Search found 14 matches

by Linker Split
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...
by Linker Split
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...
by Linker Split
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...
by Linker Split
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...
by Linker Split
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...
by Linker Split
2008-05-24 13:21:59
Forum: ArmA Editing
Topic: pixelated mask after conversion
Replies: 5
Views: 9780

Synide wrote:
Linker Split wrote:Ok, I've solved it. Well, I would write it, but it's very very looong and hard :p
lol.... I just took another look at the pics above... you sure you weren't looking at the arse end of the 'pointer' and thinking it was a pixel on the texture? :P
Lol nope m8 :p
by Linker Split
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...
by Linker Split
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...
by Linker Split
2008-05-11 09:27:58
Forum: ArmA Editing
Topic: bisurf files
Replies: 3
Views: 8671

Snake Man wrote:I dont know, never had to use bisurf files yet. We are planning on adding them to VTE so learning about these is on my agenda, thanks for opening topic for them.

We'll see what information we can find out in the near future.
Ok m8, anyway, I'll keep you informed ;)
by Linker Split
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,...
by Linker Split
2007-11-20 22:45:37
Forum: ArmA Editing
Topic: Creating custom building Ruins models
Replies: 8
Views: 13744

Snake Man wrote:Hmm but then comes another question... how do we create RTM animations?
Via Oxygen 2PE!
by Linker Split
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:
by Linker Split
2007-11-17 20:55:43
Forum: ArmA Editing
Topic: Creating custom building Ruins models
Replies: 8
Views: 13744

jb wrote:I will soon be looking at creating some ruins for my building shortly - hope you make some progress with this :)
i hope too, since i want to create a lot of destroyable buildings...
by Linker Split
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...