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Aus

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Everything posted by Aus

  1. hey mate I was getting worried something had happened to you :) Great to hear you have some time to get models sorted :yay:
  2. thanks Dave top video !! any chance you can get some higher altitude stuff too?
  3. hey mate god to see you still about, I'm about to add your MCG for next update just gotta figure out where to put it lol
  4. Thanks I will ammend first post to include (can confirm working) :)
  5. Please check first post for updated link to new download. Ive added server keys and Signed all addons now. The bisigned files have been labelled 001 so any updates will be be 002,003 etc so server admins will know to only use the latest signed files.
  6. LOL nice ---------- Post added at 23:29 ---------- Previous post was at 23:28 ---------- Thats why we need some good high quality custom buildings,
  7. excellent point yes it will be worked on for quite some time yet so I guess it will be a huge problem perhaps we hold off indexing it then
  8. Hey all sorry for the delay in getting the Server keys and sig's to you, I've encountered some issues with a couple of the addons which I'm working on getting fixed. Thanks to TheKnightTemplar and PK Richie for their assistance
  9. ok guys i have submitted request via Dev-Heaven :)
  10. hey guys plans are for more army bases, bigger airports etc I am only one man so I can only do so much :( Get Xcam and start building prefabs then I can hardcode them onto the island :)
  11. The ausisland.bikey is for the island i'll do the rest so their all signed. Havent signed keys before so still trying to work the process :)
  12. Just wondering who I need to speak with to get Australia Indexed for ALive cheers Aus
  13. Thanks for the kind words it's nice to finally have it released and I will continue to develop it as I feel I have alot more work to add. As for not all addons being signed, please read first post the reason is explained. If no signed addons is an issue I can sign them. Server key, I thought I added one to the rar package? Float buildings and plants - please post map coords so I can fix in next update. As a community project I thought Xcam prefab contributions made by the community could be an excellent way to get the Island populated quicker and give a really good diverse build design, So if you feel like helping by building army bases or perhaps even small towns or even airports, anything you think could enhance the island, I know there are a few towns that I havent really worked on much e.g Tailem Bend, you can send me the exported prefab which I can hardcode onto the island in future updates.
  14. silola I'm also seeing some weird issues, placing reeds in Xcam then importing them gives me a piece of Arma2 road, Ive checked the paths in TB and their correct. Anything else I check?
  15. theres an object in your script that's not in your TB library OR on some objects Xcam doesnt format the script properly so you'll get that error also
  16. that sucks mate I feel your pain maybe post some screen pics of the TB and Buldozer errors someone maybe able to help you
  17. When using any BIS tools the key is daily backups :) sometimes twice daily and put them in different spots or rename them accordingly. My Terrain Builder has crashed more times than my eldest son when he got his first car
  18. they look wonderful i like the rock formations i might try to replicate that on my map
  19. the size of the island is simply your terrian size multiplied by your cell size, hence 1024 terrain size x 10 metre cell size gives u an island of 10240m. so to have a 1to1 pixel/mtr your sat and mask would be 10240pixels. My island is 1600Km2 with a 20480 sat and mask, my cell size is 20 mtrs and my grid is 2048 therefore 2048x20 gives me a 40960mtr island or 40kms 40k x 40k = 1600Km2
  20. coupla pics of the team on a long haul http://i.imgur.com/LmQKQ75.jpg (505 kB) http://i.imgur.com/B4UvzCA.jpg (516 kB)
  21. Aus

    270km WIP project

    change your sat grid size to 1024 that will fix your sat problem
  22. cities/towns and "villages" are defined, if u run outta fuel in the outback on this map your farked. Tbh i wouldnt venture into the scrub without flares and another vehicle. If you crash your car your in a world of hurt. Its great!!!
  23. Hey all I'm having some issues getting my custom birds.pbo to work, can anyone point out any possible errors with my config. // config.bin - 11:13:37 04/12/15, generated in 0.00 seconds // Generated by unRap v1.06 by Kegetys // Separate rootclasses: Disabled, Automatic comments: Enabled enum { // = 2, // Error parsing: Empty enum name DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, STABILIZEDINAXISX = 1, STABILIZEDINAXESXYZ = 4, STABILIZEDINAXISY = 2, STABILIZEDINAXESBOTH = 3, DESTRUCTNO = 0, STABILIZEDINAXESNONE = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class aussounds { units[] = {"CfgEnvSounds"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgEnvSounds { class Default { name = "aussounds"; sound[] = {$DEFAULT$, 0, 1}; soundNight[] = {$DEFAULT$, 0, 1}; }; class Forest { name = "aussounds_Forest0"; sound[] = {"aussounds\pied_currawong", 0.0251189, 1}; volume = "forest*trees*(1-night)"; randSamp0[] = {"aussounds\pied_currawong", 0.1, 12, 100, 0.1, 10, 25, 40}; randSamp1[] = {"aussounds\kookabura", 0.1, 12, 100, 0.1, 10, 35, 60}; randSamp2[] = {"aussounds\magpie", 0.1, 12, 100, 0.1, 10, 25, 40}; randSamp3[] = {"aussounds\pied_currawong", 0.1, 12, 100, 0.1, 10, 25, 40}; randSamp4[] = {"aussounds\kookabura", 0.0562341, 1, 100, 0.12, 10, 25, 40}; randSamp5[] = {"aussounds\magpie", 0.0562341, 1, 80, 0.1, 10, 25, 40}; randSamp6[] = {"aussounds\pied_currawong", 0.0316228, 1, 20, 0.1, 10, 25, 50}; randSamp7[] = {"aussounds\magpie", 0.0562341, 1, 40, 0.1, 10, 25, 40}; randSamp8[] = {"aussounds\kookabura", 0.0562341, 1, 50, 0.1, 10, 25, 40}; random[] = {"randSamp0", "randSamp1", "randSamp2", "randSamp3", "randSamp4", "randSamp5", "randSamp6", "randSamp7", "randSamp8"}; }; class Meadows { name = "aussounds_Meadows0"; sound[] = {"aussounds\magpie", 0.0223872, 1}; volume = "(1-forest)*(1-houses)*(1-night)*(1-sea)"; randSamp0[] = {"aussounds\pied_currawong", 0.0630957, 1, 70, 0.12, 10, 25, 40}; randSamp1[] = {"aussounds\kookabura", 0.0630957, 1, 100, 0.12, 15, 25, 30}; randSamp2[] = {"aussounds\pied_currawong", 0.0630957, 1, 100, 0.12, 10, 25, 40}; randSamp3[] = {"aussounds\magpie", 0.0630957, 1, 100, 0.12, 10, 25, 40}; randSamp4[] = {"aussounds\kookabura", 0.0562341, 1, 70, 0.12, 10, 25, 40}; randSamp5[] = {"aussounds\magpie", 0.0316228, 1, 70, 0.1, 10, 25, 40}; randSamp6[] = {"A3\sounds_f\ambient\single_sfx\fly_4", 0.0562341, 1, 20, 0.1, 10, 25, 50}; randSamp7[] = {"A3\sounds_f\ambient\single_sfx\insect_3", 0.0562341, 1, 20, 0.1, 10, 25, 40}; randSamp8[] = {"A3\sounds_f\ambient\single_sfx\insect_1", 0.0562341, 1, 20, 0.1, 10, 25, 40}; random[] = {"randSamp0", "randSamp1", "randSamp2", "randSamp3", "randSamp4", "randSamp5", "randSamp6", "randSamp7", "randSamp8"}; }; };
  24. I will add Australian base's eventually, Ive added Pine Gap and thats it atm
  25. Most of my S.A is trees.lol I think that will change after release, rip the trees out and flatten the mountains.
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