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Found 13 results

  1. I am currently teaching myself how to put together cinematic scenes in World Builder. When I went to export, I only got a folder full of frames and a .wav audio file. Is it not possible yet to export an actual video format?
  2. I have been trying to export images of maps (at the moment I have been trying without mods however I will need to do this with mods) using this guide http://killzonekid.com/arma-scripting-tutorials-how-to-export-topography/however it does not want to write to the C: Root folder, I am running as Administrator using both Windows 10 Pro and primarily Windows 10 Enterprise. https://www.youtube.com/watch?v=mPN_QrH0IfI This is a screen recording I have just done on my pc, it comes up with Activated TOPOGRAPHY and Activated EXPORTNOGRID however I am not getting a file in my root drive I am able to copy files directly to the C: Drive root with Admin permissions, I have also unsubscribed from all mods and run it from a new install, however, I am still not getting anywhere. Has anyone else had a similar problem that they have been able to fix, if so how? Is there some sort of Parameter (or something similar) I can use to tell Arma 3 to save these files to a different location (e.g. C:\temp\)
  3. Hi Guys, i just found an model of mine, back from 2011 of a Panzerhaubitze2000 (A german artillery tank) It was one of just a few models, cause I wanted to try something with 3d modeling and some other modding stuff for arma. Since OFP I do texturing, config writing and I learned a littlebit of scripting, and everything 😄 But now I am on the top of my knownledge, I have this model running in blender with ~31200 verts I know that there is something about the LODs and this Stuff and i know what is, but i just need someone who can help my with this... I realy dont think i can get this ingame by myself. I would like to get a version for arma2 and one for arma3 Some pics of it :
  4. GF Exported Loadouts Script - Mod by GEORGE FLOROS [GR] Description: GF Exported Loadouts Script - Mod , load your exported loadouts on random to ai and / or players. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Exported Loadouts Script - Mod please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission. https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colors to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: GF Exported Loadouts Script - Mod , load your exported loadouts on random to ai and / or players. It will also work for spawned units. There is an exclude list available or add in the init of a unit: this setVariable ["Var_GF_Exported_Loadouts", true]; It is also included a mod version , posible to unpack and edit. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: 3.0 The code is completely reworked , in order to be more user friendly , clear and readable . Everything now is easier and sorted also to different sides , including also more available settings. 2.1 Added some extra options. v2.0 Added an option to change certain loadouts , or random to certain type of unit. Added three examples , rifleman , sniper and every other unit. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40336 Armaholic GF Exported Loadouts Script - Mod
  5. Hi Folks, yet another wierd scripting problem! i have a mission which has a switch do for worldname, depending on which map it is i want it to load a bunch of pre defined loactions. the problem is everything works real good in eden editor, and also works after export to MP. Export to SP pbo and the switch seems to fail. here is the switch in question: steps to reproduce: 1. download test scenario from dropbox 2. run in eden editor, type 'hint str LF_MilSites'; in debug editor. should come up with full array of military sites 3. export mission to SP, run from scenarios 4. type 'hint str LF_MilSites'; in debug editor. nothing, switch do has failed very strange how the switch would fail after export
  6. Hello, I wonder if I can export all items' image (weapon, attachment, ammo from vanilla, RHS, HAFM) or get at least the image path or what file they are in.
  7. Hi, I made a simple mission with editor and a briefing with Chris' OFP Script Editor, so i exported to Single Mission but what I get on the menu is: "title of my mission".Intro.Pbo (but I did no Intro at all). If I click on it to play it starts without the usual briefing static section like the other single missions but directely on the battlefield, and if I press M for map and briefing agenda the briefing section appears empty, and the mission name I get is _ _cur_sp. The notes section is non existent btw... So problem is that I get briefing showed only in preview... Thank you for helping :)
  8. Hi everyone. I´m working on a terrain, I've paked it and uploaded to steam. It´s working fine... but, with no objects in map, only roads. Why? I've edited the objects map in Eden Editor, but, when I import the objets to terrain builder, only a few of them appears on the map. When I created the templates library, I "Automatically renamed" the duplicated templates, could that change of names affect the objects importing?
  9. ========================== [E2TB] Export To Terrain Builder ========================== I'm pleased to announce the release of E2TB, a small module for Arma 3 that allows you to export data to Terrain Builder. Writing this announcement here because it only concerns Terrain Makers. Why? If you have tried to import from EDEN or from any other custom tools that generate objects while in mission to Terrain Builder (such as XCam, Surface Painter, Map Builder), you may have seen the hassle of objects' rotations being often incorrect once imported. This has been very painful for many terrain makers, given the fact that rotations needed to be corrected back into Terrain Builder. This mod fixes most of those issues. You can check out results in this comparison image: This came out of a painful session of 4 days (for 40 lines of code or less), where after all experiments I was able to import using .lbt format, the format that Terrain Processor exports with. The last 2 of those days have been heavily spent on Discord's Arma3 #terrain_makers channel. A big thank you for help / discussions to @lappihuan @zgmrvn @mikero @W4lly63 @ianbanks @Ice @cring0 @Adanteh @HorribleGoat @t_d ...and all the other folks involved in those discussions in those memorable days of October 18th and 19th 2017. After this, a new fix from @ianbanks came in. This is what is now being used. How does it work Copy the objects to the clipboard: From EDEN: click on the menu Export > Export to Terrain Builder (E2TB) or the absolute position alternative From within a mission (SP): run the action Copy the map objects to the clipboard or the absolute position alternative. To do this you'll first need to drop the SCAR_E2TB_Module in your mission. Copy the contents of the clipboard in a file and save it with the extension .txt From within your map in Terrain Builder: File > Import > Objects. If you exported with absolute position, ensure that you import the objects in Terrain Builder by checking advanced options > absolute in the import dialog. According to our experience, absolute position works better with large objects such as Big Rocks. Your mileage may vary. A huge thank you to @ianbanks for the absolute code positioning / TB matrices computations, and for allowing me to include his work in E2TB. Scale E2TB will use the size as reported by the following tools: XCam Surface Painter Map Builder Download Find E2TB on: Steam Github Note There are certain objects that behave very differently in EDEN and Terrain Builder. These are the objects that have the named property `placement=slopelandcontact` into the geometry LOD. The intended behaviour for these objects is to stay flat on the ground and adapt to the terrain. Though, in EDEN you are able to easily position them horizontally, but once imported in Terrain Builder they will follow the ground. As an example, if you were to put a barbed wire on top of a bunker that is on a slope, once imported in Terrain Builder the barbed wire will follow the underneath terrain slope and hence be in an incorrect position. As a compromise, E2TB assumes that all of those objects are used as normally intended to be: on the ground, following the terrain. This should cover 95% of usage. If you use those objects differently, you will have to manually fix them in Terrain Builder. We are working on alternative options to see if we can come up with some other solutions, as in the end it boils down to the fact that EDEN and Terrain Builder do not treat these objects in the same way. A sane development cycle for those objects: set them on the ground using SLOPE mode (to follow terrain) so that you can preview them as close as possible to what you'll see once imported in TB. Comments and feedback welcome. _SCAR
  10. Hey guys. I'm a bit new to the editor and I've been trying to figure out a few things, mostly whether or not they're possible. Is there a way that I can create an NPC with a specific loadout which I can spawn while playing as Zeus?
  11. acebelew

    Export Units data

    I did a quick search and did not find this posted before. I was looking for a way to export the data from my unit. I will need to rebuild the unit and was hoping that I would not have to manually enter all the data again. Any ideas are appreciated
  12. Hi, I'd like to know if I'm able to export all the placed objects, while keeping all of their properties, position, init box content etc. and import them into a new mission file. I need this, because Dynamic Simulation isn't working for me and I believe that if I create a new mission with imported objects and copy my external scripts it will work. Any clues on how to do it?
  13. SOLVED: I didn't think to load the template libraries from the old project before attempting to import the objects via exported .txt file. I got sloppy and disorganized across a bunch of folders and decided to start a fresh, consolidated project in terrain builder for my island and I successfully imported the old terrain, satmap, mask and all that. Everything is there, including the roads. However, I cannot for the life of me figure out how to export and import all the objects. I've tried exporting them but they just go into a "file" file and do not show up as a choice when I go to import them. Anyone know the trick for this one? The terrain is identical, I just need the objects copied over in their correct locations. Thanks for any help on this one!
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