Search found 42 matches
- 2004-01-11 23:49:35
- Forum: WrpTool
- Topic: 1 upping an idea
- Replies: 14
- Views: 11379
Re: 1 upping an idea
regarding the infamous ECP update.............there appears to be a problem with it, and we havent gotten any feedback form the creators. Sometimes, during MPgames , one or more ppl will suddenly catch fire, like a trick does when its hit. The person doesnt know it, takes no damage, but everyone can...
- 2004-01-08 03:55:49
- Forum: WrpTool
- Topic: an Ideas list for the next update?
- Replies: 4
- Views: 4908
Re: an Ideas list for the next update?
Or, even allowing replacement of textures or objects within a region only, instead of all or nothing. Also, how difficult would it to lock a road in itself, instead of locking just ALL ROADS without going thru the object borwser and selecting each road piece type to lock. Example: I have a road call...
- 2003-12-26 21:24:40
- Forum: WrpTool
- Topic: Runway coordinates into config........
- Replies: 9
- Views: 8032
Re: Runway coordinates into config........
Scud, much thanks bro for a great heads up on my mispelling. ThaT definitleY fixed the "heading towards Cleveland" problem I was having. I fixed the spelling, and was checking over how i made the config vs how the manual states how to do it. The manual is confusing in the way it jumps around regardi...
- 2003-12-26 17:05:03
- Forum: WrpTool
- Topic: Runway coordinates into config........
- Replies: 9
- Views: 8032
Re: Runway coordinates into config........
256 x 256 picture of the island is available @ http://disciples-squad.net/ofpstudio.htm The runway I am trying to get the AI to use is on the right side of the island, and the center point of the island is directly over the center island in the lake. By chnaging the last set of coordinates in the ce...
- 2003-12-26 07:01:09
- Forum: WrpTool
- Topic: Runway coordinates into config........
- Replies: 9
- Views: 8032
Re: Runway coordinates into config........
class CfgWorlds { class DefaultWorld {}; class Intro : DefaultWorld {}; class Disciples_Isle : Intro { description = "Disciples Isle"; icon = "Disciples_IsleDisciples_Isle.paa"; worldName = "Disciples_IsleDisciples_Isle.wrp"; centerPosition[]={5657.1,7085.7,50}; ilsPostition[] = {9525.0,8997.9,0.0};...
- 2003-12-25 17:09:33
- Forum: WrpTool
- Topic: Runway coordinates into config........
- Replies: 9
- Views: 8032
Re: Runway coordinates into config........
Nope, tried that and re-pbo'd it, get the same error using the exact stuff posted above. This is the error I get using the above taxi info: Config: '9' after 0.0 I only get this error when i have the ilsTaxiIn and ilsTaxiOff sections included in the config. Without those sections, the game is fine, ...
- 2003-12-25 01:35:20
- Forum: WrpTool
- Topic: Runway coordinates into config........
- Replies: 9
- Views: 8032
Runway coordinates into config........
Aight, I have read the manual on how to do this (have the headache to prove it) and now i get an error when i load the game. I took everything out from ilsTaxiIn on thru, and now it works fine, so I have to assume that something in the ilsTaxiIn or ilsTaxiOff is messed up. Here is the complete secti...
Re: MOD code?
Actually, since my island has gone over in a pretty big way with the beta testers, I have consdiered doing some "real world" addons, and using my squad as the same group of beta testers. Would this constitute needing a MOD cade? I am sure that even if the addons were originally intended to stay with...
MOD code?
was reading shin's post about the error in game and his comment about geting a MOD code from OPEC
Can i get an explaination for that?
Is it needed for new islands if they are to be relaesed publicly, etc.
Thanks in advance
Can i get an explaination for that?
Is it needed for new islands if they are to be relaesed publicly, etc.
Thanks in advance
- 2003-12-20 01:08:59
- Forum: WrpTool
- Topic: Road Tool Glitch?
- Replies: 3
- Views: 4146
Re: Road Tool Glitch?
Dschulle, I p[layed around a bit when this problem ocurred again, and found that if I simply place a silnice_konec piece from the object browser, call it a new road, then delete the road, it leaves all the Silnice road pieces in the lower portion of the road tool, and I can then just drag a box arou...
- 2003-12-17 03:38:38
- Forum: WrpTool
- Topic: Road Tool Glitch?
- Replies: 3
- Views: 4146
Road Tool Glitch?
I am re-tweaking my island, and by doing that I am redoing all the road systems. Anyway, I found a little annoyance that everyone might or might not be experiencing. When I select the unfinished end of one of my roads, the road tool drop down menu automatically shows the name of the road. This is gr...
- 2003-12-13 05:49:32
- Forum: WrpTool
- Topic: elevating objects problem(?)
- Replies: 5
- Views: 8024
Re: elevating objects problem(?)
I have repeatedly tried to elevate my lampost inside the lighthouse, lock it, save it, etc, but it still is lowered in the game. When I recheck the height of it in the tool, it has not changed from what I set it to, so it appears that this is not a tool problem after all, seems you just cant elevate...
- 2003-12-09 23:38:50
- Forum: WrpTool
- Topic: transition feature glitch
- Replies: 7
- Views: 10499
Re: transition feature glitch
lol, yes, i have the updated version, just that i had all the textures down before the update came out. And I think that making the detransition feature optional is a splendid Idea. However for my next island, I will seriously be putting the updated version to the test, lol Uhhhhhhh........just we...
- 2003-12-09 14:14:31
- Forum: WrpTool
- Topic: transition feature glitch
- Replies: 7
- Views: 10499
Re: transition feature glitch
ok, quickly, when i used the transition tool, I noticed several, not all, of my On1n1s2s2.pac (snow on top half, grey rock on bottom half) had been changed to Os2.paa. Also Ot1t1ptpt.pac (gren on half, sand on other half)seemed affected. Once again, some, not all. These are not custom, all were manu...
- 2003-12-08 01:20:44
- Forum: WrpTool
- Topic: transition feature glitch
- Replies: 7
- Views: 10499
transition feature glitch
I used the new transition feature from the updated tool, noticed that it did indeed add transitions where needed........but then actually changed some of the ones I had already placed manually, like snow to rock, into ones that didnt fit or look right. Just thought i would mention it to see if other...
- 2003-12-08 01:18:39
- Forum: WrpTool
- Topic: config.cpp problem
- Replies: 2
- Views: 7141
Re: config.cpp problem
Thanks for the help bro, got it all figured out and working now. A few weeks of beta testing then everyone can look for the new Disciples Isle as a public release. No idea what the hell I had screwed up, but took your advice, copied your tested cpfig.cpp from the manual, added my names, center, runw...
- 2003-12-07 07:14:51
- Forum: WrpTool
- Topic: config.cpp problem
- Replies: 2
- Views: 7141
config.cpp problem
ok, i have my config file done up, but now i get an error from OFP saying: disciples_isleconfig.cpp/CfgWorlds/Disciples_Isle/Names/: '.' encountered instead of '{' my wrp files is named Disciples_Isle.wrp my pbo file is named Disciples_Isle.pbo my .paa file is named Disciples_Isle.paa following is m...
- 2003-12-06 21:47:16
- Forum: WrpTool
- Topic: elevating objects problem(?)
- Replies: 5
- Views: 8024
Re: elevating objects problem(?)
Actually, the lampost in the lighthouse works very nicely, since the light is not directed. Even tho my lamposts are lower in the lighthouse, both of my lighthouses are up on peaks overlooking a river, and it really adds to the effects with ambient light down in the river gorge. Hope I can get this ...
- 2003-12-06 03:36:17
- Forum: WrpTool
- Topic: elevating objects problem(?)
- Replies: 5
- Views: 8024
elevating objects problem(?)
I happened on a neat idea (IMHO) for getting a simple light in a lighthouse and having it there on the island in a permanent manner. I took one of the regular lampposts, put it directly on/in a lighthouse, then elevated it so the light would shine thru the top area of the lighthouse. Of course all o...
- 2003-12-04 00:15:15
- Forum: WrpTool
- Topic: Most Annoying & Most Wanted
- Replies: 46
- Views: 45369
Re: Most Annoying & Most Wanted
rgr that ShinRaiden, I was saving the wrp file in my worlds folder, which i still do, but now i save a backup copy in the wrptool file just in case i have another case of the oopsies. I might lose some basic work like building placement if I have to revert to the backup, but long timed things like t...
- 2003-12-03 06:39:06
- Forum: WrpTool
- Topic: Most Annoying & Most Wanted
- Replies: 46
- Views: 45369
Re: Most Annoying & Most Wanted
ok, I spent about 4 hours getting a bridge (3rd party addon; xxbridge) into place, had previewed it several hundred times to ensure correct alignment since it is several sections. Then I locked that object in the object viewer. Well, next time I opened up WRPTool and was placing some things on the i...
- 2003-12-03 06:28:09
- Forum: WrpTool
- Topic: Kolevermaldova
- Replies: 28
- Views: 22580
Re: Kolevermaldova
Hmm not sure what you're asking here but thats perfectly normal. Ocean bottom would be one single simple sand texture for example, or whatever you wish it to be. But in your example, why not just using the O sand/desert texture for the basic background, if it happens that you use desert for other v...
- 2003-12-03 03:07:26
- Forum: WrpTool
- Topic: Kolevermaldova
- Replies: 28
- Views: 22580
Re: Kolevermaldova
uh............i fully understand the legality of the issue, and thats no problem, my island is for my clan anyway, at least till it works properly, lol. As for the textures........when u say 512 max textures, does that mean 512 different styles/types/names of textures? Or does it mean that all the c...
- 2003-12-02 06:04:51
- Forum: WrpTool
- Topic: Kolevermaldova
- Replies: 28
- Views: 22580
Re: Kolevermaldova
The problem here is 2-fold. 1) combining any 2 islands in most cases knocks you over the 512 texture limit, causeing WRPtool to crash with obvious loss of unsaved data. This can only be resolved by replacing the textures with a common texture set. 2) BIS does not want actual Nogova data made public...
- 2003-12-01 17:08:17
- Forum: WrpTool
- Topic: Addons for island........
- Replies: 3
- Views: 7787
Re: Addons for island........
i tend to agree with you both on the AGS buildings. I havent used any of the Baraken objects to date on the island, but the AGS stuff makes up a nuke plant, and the taller buildings are incorporated into a town to add a "white collar" area. As for the flag pole.is it an object that i can find in the...
- 2003-12-01 02:44:18
- Forum: WrpTool
- Topic: Addons for island........
- Replies: 3
- Views: 7787
Addons for island........
Ok, I am just about doine with my madness, have the raods and all that foofieness finishedm just waiting on forest fix. HOWEVER...............I have added some 3rd party objects to the island(bridges, AGS objects, 6 foot pot plants) and i was wondering how to go about the final crushing of the islan...
- 2003-11-29 20:17:14
- Forum: WrpTool
- Topic: Need Forest Fix in a BAD way
- Replies: 2
- Views: 6966
Re: Need Forest Fix in a BAD way
rgr that on the WRPTool, and no to the binarize question. If I binarize it.is it still viewable and editable? What I mean is I continually alt-tab to the island in the editor since there are a few models I am using (AGS) that dont have the ODOL viewable in the tool, so i was basically saving the bin...
- 2003-11-29 08:12:51
- Forum: WrpTool
- Topic: Need Forest Fix in a BAD way
- Replies: 2
- Views: 6966
Need Forest Fix in a BAD way
i know this isnt helping it go any faster, but any newer news (is that possible to say?) on the release of the more gooder much bester version? Also, one quirk I found, when placing the large courthouse structure (ohouseradnick i think) it alweays seems to place to high to allow step access. I do fi...
- 2003-11-26 02:30:57
- Forum: WrpTool
- Topic: 3RD Party objects
- Replies: 6
- Views: 9338
Re: 3RD Party objects
rgr that, I should have checked it myself before posting my last questions, thanks again for the patience.
- 2003-11-25 20:59:12
- Forum: WrpTool
- Topic: 3RD Party objects
- Replies: 6
- Views: 9338
Re: 3RD Party objects
I can still place them?
When I place the ones with a pbo with X over them, they show up as a blue square with a ? on it. Does that mean they wont be vis on the map? I would really like to get the Nuclear power plant towers to work most of all........
When I place the ones with a pbo with X over them, they show up as a blue square with a ? on it. Does that mean they wont be vis on the map? I would really like to get the Nuclear power plant towers to work most of all........
- 2003-11-25 03:22:15
- Forum: WrpTool
- Topic: 3RD Party objects
- Replies: 6
- Views: 9338
Re: 3RD Party objects
ok, i got them loaded in, but now some of them have the psd text with an X over them, and i have tried de-pbo-ing them repeatedly, and still nothing. Its like they are just hit and miss as far as which ones are like that. Any suggestionds?
- 2003-11-24 17:09:44
- Forum: WrpTool
- Topic: 3RD Party objects
- Replies: 6
- Views: 9338
3RD Party objects
I was wondering how to place objects on the island that arent part of the original game? For example, if I wanted to place one of the AGS(?) power plants on my island, and then have it stay there as part of the island instead of placing it in the mission editor,what would be required? I guess what I...
- 2003-11-21 02:38:03
- Forum: WrpTool
- Topic: Most Annoying & Most Wanted
- Replies: 46
- Views: 45369
Re: Most Annoying & Most Wanted
What about allowing the user to detirmine the size of "brush" used when applying terrain height changes in the interactive mode? The current size does the job.........for immediate peaks and valleys, but to allow for more gradual sloping or dipping a larger "brush" would work better IMHO. Also, is i...
- 2003-11-20 05:36:02
- Forum: WrpTool
- Topic: Floating Forests
- Replies: 11
- Views: 13679
Re: Floating Forests
CannonFodder,
Would it be possible for you to list the other forest objects you found, the square ones that will wrap?
Would it be possible for you to list the other forest objects you found, the square ones that will wrap?
- 2003-11-20 05:34:12
- Forum: WrpTool
- Topic: Floating Forests
- Replies: 11
- Views: 13679
Re: Floating Forests
Tried jojimbo's method, unfortunately it didnt fix the problem, forest still float.
However, as soon as i re-d-load WRPEdit, i can try the other method mentioned.
However, as soon as i re-d-load WRPEdit, i can try the other method mentioned.
- 2003-11-11 15:05:29
- Forum: WrpTool
- Topic: config.cpp, and previewing........
- Replies: 11
- Views: 19486
Re: config.cpp, and previewing........
Snake_Man, scud, and shinRaiden, I cannot thank you enuff for your patience and help, I now have my island in the game and am able to really start doing some work to it!! Been playing this game for quite some time, and slowly have started making maps, playing with scripts, etc. This also means I hav...
- 2003-11-11 02:51:16
- Forum: WrpTool
- Topic: config.cpp, and previewing........
- Replies: 11
- Views: 19486
Re: config.cpp, and previewing........
class CfgPatches { class myworld { units[] = {}; weapons[] = {}; worlds[] = {Disciples_Isle}; requiredVersion = 1.20; }; }; class CfgWorlds { class DefaultWorld { }; class Intro : DefaultWorld { }; class Disciples_Isle : Intro { access = 3; description = "Disciples Isle"; icon = "wrptool_51km_wrptoo...
- 2003-11-10 17:28:43
- Forum: WrpTool
- Topic: config.cpp, and previewing........
- Replies: 11
- Views: 19486
Re: config.cpp, and previewing........
Scud,
Using the basic config file youy posted and changing bob to Disciples_Isle, do I need .wrp at the end of it? Also, with this allow me to preview the island in OFP before it is finished?
Using the basic config file youy posted and changing bob to Disciples_Isle, do I need .wrp at the end of it? Also, with this allow me to preview the island in OFP before it is finished?
Runways?
Ok, when texturing my island I found several runway textures, and I placed 2 airports using them. Question is--will they be useable runways for AI as well, since they are simply textures? I am sure players will not have problems with them, since they will see the textures as runways........(?)
- 2003-11-10 06:49:57
- Forum: WrpTool
- Topic: config.cpp, and previewing........
- Replies: 11
- Views: 19486
Re: config.cpp, and previewing........
OK, I am still having probs getting my island into OFP for a quick preview. The config.cpp below is what i have to date, I simply placed it in a folder named Disciples_Isle, and pbo'd it into a file named Disciples_Isle.pbo, and put that in my addons folder. The .wrp file (Disciples_Isle.wrp) I copi...