thoops99
-
Content Count
91 -
Joined
-
Last visited
-
Medals
Posts posted by thoops99
-
-
Im making a life server and was wanting to play a video on a billboard. Can u think of how i would do that?
-
7 minutes ago, serena said:Thx I'll look thought it
-
3 minutes ago, serena said:Very simple, just two steps:
- Create custom inventory dialog
- 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.
-
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)
-
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:
Where it should show:
- 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......
Thanks to anyone that can help!
-
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_heightmapsThanks for your reply ill look into it
-
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.
-
On 12/31/2016 at 9:33 AM, Kvisten GigaGaming.dk said:Hey, it's a map you will give out?
No, it will be a map only for my server. But, in the future i may release it.
-
On 12/20/2016 at 5:18 PM, CanadienFr said:Hello, I have the same problems when i launch the Map with Buldozer all road work fine, but when i launch it with the Game everything is invisible. (I load all addons needed)
In Buildozer
https://www.dropbox.com/s/a2fyfom6wnhatji/Sans titre.png
Make sure that you export your road layers (ALL OF THEM).
-
On 12/19/2016 at 9:06 AM, riten said:You need to create model.cfg. All you need, you can find there: https://community.bistudio.com/wiki/Model_Config
sorry for the late reply BI did not send me email notifications about the reply. I made a model.cfg but ill re read through it
-
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?
-
10 hours ago, Megadeth_ said:Hi.
Most likely you need to apply location and scale before exporting.
Read the parts regarding "Apply Object transformations"
Ok thanks, ill take a look
-
So i'm very new to the modeling scene so i thought i would start off simple with a concrete safety pole (or at least that's what I call them). When I finish my object in blender and then export it as a .p3d for some reason O2 seems to shrink the object. Not too sure as to why or if thats what its doing.
-
Ok guys thanks for the info. Unfortunately i'm not allowed to edit the config because i did not create the models and i'm just using them. And in the licensing it says that you cannot edit any part of it. Thanks for the help tho.
-
In the arma 3 editor you can do " this allowDamage false;" and stuff like that. Is there anyway to do that in terrain builder?
-
I got the error
"Unable to load bitmap!"
Any ideas?
-
Be careful with that model its got alot of Holes in it, players will die unless u plug them up.
Thanks for the info. Ill go through the model now and look for them
-
I found the problem. For some reason the object directory was messed up and i just had to change it. Also at first i forgot to tell pboProject exactly where to look for the config.cpp for the hospital
-
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?
-
Hi guys,
thank you for the release, but I have a problem with the e76 roads in game. The normal roads are visible, but the e76 roads are invisible. Here is a screenshot of the editor:
http://i.epvpimg.com/nfhMb.jpg
I hope you can help me.
kind regards
Peter
did you have your e76 roads addon enabled?
-
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
-
Use L3DT, import your height data, calculate and then the 'Texture Map' will show land where once was water, export that texture map and add as a layer in PS or other image software over your existing sat/mask.
I'm a complete noob sorry. What do you mean by height data. Do i need to export the terrain as an image or somthing?
-
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
-
I'm working on the Kelley's Island map and i just made a new island but i'm not sure how to export a new mask image. So i can know where to change terrain.
UV Editor Wont Open [Object Builder]
in ARMA 3 - MODELLING - (O2)
Posted
For some reason the UV editor in object builder wont actually open. It says its open but the window never opens. I tried deleting Object builder and reinstalling but did not work. Maybe it was a setting i touched by accident a long time ago idk.