Jump to content

thoops99

Member
  • Content Count

    91
  • Joined

  • Last visited

  • Medals

Posts posted by thoops99


  1. 3 minutes ago, serena said:

    Very simple, just two steps:

    1. Create custom inventory dialog
    2. Handle player gear opening event, where replace default dialog with your own

    Ok. With altis life everything had a particular idc (I think it's called that). Does the inventory do the same? How does the game know to show ground items in the bar. How does it know where to show the hedgear etc.


  2. Just like the title says i would like to know how to customize the arma 3 inventory so i can put a custom one on my server. I'm making a modded altis life and i'm wanting to display your y menu items in the inventory. The reason being that i set it up so you have to buy a phone in order to access your y menu but it does not make much sense to have to buy a phone in order to eat. I know that with alits life i could just create a dialog and when the user presses a button then i could have it show only the y menu items and not the cellphone stuff but this would still be handy to know. 

     

    This is an example i found ONLINE all credit goes to the creator. (Link)

    3.jpg?w=1024&h=576


  3. Hey everyone! I had a couple question and instead of making 100 different posts i thought i would just make one. So first off, i am trying to get into modeling and i am using blender. I have made a test house and im trying to start doing all the texturing for the building and the lods and everything like that. My questions are:

    - Is there an easier way to texture other than using blender (i have heard about the uv editing but i dont know what program will edit the files it puts out)

    - My textures on some object are showing backwards for some reason (on the reverse side) 

    EX.

    Where its showing:

    FtEXFAa.png

    Where it should show:

    MEi4T4x.png

    - For some reason when im inside my house in the model viewer it shows the windows as windows. But i have not set them to be windows yet......

    ZkCsyDY.png

     

    Thanks to anyone that can help!


  4. 4 hours ago, Cosmo_D41 said:

    There is no easy way to do so. Might work if you use L3DT but i dont know how to combine different heightfield as this will be the most important thing. Combining different Attribute-maps or satellite can easily be done via Photoshop etc.

     

    L3DT offers the option to merge heightfields. Perhaps you take a closer look at this tutorial:
    http://www.bundysoft.com/wiki/doku.php?id=tutorials:l3dt:stitching_heightmaps

     

    Thanks for your reply ill look into it


  5. Hello everyone, I have a question that has been bothering me for quite some time now. I have completely redone the kelleysisland map and i think it looks really good and my community that i made it for really likes it too. The only complaint is that its too small. I have added a whole extra island to it but it still seems a little small. I was wondering if there was a way i could combine my version of kelleysisland with Lakeside (AppleGate (or whatever its call)). Since i have the source files for both wouldn't i just be able to add them together some how? Any info is appreciated.


  6. so that problem is fixed. Thanks for the help guys. Now i'm trying to animate another model i made and i want it to go straight up and down. I read somewhere about having to use the "translationY" but i'm not sure where i setup the values of how much it moves up and down. I'm assuming i should just make a new topic?


  7. I'm trying to use the old arma hospital (the orange one that has all floors enterable) but when I go to pack into a pbo i get this error.

    all found checking config.cpp's for land_xx...
       missing class land_hospital_f:house

    This is part of my config.cpp in the "P:\a3\structures_f\dominants\hospital"
     

    class Land_Hospital_F: House
    {
    scope=2;
    scopeCurator=0;
    displayName="Old Hospital";
    model="\A3\Structures_f\Dominants\Hospital\Hospital_F.p3d";
    icon="iconObject_1x1";
    editorCategory="EdCat_Structures_Altis";
    editorSubcategory="EdSubcat_Services";
    vehicleClass="Structures_Infrastructure";
    };

    Can anyone help me?

     


  8.  

    Your height data is the .asc or .xyz file you have in your source directory, look in your raster layer and it should be green, export that.

    Import into L3DT and then recalculate the data, when it does it will show a tab called 'Texture Map'. where your land is will show as an island, use that as a layer on your existing sat image.

     

    To be fair you're trying to run before walking, maybe following This to master the basics, that way you'll understand what does what and why, it'll make life so much easier as you go on :)

    Thanks for your help


  9. Not very specific on what you actually need help with?

     

    1. You don't know how to export a mask image | Pretty sure it will be under export: http://prntscr.com/d1n7hc

    2. So I know where to change terrain? | What do you mean by this?

     

    Thanks

    I found how to export the mask image but it did not show the new island like I thought it would. Also I think my TB is broken because I cannot export a sat image (I'll upload a pic when I get home from school. And for your second point I meant that I was hoping that the new island would show on the mask image so I could know where to edit the ground texture

×