Search found 120 matches
- 2010-11-02 10:06:47
- Forum: ArmA 2 Editing
- Topic: How to open ArmA 2 files (OA BAF etc).
- Replies: 2
- Views: 10973
Re: How to open ArmA 2 files (OA BAF etc).
hmmmm ... cant say I think such a public post is a good thing for the BIS community.
- 2010-07-20 14:37:02
- Forum: ArmA 2 Editing
- Topic: World tools 1.0 released
- Replies: 17
- Views: 23083
Re: World tools 1.0 released
If OA does auto villages (havent tested myself yet) then maybe use a script like at the end of this thread; http://forums.bistudio.com/showthread.php?t=94373 and "rip" the buildings location, direction, type etc to clipboard or file. Then use this data to import "templates" into visitor. If that was...
- 2010-06-29 12:37:52
- Forum: ArmA 2 Editing
- Topic: Operation Arrowhead config.cpp files, all of them
- Replies: 13
- Views: 21186
- 2010-04-23 09:44:53
- Forum: ArmA 2 Editing
- Topic: Question texture
- Replies: 3
- Views: 12397
Re: Question texture
NOHQ texture is only referenced in the text of the RVMAT file, not in O2 The RVMAT file is referenced in O2 You have to make a NOHQ, you can't just "rename" a texture. Have a look at some NOHQ textures in some of BIS own PBO's If you dont already have a NOHQ texture, you need a program like CRAZYBUM...
- 2009-03-21 16:28:25
- Forum: ArmA Editing
- Topic: Rotor / Propeller proxy
- Replies: 5
- Views: 13466
Re: Rotor / Propeller proxy
Really quite easy Is it easy as just adding a proxy, linking to a blur model of the rotor/propeller? Yes, just make a simple proxy p3d like BIS did. It only has to be a resolution LOD. autocenter = 0 LODNoShadow = 1 Its got to have named bits "mala vrtule" and "mala vrtule blur" or similar When in y...
- 2009-03-21 06:44:56
- Forum: ArmA Editing
- Topic: Rotor / Propeller proxy
- Replies: 5
- Views: 13466
Re: Rotor / Propeller proxy
Not sure what you actually want mate. - Damage textures can be assigned to the resolution lod blades - Damage hide can be assigned to blades also, but you have to ensure they are named in the "sections" and also got the skeleton arranged correctly. - Blur proxy doesnt matter, it should never be visi...
- 2008-08-30 07:49:06
- Forum: ArmA Editing
- Topic: Missile, Bomb etc firing/dropping, proxy or something
- Replies: 8
- Views: 17422
Or you have 2 or 3 different types of bombs Hmm do you mean that I cannot add two different bombs with proxys literally, ie I cannot have napalm and mk82 (both normal freefall bombs) into one plane? Hmmm ... cant remember, if 2 is ok. I think its the total number of proxy types. 2 maybe work, 3 doe...
- 2008-08-30 03:59:52
- Forum: ArmA Editing
- Topic: Missile, Bomb etc firing/dropping, proxy or something
- Replies: 8
- Views: 17422
Am I correct that if you only have 1 type of bombs, you can use proxys, but if you have missiles, rockets and bombs etc loadout, you must model the weapons into the plane and use hiddenselection to make them disappear after firing? Yes. Or you have 2 or 3 different types of bombs But the non-proxy ...
- 2008-08-19 15:20:16
- Forum: ArmA Editing
- Topic: Creating normal maps / specular maps
- Replies: 5
- Views: 12544
- 2008-08-16 02:32:19
- Forum: ArmA Editing
- Topic: Merging Textures
- Replies: 16
- Views: 20920
- 2008-07-23 11:33:45
- Forum: ArmA Editing
- Topic: Merging Textures
- Replies: 16
- Views: 20920
Redoing the texture overlay again on the model I think is the only real way to fix those problem areas .... or if you know where in your merged texture its using the transparent section, manually fill the transparent area with more of the same texture. I did the latter because I only had a very thin...
- 2008-07-22 11:29:37
- Forum: ArmA Editing
- Topic: Merging Textures
- Replies: 16
- Views: 20920
a) If the merged textures dont completely fill the selected size (1024x1024 or 2048x etc) then the "unused" space typically becomes transparent. b) If the model is using a "looping" texture (ie the edge of the texture loops back and continues covering the selected area) A) + B) can mean the texture ...
- 2008-07-03 14:12:02
- Forum: ArmA Editing
- Topic: Merging Textures
- Replies: 16
- Views: 20920
- 2008-07-03 12:32:10
- Forum: ArmA Editing
- Topic: Merging Textures
- Replies: 16
- Views: 20920
Hmmmmm .... bloody thing wont work No errors, but I'm not getting any change in texture references Couple questions; - Do I have to have OFP O2 Buldozer running as well? - You still use Select-All even if not all texture are being merged (yet)? - Does the; mergedpath="APath"; get changed too? If so ...
- 2008-07-03 00:04:56
- Forum: ArmA Editing
- Topic: Merging Textures
- Replies: 16
- Views: 20920
- 2008-07-02 15:00:34
- Forum: ArmA Editing
- Topic: Merging Textures
- Replies: 16
- Views: 20920
ARH HA !!! For a temparary extended desktop size so you can make 2048x2048 ..... Display Properties | Settings | Advanced | Monitor you have a check box "Hide modes that this monitor cannot display". Uncheck it, and you should now be able to increase your screen resolution further. I will look crapp...
- 2008-06-13 10:46:50
- Forum: ArmA Editing
- Topic: Creating normal maps / specular maps
- Replies: 5
- Views: 12544
Since CrazyBump now only haves an expiring version ... I'm using this.
Now many if any options, but it works.
ATI NormalMapGenerator
Now many if any options, but it works.
ATI NormalMapGenerator
- 2008-06-13 01:46:15
- Forum: ArmA Editing
- Topic: Convert many paa / pac to TGA at once?
- Replies: 9
- Views: 25596
- 2008-06-11 12:42:34
- Forum: ArmA Editing
- Topic: Convert many paa / pac to TGA at once?
- Replies: 9
- Views: 25596
- 2008-05-27 11:16:55
- Forum: ArmA Editing
- Topic: p3dminf - p3dm mlod quick scan tool...
- Replies: 24
- Views: 24054
- 2008-01-05 23:52:01
- Forum: ArmA Editing
- Topic: Editing Tutorial: Beginners
- Replies: 34
- Views: 37120
- 2007-12-29 05:42:27
- Forum: ArmA Editing
- Topic: V-Swapper - Exchange OFP objects for ArmA ones
- Replies: 3
- Views: 9431
Might want to remove these addons; O\Hous\domek01 -> ca\buildings\sara_domek01 O\Hous\domek02 -> ca\buildings\sara_domek02 O\Hous\domek03 -> ca\buildings\sara_domek03 O\Hous\domek04 -> ca\buildings\sara_domek04 O\Hous\domek05 -> ca\buildings\sara_domek05 from any object swap list you use. The ArmA m...
- 2007-12-24 17:02:41
- Forum: ArmA Editing
- Topic: V-Swapper - Exchange OFP objects for ArmA ones
- Replies: 3
- Views: 9431
V-Swapper - Exchange OFP objects for ArmA ones
A Quick-n-Dirty tool to help out (well it helped me) V-Swapper Made this tool to take a Swap Definition file (per definitions in the PMC OFP objects in ArmA post) (OFP_2_ArmA-ObjectSwapDef.txt) and match to a OFP Wrp file Object Dump (OFP_WrpObjectsDump.txt). The dump file has the OFP object and its...
- 2007-12-15 06:01:41
- Forum: ArmA Editing
- Topic: PMC ArmA WRP Tutorial
- Replies: 34
- Views: 48004
I am confident this is not a P3d problem.I/We have tested over 130 of em(VTE vs ARMA) and it still happens so i am looking at other reasons.And as Gnat stated his island has only a very small number of objects which are ARMA i believe.But not sure.. Yes, there were only a few ArmA objects on the ma...
- 2007-12-14 14:55:09
- Forum: ArmA Editing
- Topic: PMC ArmA WRP Tutorial
- Replies: 34
- Views: 48004
- 2007-12-14 10:20:10
- Forum: ArmA Editing
- Topic: PMC ArmA WRP Tutorial
- Replies: 34
- Views: 48004
- 2007-12-14 06:04:41
- Forum: ArmA Editing
- Topic: PMC ArmA WRP Tutorial
- Replies: 34
- Views: 48004
P.S i would love to have a ARMA version of ya Vbomber(and the B52 of course :) ) scripts m8.Hint Hint. Thanks! .... think thats the first I've heard feedback on VBomber! At least it wasn't a waste of time ;) Now you got me thinking of how I can port it to ArmA ..... As for the CTD, I was going to s...
- 2007-12-13 15:12:36
- Forum: ArmA Editing
- Topic: PMC ArmA WRP Tutorial
- Replies: 34
- Views: 48004
Cool .... I got my Water World into ArmA now ..... well, I have the Terrain into ArmA. http://members.iinet.net.au/~nrspence/ArmA/WW_1.jpg The Problem: Object Replacement In WrpTool I could blindly try replacing a few hundred object with no thumbnail preview (ok, not so bad) but the real pain is no ...
- 2007-12-12 10:33:32
- Forum: ArmA Editing
- Topic: PMC ArmA WRP Tutorial
- Replies: 34
- Views: 48004
- 2007-10-31 10:00:53
- Forum: ArmA Editing
- Topic: Turrets not moving / rotating properly
- Replies: 3
- Views: 8715
Maybe this will help. The model defined parts and memory points are fairly obvious. All from the config; class CfgSkeletons { class default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class GNT_FrigBones: default { isDiscrete=1; skeletonInherit = ""; skeletonBones[]= { "Radar","...
- 2007-10-28 10:02:09
- Forum: ArmA Editing
- Topic: Proxy visible in Buldozer (cargo, pilot, driver, gunner etc)
- Replies: 5
- Views: 16296
- 2007-10-07 10:38:27
- Forum: ArmA Editing
- Topic: Missile, Bomb etc firing/dropping, proxy or something
- Replies: 8
- Views: 17422
- 2007-09-29 04:28:39
- Forum: ArmA Editing
- Topic: Will There be a ARMA WRP?
- Replies: 6
- Views: 10785
Then could the WrpTool team consider making a couple of simple (maybe) tools; a) Tool reads an OFP Wrp file and outputs 1) XY file and/or 2) Greyscale PNG b) Tool reads an OFP Wrp file and outputs 1) A "key" map of texture squares and/or 2) a large compiled PNG that is made up of the Texture Tiles l...
- 2007-09-26 10:48:07
- Forum: ArmA Editing
- Topic: Root\Scripts\ directory
- Replies: 1
- Views: 7162
- 2007-06-03 16:14:01
- Forum: ArmA Editing
- Topic: PMC WRP Demo islands released!
- Replies: 10
- Views: 22843
- 2007-06-03 02:12:27
- Forum: ArmA Editing
- Topic: Texture Builder
- Replies: 2
- Views: 8766
Texture Builder
I haven't tried making an island or even converting an island as yet, think I'll wait for some tools, but on the subject of tools, seems to me from the description of a ArmA island and the OFP convertion tut, a handy tool would be a "Texture Builder". i.e. An Application that reads the OFP texture t...
- 2007-05-29 12:03:37
- Forum: ArmA Editing
- Topic: Empty WRP files for download
- Replies: 1
- Views: 8859
- 2006-12-10 03:11:23
- Forum: OFP Missions
- Topic: Deciding the name for this campaign (PMC Joint Justice)
- Replies: 3
- Views: 13901
- 2006-12-05 11:15:38
- Forum: WrpTool
- Topic: 500+ hours of wrpTool 0.950 (feedback)
- Replies: 3
- Views: 13457
Re: 500+ hours of wrpTool 0.950 (feedback)
ooooooohhhhh! :) Nice list fasad, yep, thats most of them!!! Also; OBJECT INSPECTOR: Bug - Fit To Ground doesn't update straight away, you need to de-select and re-select to get it to work. Bug - Fit To Ground seems to re-vert if you accidently touch the item again All a REAL pain when doing docks ...
- 2006-11-06 10:46:19
- Forum: WrpTool
- Topic: Suggestion for a new feature
- Replies: 10
- Views: 20040
Re: Suggestion for a new feature
Cool, thx fasad, but we still need a good tool to make our own from scratch (with the new method), so I hope BIS includes a good tool for that.don't stress gnat, in the last week a german site reported that BIS are currently working on a conversion tool.