thoops99
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Posts posted by thoops99
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On 9/5/2014 at 11:09 AM, hdchristopher said:Anyone else having this issue?
yup it was all working the other day but now its not
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On 9/22/2017 at 12:38 AM, Ginger_jihadi said:IVE FIXED IT GUYS THANKS FOR THE HELP :)
what was the fix
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I redid my a3 folder and still no luckDid it for a second time and i works fine now
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So im still unable to see the objects on the map after deleting all the tanoa pbos and re extracting them using mikero tools. I'm gonna try redoing the entire a3 folder and seeing if that helps.
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Just now, RoF said:extractpbo will extract it correctly to a3. A lot of people extract stuff wrong, then stuff don't work. As file paths are hard coded into the models
Thanks for all your help. I'll give it a go in the morning.
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6 minutes ago, RoF said:Don't use pbomanager when you have mikero tools, pbomanager is crap. You most likely extracted stuff wrong.
Open command prompt and type
extractpbo "path\to\mod" P:\
This will extract everything in whatever folder you put in, to the P drive correctly. Make sure you use " " if it has spaces in the path
So the Tanoa stuff should just be in my p drive route directory?
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27 minutes ago, RoF said:What you packing with? How did you extract them to your P drive?
mikeros pboProject (pro version)
and pbo manager
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So i noticed that the Tanoa assets are now pbo's but when I put them in my P:\a3 and started working and exported my map, when i get in game none of the Tanoa assets show up. Anyone else having this problem?
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thanks for the links, ill take a look
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I was wondering how i could make a light switch for a custom model that i'm working on. What I mean is that i would add a memory point on the light switch them have them scroll wheel on the light switch then they would get a "Lights On" or "Lights Off". I just don't know how i would create the light source it's self.
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Has anyone tried to pack their map with the new pboProject? e76_objects keeps giving me different errors and wont let me pack
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I know why you get a DMCA but if you upload source files for anyone to use then why DMCA someone?
PS:
I'm not trying to be rude or anything i'm just curious that's all. -
People are saying that your are DMCAing servers that made maps based on this. Is that true??
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how would you play an animation (via script) that's comes from a mod? Its a dancing animation btwGot it to work by using switchMove and playMove one after another
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Are you going to be uploading the e76 roads source?
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On 10/12/2015 at 10:28 PM, p1nga said:This is 99% of the time due to an alpha channel, could be in the co or nohq
How would you fix this?
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On 1/11/2016 at 4:58 AM, Kydoimos said:That my friend, is a very good question! :D Will check that out and report back - splendid idea! I had no idea the conversion process transpires at that point!
Did you ever find a fix?
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1 hour ago, Delta Hawk said:For the funny looking bricks as a rule of thumb you should use _co textures for solid textures, like bricks, and _ca textures for windows. "_co" and "_ca" are suffixes you add to a texture name, i.e. "myshopwindows_ca.paa". A typical workflow would be you create your textures in photoshop or gimp, save them as a 32 bit tga file with the appropriate suffix and use TexView to convert the .tga texture to a .paa texture. I guess the _co and _ca tells TexView how to convert them???
I would highly recommend going this post as it will help you greatly with textures in general
Thank you very much
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15 hours ago, UK_Apollo said:You'll need to define the Default{} classes as model.cfg doesn't externally inherit.
class cfgSkeletons {
class Default {
isDiscrete = 1;
skeletonInherit = "";
skeletonBones[] = {};
};class CfgModels {
class Default {
sections[] = {};
sectionsInherit = "";
skeletonName = "";
};hmmmmm. ok ill try that in a bit. i dont have to do that with my other models
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I've just made a gate and have i setup to animate and everything and when i get in game and place the object i get this error
23:39:45 Warning Message: No entry 'model.cfg/CfgModels/Toxic_WovenGate.sectionsInherit'. 23:39:45 Warning Message: '/' is not a value
this is my model.cfg
class CfgSkeletons { class Default; class Toxic_WovenGate: Default { skeletonInherit=""; isDiscrete=1; skeletonBones[]= { "door1", "", "GateRightAxis", "", "door2", "", "GateLeftAxis", "" }; }; }; class CfgModels { class Default; class Toxic_WovenGate: Default { skeletonName="Toxic_WovenGate"; sections[]= {}; class Animations { class Door_1 { type="rotationY"; source="Zeroanimation"; memory=1; selection="door1"; axis="GateRightAxis"; animPeriod=5; minPhase=0; maxPhase=1; minValue="0.0"; maxValue="1.0"; angle0="0"; angle1="-1.6"; }; class Door_2 { type="rotationY"; source="Zeroanimation"; memory=1; selection="door2"; axis="GateLeftAxis"; animPeriod=5; minPhase=0; maxPhase=1; minValue="0.0"; maxValue="1.0"; angle0="0"; angle1="1.6"; }; }; }; };
This is a picture of the model. I have the right side setup as a door and the left side setup as a door so they are two different objects
Could Anyone Help?
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19 minutes ago, x3kj said:textures must be power by two (256, 512, 1024, ...) in width and heigth
They are
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I recently figured out the uv mapping in object builder so im using that now. BUTTTTTT............... for some reason some of the textures show up like this
Any ideas on how to fix this? Also, on my model the front of the doors show up correctly but the back does not show corrently
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On 3/4/2017 at 3:12 AM, x3kj said:uv map information is stored in the model itself. If you import/export via obj 3ds or fbx it gets transferred over as well.
Faces only have one side. They are "invisible" when viewed through the wrong side. You can flip the face orientation (invert) in blender or in OB (select faces, hit W)
Ok thanks for the info
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A friend just linked me to a fix. All you need to do it right click on the window and click maximize.
Admin you can delete
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Rvmat error after generating layers
in ARMA 3 - TERRAIN - (BUILDER)
Posted
i fixed it by deleting arma 3 tools and reinstalling, and also re-doing my p drive (the extract game data)