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HM2 FMF Smithee

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About HM2 FMF Smithee

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    Aaron Lux
  • Steam url id
    http://steamcommunity.com/id/AaronSmithee
  1. first off, thank you all, my friends for your feedback and advice. I did not comprehend the alpha channel thing - reading an article on it helped clear that up: http://www.ehow.com/info_10000153_alpha-channel-gimp.html I'm using Photoshop Elements and it didn't explicitly show the ability to save as a 32bit PNG, so it looks that selecting a new image as a RGB sets the stage for saving as 32bit. Then I open it in TexView2 and save as paa format with RGBA. Now I'm trying to flip the image to lay flat on the ground, as if stenciled it on the concrete.
  2. many thanks all. Installed the TexView2 tool today and gave it a try. I need to do some learning here - when I saved .png file to .paa using the TexView tool, anything colored red is turned blue, some things in the color black just show as clear. But, it is loading like you all suggested. Again, thanks.
  3. To display a poster or custom sign in the game, I have been adding the init line: this setObjectTexture [0,"image_folder\image_name.jpg"]; to have my custom image attached to the object for gamers to see, but the drawback has been that the image is a black square until a user comes close enough to it to have the image load-up for them to view it. I had it explained to me once that I could create a sqm file in which I list the object name and it's location on the map and set the init line for that image in the sqm file - but never really got the details beyond that nor any examples to backwards-engineer. Does anyone have an idea of what I'm describing or perhaps another methods that would load the images as part of the map launching so that they don't appear as black squares until someone comes close enough to them? Another question while I'm at this, is it true that there is a certain color key-code that would be "viewed" as a clear color in game?
  4. HM2 FMF Smithee

    voice dubbing

    Hello Pipyn1970 - when you work it out would you mind sharing what you did? I'd be interested to see if the characters move their mouths when "speaking" too
  5. HM2 FMF Smithee

    ArmA fan site logo

    the style of #7 is nice, but the "O" and the "D" look so similar it can look like portmooz.com - mooz? is this a cow fan site? :P I'd only like #3 more as the "O" and "D" are more distinct.
  6. HM2 FMF Smithee

    Arma 3: Community wishes & ideas- NO DISCUSSION

    Hello all; my two cents... Game Play: on server side - option to turn off the lockout of vehicles if someone in the vehicle had incident of friendly fire. I ask this as it is extremely frustrating on everyone in game when someone knowingly or un-knowingly had TK'd and is occupying a spot in transport and stopping anyone else from getting in. Content, Misc: Bring the houses, walls, objects that we enjoyed using in ArmA2/OA to ArmA3. Bring over the pop-up target images, all the ones in ArmA3 are the same image even though they are marked as an aggressor or hostage.
  7. HM2 FMF Smithee

    How to disable/enable all mods at once.

    here, give this a read, it's about the ArmA3 Launcher http://forums.bistudio.com/showthread.php?150932-A3-Launcher
  8. danke schön, NeoArmageddon. I was hoping it would not have been taken as an improper question. now I have my weekend planned out for learning more about the rifle range course and then my conquest of the world! mu-ha-ha-ha-haaaaaaaa.... *cough* *cough*[/i] so sorry, got carried away there.
  9. The missions, particularly the rifle range, that are part of ArmA3, can we deconstruct those pbo files to learn how the triggers for the moving targets are set up, the restriction of weapons used, the timed sections, scoring, and such are modeled/scripted? I admit I am a "monkey-see, monkey-do" when it comes to making mission maps for my friends and I to enjoy, and am particularly fascinated and frustrated in how the targets moving on rails is executed on the rifle range missions. So, I guess I'm asking quite a few questions. Where are the game-included missions like the rifle range kept and can we de-pbo them? (under some use of the creative license that BI is allowing) and Just how were the moving targets in the rifle range set up to be triggered and move along the rails? (front to back, left to right, and vice versa)
  10. HM2 FMF Smithee

    Pop up target hit area display.

    it works and the targets stay down! many thanks, nukerat! here is the updated test map. I had made two lanes, one that is reset with a radio trigger, the other via a "presence" trigger. https://www.dropbox.com/s/udzpxow8cgqb41i/target_test.Stratis.zip
  11. you're not wrong, the pop-up targets are not as diverse in ArmA3 as they were in ArmA2. I'm just presuming it's a maturity of the product and that pop-ups like "hostage" and the silhouette target would get added. But, your red version of the current pop-up is more eye-catching than the yellow/tan ones.
  12. HM2 FMF Smithee

    Pop up target hit area display.

    well, you must be in "lurk mode" as I didn't expect a response THAT quickly... I added the init, but sadly, no soap. <link removed> If, I am getting bothersome, just pm me to halt, I don't want to put someone off who's offered to help like you have.
  13. HM2 FMF Smithee

    Pop up target hit area display.

    hello nukerat; well, something didn't work for me - when the target is shot, it pop's back up after a few seconds just as the target normally does in ArmA3 attached is the pbo and the un-pbo file I made with the script. I have two triggers next to signs. when you walk to the first sign, the target lays down, as you walk to the second sign saying "start here" the target pops up. Walking back to the first sign will reset it again. however, when the target is shot, it just comes back up again instead of staying down. I must have missed something, although your directions were very clear and easy to follow. <links removed> oh... sorry about the sound effects, I got a bit bored and had added them as I was piddling around with this.
  14. HM2 FMF Smithee

    Pop up target hit area display.

    hello nukerat; Thank you very much, I am going to test that tonight and get back to you. To think I spent 5 hours today looking at other sites and YouTube for the direction to take.
  15. HM2 FMF Smithee

    Pop up target hit area display.

    did you find how to keep the target down when hit (specific to ArmA3)? if you did could you share that tidbit? I can trigger them to start down and then trigger them to pop up, but I could not get the targets to stay down after shot. I apologize for hijacking your query with one of my own, but it read that you had an answer for my problem of keeping them down. As for yours, I had not run across an answer, did you try contacting the folk who posted the YouTube videos you saw?
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