Search found 14 matches
- 2009-04-08 17:30:06
- Forum: ArmA Editing
- Topic: Terrain editor feature suggestions
- Replies: 12
- Views: 18920
Re: Terrain editor feature suggestions
maybe you could add a sort of "real time 3D editor" in which you can modify the color of the terrain, or of the textures. I mean, le'ts think you are in buldozzer, and you can select a desert area (so sand texture sand_co.paa ) now i want to change it into grass (grass_co.paa) then I select this too...
- 2008-07-09 22:05:57
- Forum: ArmA Editing
- Topic: string identity not working, why?
- Replies: 0
- Views: 6635
string identity not working, why?
Ok, let me explain you what i want to achieve: I want that when my character is near for example a bush, then the engine recognizes it is the bush lks_bush_leaf3_big.p3d and execut the second part of the script. Now I'm stuck at this simple string identity, cause I want to compare the string lks_bus...
- 2008-06-12 22:02:04
- Forum: ArmA Editing
- Topic: Convert many paa / pac to TGA at once?
- Replies: 9
- Views: 25596
I created a batch file called png2paa with the following inside: Code Sample START Pal2Pace %1 I then added it to the right-click context menu in Windows Explorer : Tools/Folder Options/File Types Select PNG/TGA and click the Advanced button, create a new action and give it a name (I called mine png...
- 2008-06-05 23:11:53
- Forum: ArmA Editing
- Topic: Shadows (ShadowVolume) - Vegetation
- Replies: 6
- Views: 10449
NOTE!
I noticed one more thing: What really causes lag is the Pixel shader and Vertex Shader of the _ca texture: they normally have VertexShader: NormalMapSpecularThroughNoFade and PixelShader: NormalMapSpecularThrough . If instead of that PixelShader, we add the simple PixelShader: NormalMapThrough but w...
- 2008-05-31 07:01:42
- Forum: ArmA Editing
- Topic: Shadows (ShadowVolume) - Vegetation
- Replies: 6
- Views: 10449
About shadows
A tree model works like this: It got the 2 first SV LODs, to render the shadow ON the other objects. So to render the shadow on a house, on a rock and so on. Then it uses the last 2 SV LODs to render shadow ON the terrain. But pay attention! You can even use no SV LODs, the shadow will be still rend...
- 2008-05-24 13:21:59
- Forum: ArmA Editing
- Topic: pixelated mask after conversion
- Replies: 5
- Views: 9780
- 2008-05-20 22:48:28
- Forum: ArmA Editing
- Topic: pixelated mask after conversion
- Replies: 5
- Views: 9780
@LS... Dunno, haven't come across that... 'yet'... wouldn't really be able to completely help you without having all the 'stuff' in front of me... I'll have a squizzy, if you are inclined... the offers there... Thank you Synde, but I figured it out, was a mix of problems, me deano and dmitri took t...
- 2008-05-18 09:04:54
- Forum: ArmA Editing
- Topic: pixelated mask after conversion
- Replies: 5
- Views: 9780
pixelated mask after conversion
I come with this picture: http://img90.imageshack.us/img90/8095/15347211gt0.jpg as you can see, seems that Visitor and pal2pacE create some pixels which should not be there. I mean: tga= (0,255,0) then pal2pac = messed up pixelated many colours on edges I created the Mask layer, and it got ONLY 5 co...
- 2008-05-11 09:27:58
- Forum: ArmA Editing
- Topic: bisurf files
- Replies: 3
- Views: 8671
- 2008-05-11 09:06:35
- Forum: ArmA Editing
- Topic: bisurf files
- Replies: 3
- Views: 8671
bisurf files
Hi all. I come here and look for help: I created my own bisurf files, which work very good: Density = 10; rough = 0.6; dust = 0; bulletPenetrability = 400; soundEnviron = "Empty"; isWater = "false"; friction = 0.6; restitution = 0.3; impact = "default_Mat"; They must be applied in the Fire Geometry,...
- 2007-11-20 22:45:37
- Forum: ArmA Editing
- Topic: Creating custom building Ruins models
- Replies: 8
- Views: 13744
- 2007-11-19 22:48:04
- Forum: ArmA Editing
- Topic: Creating custom building Ruins models
- Replies: 8
- Views: 13744
OH GOD! read what Armored_sheep wrote on BI forum: http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s=c53c7012d743d662b35f4cb97e779693;act=ST;f=76;t=69830;st=0;entry1180309 So, this time in ArmA we can use RTM animations also for buildings, and create some proper animations! :D :lol:
- 2007-11-17 20:55:43
- Forum: ArmA Editing
- Topic: Creating custom building Ruins models
- Replies: 8
- Views: 13744
- 2007-11-17 09:18:18
- Forum: ArmA Editing
- Topic: Creating custom building Ruins models
- Replies: 8
- Views: 13744
Hi all
Hi everybody I'm trying to implement this feature ingame with my own BHD custom buildings. see pictures: http://img259.imageshack.us/img259/3143/intactsh1.jpg and http://img337.imageshack.us/img337/6127/destroyedhy3.jpg First off, let me explain something: To create a destroyable building you need t...