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Everything posted by viper2511
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United States Air Force( 2015)
viper2511 replied to SGT Fuller's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No need to worry. I do see (and appreciate) what you're saying, but these guys won't get lost in the details, it is just a case of waiting...think of Christmas coming as a child, it'll be worth the wait! It will be released when they believe it is in a good enough state, and it'll be worth it. They are seriously busy in RL and do put time and effort in when and where they can. Keep the faith! -
Arma 3 Launcher >> Parameters >> untick -showScriptErrors
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indiCam - independent camera mod
viper2511 replied to woofer808's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This looks so cool! Great work. -
Not at home at the moment so I haven't looked at the files but has your model got a mass? It also needs to be convex, simple shapes. https://community.bistudio.com/wiki/LOD#Geometry
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bLandscapeTools - Introduction
viper2511 replied to mir_o's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Christmas again so soon? Sweet, downloading now!- 44 replies
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X-Cam 1.0 for Arma 3 released
viper2511 replied to silola's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I believe the solution is here Poolpunk: -
How do you make indestructible objects on a terrain?
viper2511 replied to jonnyetiz's topic in ARMA 3 - TERRAIN - (BUILDER)
This is one way, look at this: -
satellite texture is not precise on terrain
viper2511 replied to MaxiMatserTV's topic in ARMA 3 - TERRAIN - (BUILDER)
If I am understanding you correctly, I would just basically add more beach texture where required. -
Do you have space in your storage? I had this issue before and just needed to build more storage.
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Looking forward to this!
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bLandscapeTools - Introduction
viper2511 replied to mir_o's topic in ARMA 3 - COMMUNITY MADE UTILITIES
No problem, thanks for the reply!- 44 replies
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Should be a sticky!
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- maps
- structures
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Thank you, and sorry for not noticing that. I had completely missed/ignored the values array and was going with 0= Default, 1= None, 2= First Aid kit and 3= First Aid kit & MediKit. Note to self stop editing when tired! Thank you for your speedy response, and for going easy on me in your reply!
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I will eventually join the Discord channel and request the experimental files but at the moment I am having issues setting up v0.955 correctly. I know that I can change the mission presets at mission start, but wish to be able to do this server side and not every time we play. As there are only a limited group of us playing on my server we wanted to: Disable fatigue. Use complete arsenal. Allow revive for all players. Disable both Introduction and Deployment cinematics. Reading through the posts here I changed the following: mission_params.hpp kp_liberation_config.sqf The revive feature does not function as it should unless we disconnect and I then alter the settings in the parameter screen. The What am I doing wrong or what have I missed? The following screenshot shows the parameters screen on logging in as admin, after the changes to the files (file having been re pbo'd etc.): Preset image I initially thought that as I had made these changes after we had been playing for a few nights that maybe they were ineffective as a save game already existed, so I used the parameters to wipe the save and the results remained the same. Any thoughts?
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I am aware of TB's ability to export a shape file to imagery etc. (I have done this) and therefore have a very rough layout of my roads as part of my fictitious island's sat map. I have spent countless hours tweaking curves to try and get a 'near perfect' rendition of the final roads, anyone who has generated any size of terrain will appreciate how long this takes. I am trying to get my road shape file (and therefore my sat map roads) to follow more precisely (if not exactly!) the actual road curves produced by TB. Other than simplifying my proposed mountain switchback, which I am loathe to do (though I may have to at this rate), is there anyway to export from TB an exact shape file for the actually generated in-game roads? What is annoying is when flying and/or viewing roads from a distance the sat map doesn't quite match up with the curves. This doesn't bother the guys who have play tested the map, and it wouldn't be TOO noticeable whilst in battle etc. but it drives me crazy. If there is no other way than tweaking each curve until it matches then so be it, but rather than pull my hair out I thought I'd ask here.
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Thank you, going forward I'll use the separate layers per road type too.
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Thank you for your reply. I figured as much, and have been doing that, I was just wondering if there was an easier/quicker way. Cheers!
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This is done using Clutter. Follow this tutorial and it should see you right: http://pmc.editing.wiki/doku.php?id=arma3:terrain:ultimate-terrain-tutorial
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bLandscapeTools - Introduction
viper2511 replied to mir_o's topic in ARMA 3 - COMMUNITY MADE UTILITIES
I second that! I have been playing around with this for a few days now and love it! It's fantastic work, thank you. A query (a.k.a. feature request, if you will ) in the future, is there any possibility that we can look forward to the ability to add multiple texture files? Some island makers split the terrain texture (e.g. into four parts) in order to get better resolution on their sat maps.- 44 replies
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These should help: https://community.bistudio.com/wiki/setLightColor https://community.bistudio.com/wiki/lightAttachObject
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I agree with RoF, always use Mikero's Tools. A couple of things to check, though: See if you've added the Land Class. https://community.bistudio.com/wiki/The_Land_xx_class Make sure you have correctly set the Named Property in the Geometry Lod. https://community.bistudio.com/wiki/Oxygen_2_-_Manual#Properties https://community.bistudio.com/wiki/Named_Properties
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bLandscapeTools - Introduction
viper2511 replied to mir_o's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Looks fantastic! I am really looking forward to working with this, thank you.- 44 replies
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Check these out, they should point you in the right direction:
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Sorry, I misunderstood, I thought it read intro then unit name...
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Could it be where you have 'intro' here? I tried placing trigger as in your example and it produces an error. My example has nothing preceeding the unit name.