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PenguinInATuxedo

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Everything posted by PenguinInATuxedo

  1. PenguinInATuxedo

    Mask cutting off?

    A shame you have no answer since I have been getting this problem all day, Some parts the different textures blend well and others it is just square.
  2. Looks good but you should use splendid cam to take pics like this so you can move freely and won't have that bit of hud.
  3. The current stuff I'm stuck on is roads, I am trying to create 1960s Saigon and I can't get the roads to show up in bulldozer, So I can use them as a template for building up the city. Terrain builder needs some real wizardry to get it working sometimes.
  4. Still learning terrain building and I'm about as good as a pine tree with blender, I Wish I had more to offer.
  5. PenguinInATuxedo

    Tutorial: Making roads in Terrain builder

    Hmm, I followed the instructions to the letter but I'm not getting roads in bulldozer. I have everything set to 200kE and 0N, I fixed the errors in roadconfig and all the paths to my road data are correct. I'm not sure what could be stopping them from showing up in bulldozer, Any Ideas or help would be greatly appreciated.
  6. PenguinInATuxedo

    Sangin WIP

    Wub You :)
  7. PenguinInATuxedo

    Sangin WIP

    Should I be F5ing the newest posts in thread or the first post in thread?
  8. The end of the seat looks a little thin for someone in combat gear to sit but maybe you can do two on each side then one on each side where the angle is near end.
  9. Looks like you could get 6 in the back easy, I hope we will be able to fire from these warthogs one day.
  10. Mmmmmmmmmmmmmmmmm, I see what you mean about pants are useless at this point.
  11. PenguinInATuxedo

    In-game camera modules

    BIS would it be possible to make modules for primarily zeus that act like camera.sqf scripting? Being able to use zeus to place a camera in realtime while seeing where it points and so on would make creating cinematic clips much easier. Options on the modules that allow it to track and lock position in relation to objects would be great too, having fields that allow you to set a timer and jump to next camera might be a way to make smooth running camera switches. I enjoy making videos in ArmA and I always have great ideas for scenes but I only have basic knowledge of the camera.sqf stuff to pull them off. Having editor modules that function like advanced camera scripting could also make cinematic creation more accessible for the everyday user. This also extends to any capable modders to see if this is possible.
  12. Oh my dayum, those uniforms look stunning. PS are you the Strils from B|TAC? If so why haven't you joined AEF yet WHAT IS THIS! :p
  13. Is that supply drop pod going to have an inventory with more weapons or is it only going to have like one weapon(the one in slot you can see)? Also they are dropped in clusters (often from pelicans) so can each pod had a weapon class, like the rifle pod, ammo pod, heavy weapons pod and support pod?
  14. Was playing around on United Sahrani and found some weird shadows. http://i.imgur.com/o7R9CNY.png
  15. I have been getting crashes as soon as the mission loads on the Porto map, I'm not sure what is causing it. It works for vanilla (just player unit) but I've made a little scene where three helicopters fly in with troops in cargo, drop the troops then fly off. I'm just using this moveincargo heli1 for each of the helis named heli1, heli2, heli3. I am unsure how to read the .rpt files to find out what is wrong in the mission so if someone could help me, here is the .rpt files. I have run it with no mods at all and with mods like MCC, CBA and CJTF101editor It is crashing either way, It does not crash on vanilla Arma 3 maps. Edit- Just tested it on all the other maps and it seems to crash on mission start on Rahmadi as well, The other maps worked fine. Here is Rahmadi crash report I had a crash going from Bystrica to Bukovina using Load>New mission in editor, Here is report. The game did CTD quite a few time while using Load>New Mission to change map but I will only include the one .rpt I'm not sure if all these .rpt files are useful to you guys but I hope they help in some way.
  16. Maybe you guys can contact the maker of this mod for some pointers. There is also this mod but seems like the maker might not be having the best of times with the C RAM at the minute.
  17. Forklifts now cranes, dockworker simulator 2015 confirmed?
  18. PenguinInATuxedo

    ACRE2 Public Beta Release

    I just updated today as well and all the little speak bubbles really annoyed me, but if you look in settings>design you can change the icon package back to previous versions, you then just need to restart TS.
  19. Wow the scythe looks awesome, pretty sure it needs the nickname "Fat bottom girl" though.
  20. Forklifts never die, They just go missing in action.
  21. wow, that watchtower looks cool, and can't wait to fly a warthog out the back of that elephant.
  22. PenguinInATuxedo

    ACRE2 Public Beta Release

    Praise be to NouberNou Our lord and bringer of radios! :yay: :yay: :yay: :yay: Is that enough dancing bananas?
  23. I would say it is mainly due to not many people play A2 anymore other than DayZ and organized Clan tac nights. Add a large mod download to the entry gate and you have cut down your player count quite a bit. The best thing to do is go on the =XTRA= Team speak and hang around, someone will probably jump on and want to play. Here is the address: 92.111.145.114
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