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kcgb

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About kcgb

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  1. sure have, if i pack it with addon builder everything is fine.
  2. kcgb

    Strange road ends

    // Country Road class Road0004 { width = 10; mainStrTex = "a3\roads_f\roads\data\main_road_ca.paa"; // lowercase! mainTerTex = "a3\roads_f\roads\data\main_road_end_ca.paa"; mainMat = "a3\roads_f\roads\data\main_road.rvmat"; map = "track"; AIpathOffset = 2.5; this texture has the wrong facing end texture, use "a3\roads_f\roads_ae\data\surf_roadtarmac_main_road_ca.paa"; "a3\roads_f\roads_ae\data\surf_roadtarmac_main_road_end_ca.paa"; "a3\roads_f\roads_ae\data\surf_roadtarmac_main_road.rvmat"; Same texture but faces the right way.
  3. I'm making a map that is dependent on All in Arma but when I try an pack it using pboproject I get this error How can i get pboproject to see the files in All in Arma and pack the map?
  4. Is there anyway to disable autosave?
  5. kcgb

    No Clutter

    thanks for the help, I re-exported the mask and it seem to be working now
  6. kcgb

    No Clutter

    Sorry about that, this is my cfgSurfaces class CfgSurfaces { class Default {}; class grass_Surface: Default { files = "gdt_grass_green*"; rough = 0.1; dust = 0.05; soundEnviron = "grass"; character = "grass_Character"; soundHit = "soft_ground"; }; class weed_Surface: Default { files = "gdt_weed*"; rough = 0.1; dust = 0.05; soundEnviron = "grass"; character = "weed_Character"; soundHit = "soft_ground"; }; class beach_Surface: Default { files = "gdt_beach*"; rough = 0.1; dust = 0.05; soundEnviron = "sand"; character = "Empty"; soundHit = "soft_ground"; }; class Forest_Pine_Surface: Default { files = "gdt_strforest_pine*"; rough = 0.1; dust = 0.05; soundEnviron = "grass"; character = "weed_Character"; soundHit = "soft_ground"; }; }; class CfgSurfaceCharacters { class grass_Character { probability[]={0.9, 0.1}; names[]={"Grass", "Flowers"}; }; class weed_Character { probability[]={0.8, 0.1}; names[]={"Forest_Grass", "Shrub"}; }; }; and my layers class Layers { class grass_Surface { texture = ""; material = "Alex2\Data\gdt_grass_green.rvmat"; }; class beach_Surface { texture = ""; material = "Alex2\Data\gdt_beach.rvmat"; }; class weed_Surface { texture = ""; material = "Alex2\Data\gdt_weed.rvmat"; }; class Forest_Pine_Surface { texture = ""; material = "Alex2\Data\gdt_weed.rvmat"; }; }; class Legend { picture= "Alex2\source\maplegend.png"; class Colors { grass_Surface[]={{0,255,0}}; beach_Surface[]={{0,0,255}}; weed_Surface[]={{255,0,0}}; Forest_Pine_Surface[]={{130,50,0}} }; };
  7. kcgb

    No Clutter

    I also cant get any clutter to appear on my map, i've spent 10 hours trying to figure this out cfgClutter.hpp class Clutter { class Grass: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassGreen_group.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; class Flowers: DefaultClutter { model = "A3\plants_f\Clutter\c_Flower_Medium_White2.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; class Forest_Grass: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDryMedium_group.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; class Shrub: DefaultClutter { model = "A3\plants_f\Clutter\c_StrPlantGreenShrub.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; }; cfgSurfaces.hpp class Clutter { class Grass: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassGreen_group.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; class Flowers: DefaultClutter { model = "A3\plants_f\Clutter\c_Flower_Medium_White2.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; class Forest_Grass: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDryMedium_group.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; class Shrub: DefaultClutter { model = "A3\plants_f\Clutter\c_StrPlantGreenShrub.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; }; config.cpp #define _ARMA_ //Class config.bin{ class CfgPatches { class A3_Map_Alexandra { units[] = {"Alexandra"}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {"A3_Data_F","A3_Roads_F","A3_Structures_F","A3_Map_Data","A3_Map_Stratis"}; version = "30/07/2011"; fileName = "Alex2.pbo"; author = "kcgb"; }; }; class CfgWorlds { class DefaultWorld { class Weather; }; class CAWorld: DefaultWorld { class Grid; class DayLightingBrightAlmost; class DayLightingRainy; class DefaultClutter; class Weather: Weather { class Overcast; }; }; class Stratis: CAWorld { class Weather: Weather { class Lighting; class Overcast: Overcast { class Weather1; class Weather2; class Weather3; class Weather4; class Weather5; class Weather6; }; }; }; class DefaultLighting; class Alexandra: Stratis { cutscenes[] = {}; description = "Alexandra"; worldName = "\Alex2\Alex.wrp"; startTime = "11:00"; startDate = "05/03/2014"; startWeather = 0.2; startFog = 0.0; forecastWeather = 0.6; forecastFog = 0.0; centerPosition[] = {5120,5120,500}; seagullPos[] = {5120,5120,500}; longitude = -169.36; latitude = 45.22; elevationOffset = 0; envTexture = "A3\Data_f\env_land_ca.tga"; minTreesInForestSquare = 2; minRocksInRockSquare = 2; newRoadsShape = "\Alex2\data\roads\roads.shp"; loadingTexts[] = {"Testing Testing Testing"}; ilsPosition[] = {6000,6445}; ilsDirection[] = {-0.6428,0.08,0.7660}; ilsTaxiIn[] = {}; ilsTaxiOff[] = {}; drawTaxiway = 0; class SecondaryAirports {}; class Sea { seaTexture = "a3\data_f\seatexture_co.paa"; seaMaterial = "#water"; shoreMaterial = "#shore"; shoreFoamMaterial = "#shorefoam"; shoreWetMaterial = "#shorewet"; WaterMapScale = 20; WaterGrid = 50; MaxTide = 0; MaxWave = 0; SeaWaveXScale = "2.0/50"; SeaWaveZScale = "1.0/50"; SeaWaveHScale = 2.0; SeaWaveXDuration = 5000; SeaWaveZDuration = 10000; }; class Grid: Grid { offsetX = 0; offsetY = 5120; class Zoom1 { zoomMax = 0.15; format = "XY"; formatX = "000"; formatY = "000"; stepX = 100; stepY = -100; }; class Zoom2 { zoomMax = 0.85; format = "XY"; formatX = "00"; formatY = "00"; stepX = 1000; stepY = -1000; }; class Zoom3 { zoomMax = 1e+030.0; format = "XY"; formatX = "0"; formatY = "0"; stepX = 10000; stepY = -10000; }; }; #include "cfgClutter.hpp" class Names { //#include "serifos.hpp" }; }; }; class CfgWorldList { class Alexandra{}; }; class CfgMissions { class Cutscenes { }; }; //SURFACES #include "cfgSurfaces.hpp" are there any glaring issues?
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