Search found 32 matches
- 2010-07-04 19:22:13
- Forum: ArmA 2 Editing
- Topic: Default BIS objects list for terrain developers
- Replies: 13
- Views: 22576
Re: Default BIS objects list for terrain developers
Hey SM, if you manage to get similar lists for OA, that'd be useful to me. I need a list of OA trees & bushes
- 2010-06-29 12:35:46
- Forum: ArmA 2 General
- Topic: PMC ArmA 2 Operation Arrowhead review
- Replies: 2
- Views: 10337
Re: PMC ArmA 2 Operation Arrowhead review
A nice review, thanks for providing it.
I will be indulging myself with OA for sure. Seems to be the least I can do for BIS providing so much entertainment.
I will be indulging myself with OA for sure. Seems to be the least I can do for BIS providing so much entertainment.
- 2010-01-31 03:02:48
- Forum: Vietnam: The Experience (ArmA 2)
- Topic: WIP, usable fog?
- Replies: 2
- Views: 9067
Re: WIP, usable fog?
Oh hey - you might as well have the Fat Rain too:
http://www.armaholic.com/page.php?id=9353
good for real lashing-down rain.
http://www.armaholic.com/page.php?id=9353
good for real lashing-down rain.
- 2010-01-31 01:51:33
- Forum: Vietnam: The Experience (ArmA 2)
- Topic: WIP, usable fog?
- Replies: 2
- Views: 9067
WIP, usable fog?
I'm currently toying with a method of making fog better, that is, losing the "popping objects in front of sky" problem that ArmA2 ingame fog has: http://img.photobucket.com/albums/v15/DMarkwick/arma22010-01-2901-57-17-21.jpg and instead have a *sort of* temporary fix to make objects loom out of the ...
- 2010-01-22 17:14:48
- Forum: ArmA 2 Editing
- Topic: JTD mines
- Replies: 60
- Views: 70917
Re: JTD mines
I'm particularly looking forward to the implementation of AP mines. They are a sorely missed feature of ArmA2 IMO. Although it's true we're working together on this, my role will be more like aesthetic than config & functional :) plus, for various reasons, I'm particularly interested in the scriptin...
- 2010-01-21 11:24:42
- Forum: ArmA General
- Topic: CAA1 final release thoughts from Q/kju
- Replies: 1
- Views: 10646
Re: CAA1 final release thoughts from Q/kju
Well, and this is only my impressions of a post of someone I don't really know well, he's ending on a rather preachy and petulant note, he's made himself sound like he's taking his ball home. I mean, I'm sure that's not his intent, but that's how many people are reading it. I don't think he did hims...
- 2010-01-20 13:08:23
- Forum: ArmA 2 General
- Topic: JTD ClearHorizons
- Replies: 2
- Views: 8660
Re: JTD ClearHorizons
Yeah, for an ultra-small addon you can just use a config, but to lose the dodgy horizon you need the fixed sky textures. Still, it's texture replacement not addition, so it shouldn't represent slowdown.
- 2010-01-20 01:44:00
- Forum: ArmA 2 General
- Topic: better graphic card for Arma2
- Replies: 3
- Views: 9442
Re: better graphic card for Arma2
I just upgraded from a 8800GTS 320mb to a 280GTX 1gb and the improvement is just stunning. I stuck with nVidia because I use 3D apps and they're better for OpenGL, but if that's not a concern to you then I guess there's not much to choose between the two models you're looking at. Other than your 285...
- 2010-01-20 01:40:48
- Forum: ArmA 2 General
- Topic: JTD ClearHorizons
- Replies: 2
- Views: 8660
JTD ClearHorizons
I think I remember you making your own solution to the fake mountains Snakey, but here is a version that also fixes the somewhat "odd" horizon curving that occurs in the east direction going round to the south-west direction.
http://www.armaholic.com/page.php?id=9202
http://www.armaholic.com/page.php?id=9202
- 2009-10-12 00:06:33
- Forum: ArmA 2 Editing
- Topic: O2 / buldozer cannot find textures
- Replies: 3
- Views: 9255
Re: O2 / buldozer cannot find textures
Sometimes out of pure laziness I make the model right in situ in the ArmA2\JTD_Dev\Addons\AddonName folder. I know I shouldn't but I haven't seen any ill effects from doing so. I just need to make sure that, as you say, the "X:\" portion of the texture path is deleted before PBOing. As I mostly make...
- 2009-09-25 22:25:44
- Forum: ArmA 2 General
- Topic: JTD_FireAndSmoke
- Replies: 4
- Views: 9777
Re: JTD_FireAndSmoke
Beta v0.2 is released, see original link.
- 2009-09-11 11:42:07
- Forum: ArmA 2 General
- Topic: JTD_FireAndSmoke
- Replies: 4
- Views: 9777
Re: JTD_FireAndSmoke
You're most welcome
Actually I regularly come here to check stuff out. It's quiet for sure, but that's not always a bad thing.
I thought that as you favour the larger map, you could make some use of the addon. The smoke is visible from a long way off.
Actually I regularly come here to check stuff out. It's quiet for sure, but that's not always a bad thing.
I thought that as you favour the larger map, you could make some use of the addon. The smoke is visible from a long way off.
- 2009-09-11 10:28:29
- Forum: ArmA 2 General
- Topic: JTD_FireAndSmoke
- Replies: 4
- Views: 9777
JTD_FireAndSmoke
I don't know if it's within the forum rules to post 3rd party addons here SM, but we just released our fire & smoke addon over at JTD. As this site was a source of some information (specifically the tree .p3d list) I thought I would share. And, of course, I will add you to the credits, which I hadn'...
- 2009-08-05 17:43:13
- Forum: ArmA 2 Editing
- Topic: Default BIS objects list for terrain developers
- Replies: 13
- Views: 22576
Re: Default BIS objects list for terrain developers
I've just had cause to find this thread of practical use, actually it was the single, only Google return for a search I just made
:thumb:
:thumb:
- 2009-08-04 18:11:26
- Forum: ArmA 2 Editing
- Topic: Visitor 4
- Replies: 1
- Views: 8392
Visitor 4
As mentioned in another thread, there looks to be a Visitor 4 & Land Builder release in the future. http://www.vbs2.com/media/docs/Visitor4_leaflet_preview.pdf Looks to me like it's pitched squarely at VBS2, but maybe there's a possibility to use it for ArmA2 maps too. Although, going by BIA's actio...
- 2009-08-04 14:25:22
- Forum: ArmA 2 Editing
- Topic: BIS Tools 2 page added to BIS Wiki
- Replies: 3
- Views: 8978
Re: BIS Tools 2 page added to BIS Wiki
I think it might be as simple as a slightly different binarisation/compression algorithm, that ArmA2 uses but which ArmA does not. I know that .paa files are compressed differently for example. But ArmA2 seems to be backward-compatible with the old .paa compression so maybe there's no compelling rea...
- 2009-08-04 12:28:37
- Forum: ArmA 2 Editing
- Topic: BIS Tools 2 page added to BIS Wiki
- Replies: 3
- Views: 8978
Re: BIS Tools 2 page added to BIS Wiki
I was going to note that the tools seem pretty much unchanged from the previous version, but I note the inclusion of an FSM editor in there. Also, I hear from a little birdie that there is a Visitor 4 release possible in the future - but that it will be a pay-for release. And, it might be VBS2 speci...
- 2009-07-22 21:15:47
- Forum: ArmA Editing
- Topic: Unpacked addons
- Replies: 2
- Views: 11860
Re: Unpacked addons
I don't know if this is the same thing, but I've always developed my scripts from the MyDocs/ArmA Other Profiles/DM/Scripts folder. Can use notepad++ and save on one monitor, and preview the test mission on the other. A very efficient way of developing. When the scripts are ready, I migrate them int...
- 2009-06-10 13:44:10
- Forum: ArmA 2 Editing
- Topic: WRP editing
- Replies: 14
- Views: 18205
Re: WRP editing
So would you say that the problems in the main are related to the physical size of the terrain?
- 2009-06-08 15:13:43
- Forum: ArmA 2 Editing
- Topic: Object visual reference
- Replies: 2
- Views: 10946
- 2009-06-05 16:52:30
- Forum: ArmA General
- Topic: PMC Multiplayer conclusions
- Replies: 4
- Views: 13559
Re: PMC Multiplayer conclusions
Hah :D I rarely play online anymore, but when we played a lot of OFP we liked it tough. That is, single life ONLY, one guy gives the orders. Worked pretty well for us (at Frugals) and I enjoyed this mode the best. I say - set the server as you like it, in order to attract the players you'll get on w...
- 2009-06-05 12:10:10
- Forum: ArmA 2 Editing
- Topic: Porting ArmA (1) addon
- Replies: 7
- Views: 16517
Re: Porting ArmA (1) addon
Rgr that. I would think the most visible framerate improvements would happen at the northern end of Sahrani, which is rather more "veggy" :) Particularly when scoping through thick vegetation etc. *edit* Oh, BTW, the best map I know of is the 3DE map, if I can get ArmA2 to run that better than ArmA1...
- 2009-06-05 11:33:07
- Forum: ArmA 2 General
- Topic: ArmA 2 first impressions by PMC
- Replies: 2
- Views: 7772
Re: ArmA 2 first impressions by PMC
Wow, I'm REALLY looking forward to picking this up. Have to wait for later on in the month when it's released here in the UK (I prefer to buy actual discs, call me 20th century Luddite ;)). Unfortunately I cannot afford a new PC for this, but I'm hoping to get at least playable performance. I hear i...
- 2009-06-05 11:15:55
- Forum: ArmA 2 Editing
- Topic: Porting ArmA (1) addon
- Replies: 7
- Views: 16517
Re: Porting ArmA (1) addon
Oh nice, that is VERY good news :) I'm really pleased to hear that. A long time back, I heard a dev (Suma?) mention that a major coding error caused slowdowns when rendering vegetation. I wasn't sure whether that meant a shader, or code that deals with shaders. However, they didn't implement the fix...
- 2009-06-04 18:56:24
- Forum: ArmA 2 Editing
- Topic: Porting ArmA (1) addon
- Replies: 7
- Views: 16517
Re: Porting ArmA (1) addon
Interesting conclusions
RE the ArmA1 map buildings & objects, is it at all possible to bring in the relevant PBOs from ArmA1 into ArmA2, perhaps in a mod folder?
RE the ArmA1 map buildings & objects, is it at all possible to bring in the relevant PBOs from ArmA1 into ArmA2, perhaps in a mod folder?
- 2009-04-06 17:32:08
- Forum: ArmA Editing
- Topic: Terrain editor feature suggestions
- Replies: 12
- Views: 19105
Re: Terrain editor feature suggestions
Perhaps another way of looking at the road problem is to let the user place roads where he likes, and have some feature that levels the surrounding terrain? A couple of times I try to lay roads through hilly areas and find that I need to fiddle the terrain so you're not driving along leaning over at...
- 2009-04-06 15:33:22
- Forum: ArmA Editing
- Topic: Terrain editor feature suggestions
- Replies: 12
- Views: 19105
Re: Terrain editor feature suggestions
Brushes with custom random placements. So I can say add two types of tree, and set one of the trees to be twice as likely to be placed as the other. Also the ability to select a tree more than once, so that I may for example have a tree full size, and the same tree but much smaller with twice the li...
- 2007-10-11 20:52:32
- Forum: Vietnam: The Experience (ArmA)
- Topic: smoke grenade. Longer time?
- Replies: 16
- Views: 19005
I was thinking, any chance you Effect Expert could help us out, I mean right now our napalm looks quite gamey and would definitely need some improvement on colour and timetolive (its way too fast now in my opinion). I'd like to know more about how the current effect is initiated. Looks like a lot o...
- 2007-10-11 20:46:07
- Forum: Vietnam: The Experience (ArmA)
- Topic: smoke grenade. Longer time?
- Replies: 16
- Views: 19005
- 2007-10-04 00:21:07
- Forum: Vietnam: The Experience (ArmA)
- Topic: smoke grenade. Longer time?
- Replies: 16
- Views: 19005
Hi guys. I just did a test and I can get the smoke 'nades to last as long as you'd like. I just tested it with a 10 second life. My smoke effects addon has an improved smoke grenade effect, but only in the visual, I haven't touched the time. BTW, the default config setting for smoke grenades is 60 s...
- 2007-06-08 11:28:05
- Forum: ArmA Editing
- Topic: PMC ArmA WRP Tutorial
- Replies: 34
- Views: 48348
I managed to get Eliteness, but I cannot see how to make a rvmat file. I have now updated the tutorial, let me know if its not clear. It's perfectly clear now thanks :) are the objects within that file likely to work OK like the OFP objects that are already in ArmA? Or will I need to do something t...
- 2007-06-08 10:12:50
- Forum: ArmA Editing
- Topic: PMC ArmA WRP Tutorial
- Replies: 34
- Views: 48348
Hi Snakeman. Thanks very much for letting me on the site :) I managed to get Eliteness, but I cannot see how to make a rvmat file. I see that it can rapify and PBO a file, but there's no apparent rvmat export option. The Eliteness I have is version 2.12. My first project is a map conversion, the map...