbo update in the initial post in this thread. More updates coming soon, including a completely reworked detailed brown bess, terrain updates and more.
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You can buy terrains? Which ones?
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Quick update -- upgrading the bess -- anyone have good specs on polycount for weapons (currently at about 3k)
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So now the question is how do we go from normal sunny skies to hurricane? I'd like to have bright and sunny weather, then every once in a great while a devastating storm that drives ships onto reefs, wrecks thatched huts, and then goes back to nice weather for rebuilding.
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ARMA 3 Addon Request Thread
six_ten replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
This is all possible. You'll have to learn how to create the models and code it, but if you persevere you can have it in a year or two. Start simple: get the mod tools and install them and set up your P: drive. Then just get the Samples_F car working. Once you can drive it in game, then model a firetruck and use the Samples_F car as a base to get your truck in game. If you just do these things you'll have a lot of the skills needed to take on the next steps of getting your mod idea to be reality. -
I'll update the first post with some features on the latest update but since you mentioned the RP stuff I'll point out that if you drag the Loot module onto your map it'll spawn weapons and stuff at the buildings around the map. Also under Respawn you can place 18th c tents for respawn points.
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Post some wires, I'd like to look at it.
- 75 replies