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#1 Posted at 2009-11-22 11:35        
     
Logo kheiro
I would love to your brother what you like for yourself

The format of this manual - Quick start. It will help anyone from scratch to understand and learn how to do basic things - tune the program to create a simple landscape, to bear its texture and set targets.

Why not be here? There is no detailed description of how to create a landscape (you can use the program Willbur, it is intuitive and is used widely since the PFD), as well as no detailed guidance on the establishment of satellite maps and map layers - how to create and apply simple, we consider , but all the "artistic" moments - it is the topic of a separate article.

[img]http://flashpoint.ru/forum/downloads.php?do=file&id=743&act=down[/img]

1. First, be sure to use version of Armagh, not lower than 1.08.
2. BI_Editing_Tools Download and install it asks for default. Reboot. You should see a virtual drive P:. Note that also creates the folder C: \ ArmAWork - here are physically located all the files that will be needed for work, so make sure that there was enough space.
3. Now create a root directory P: \ folder ca. Unpack P: \ ca \ content buildings.pbo, plants.pbo, roads.pbo, rocks.pbo, misc.pbo, signs.pbo (for unpacking suited Tools for Armed Assault by Kegetys). It should look something like this.


By the way, if in this case, clicking, press Ctrl + Shift - to open a dialogue with many options of automatic generation.

VII Creating config and porting the game.

1. To create out of our island full addon, you need to export it in the format *. wrp. To do this, connect the Bulldozer (if it is disabled) by pressing Ctrl + F7, and select Project-> Export world. Save the island as P: \ dk_tutor \ dk_tutor.wrp.

2. The second thing to do - this config. File that describes our island for the game. Create P: \ dk_tutor \ config.cpp read --

/ / Start
class CfgPatches
(
class dk_tutor
(
units [] = ();
worlds [] = ();
requiredVersion = 1.02;
);
);
class DefaultLighting;
class DefaultLighting_CA: DefaultLighting ();
class CfgWorlds
(
class DefaultClutter
(
scaleMin = 0.9;
scaleMax = 1.4;
);
class DefaultWorld;
class sara: DefaultWorld ();
class dk_tutor: sara (/ / inheriting class from Sahrani, because otherwise, the game version 1.09b there are difficulties with the grass.
description = "DK: Quick start"; / / name of the island in the game
icon = "";
worldName = "\ dk_tutor \ dk_tutor.wrp"; / / path to the island
pictureMap = "";
pictureShot = "";
plateFormat = "ML $ - #####";
plateLetters = ABCDEGHIKLMNOPRSTVXZ;
longitude = -40; / / latitude. positive - East
latitude = -40; / / longitude. positive - south
landgrid = 40;
class Grid / / grid coordinates - game squares.
(
offsetX = 0;
offsetY = 0;
class Zoom1 (
zoomMax = 0.1;
format = "XY";
formatX = "Aa";
formatY = "00";
stepX = 100;
stepY = 100;
);
class Zoom2 (
zoomMax = 1e +030;
format = "XY";
formatX = "A";
formatY = "0";
stepX = 1000;
stepY = 1000;
);
);
startTime = 8:30; / / time in the editor when loading Islands
startDate = 12/07/2011; / / date in the editor when loading Islands
startWeather = 0.1; / / weather editor Startup Islands
startFog = 0.0; / / fog in the editor when loading Islands
forecastWeather = 0.3; / / weather forecast in the editor when loading Islands
forecastFog = 0.0; / / forecast fog in the editor when loading Islands
seagullPos [] = (1272.84, 150.0, 14035);
centerPosition [] = (1021.06, 4980.25, 300), / / position in which the camera is focused when opening the editor
ilsPosition [] = (3311.89,3237.58); / / coordinates of the point where the runway begins
ilsDirection [] = (270, 0.08, 1), / / direction of the runway. 270 degrees - to the left.
ilsTaxiIn [] = (2495, 2725, 2495, 2850, 2508, 2860, 2508, 3000, 2520, 3010, 2545, 3000);
ilsTaxiOff [] = (2545, 2445, 2520, 2425, 2495, 2445, 2495, 2725);
drawTaxiway = 0;
class SecondaryAirports (); / / other airports. creates a new class and the coordinates are written as above.
class ReplaceObjects (); / / AutoCorrect Object
class Sounds (sounds [] = {};};
class Animation ();
clutterGrid = 1.11; / / size of a piece of procedural grass
clutterDist = 55; / / distance drawing procedural grass
noDetailDist = 40, / / medium range rendering procedural grass
fullDetailDist = 5; / / full range of drawing procedural grass
minTreesInForestSquare = 3, / / number of trees on the square area to mark it in the game green
minRocksInRockSquare = 4, / / same for stones
class Names
(
# include "dk_tutor.hpp" / / path to our file with the names of villages. created when exporting to wrp
);
);
);
class CfgWorldList
(
class dk_tutor (); / / is necessary to the island appeared in the list
);
class CfgMissions
(
class Cutscenes
(
class dk_tutorIntro1 (directory = "dk_tutor \ Anims \ intro.dk_tutor";); / / path to the roller with the splash
);
);
/ / End

Detailed descriptions of herbs and the environment (insects, etc.) are omitted, and on our island will be inherited from Sahrani. Their detailed description requires separate consideration.

3. It's time to pack addon and paste it into the game. We use to work with .* pbo set of Tools for Armed Assault by Kegetys, he can easily do this by right-clicking on the folder P: \ dk_tutor. Select Create pbo, wait until addon zapakuetsya, and put in a folder dk_tutor.pbo Armed Assault \ AddOns for the test.

Now you can run the game in the editor to choose the island DK: Quick Start and test we created already in the game. I get the following
[img][/img]

Warning When installing Visitor 3, it creates a number of files in P: \ ca \ roads - be sure to unpack the files you have accidentally replaced them.

4. Run Visitor 3. And open the Tools-> System Preferences. In the working dir specify the p:, field command, specify "C: \ Program files \ Bohemia Interactive \ ArmA \ ArmA.exe"-window-buldozer. In other words, the path to your keys with Arma-window and-buldozer.


5. We will create an island 256x256, ie 6x6 km. Select Project-> New Press Calculator and in the field Image size (pixels), enter 2560. Click Apply proposed and Close, then, OK.


2560 x 2560 - is the size of satellite texture maps and layers, which we draw photoshop.

6. Go to Tools-> Project preferences. In the Folder-textures enter dk_tutor \ data, field Folder-objects leave blank, and in the config class name enter dk_tutor.


7. In the folder P: \ (it is in P: \, but not in P: \ ca \!) Create a directory P: \ dk_tutor \, but there are two folder P: \ dk_tutor \ data \ and P: \ dk_tutor \ source \. Select Project-> Save and save the project as P: \ dk_tutor \ source \ dk_tutor.pew

II. Time to do the landscape.

1. Download and unzip the program Willbur, it is available at http://www.ridgenet.net/ ~ jslayton / software.html. Run it. Select File-> New, in both fields, specify 256, click Next and Finish.
2. We need to draw the sea had a depth of approximately 12m initially, so you do not mess about with heights in the Visitor. Select the Brush tool, Width and Height in the box at the top, put on two hundred (we need to first paint the whole map the sea), and Value - -12. This means that we now have in hand a brush size of 100 to 100, which fills the picture height-12m. "Paint" to her the whole picture.


3. Take a smaller brush, and set the Value 3 and draw the outlines of our island. Paint it. To add the hills, take a Value higher, or tool Raise, only gently, careful to not to add too much.

That's what I came


To avoid abrupt transitions, click on the left tool "Finger" and porastyagivayte shore. Hills also porastyagivayte and porazmoyte "droplet". For example, I had come in the end.


4. The picture is ready, now you want to export our landscape in the first place, for the Visitor, secondly - for photoshop. For Visitor select File-> Save as, choose from the list of Lon \ Lat Text Mesh (*. txt), and store in a folder P: \ dk_tutor \ source \ as landscape.xyz, in the little window opens, click Set to map and OK.


Look at the saved file, make sure that it is precisely landscape.xyz, villbur likes to confuse the end. File to import the terrain is ready. We still have landscapes that will open photoshop to make it easier to separate the sea from the land and all. Therefore, select Surface-> Resample-> Simple, X size Y size and make 2560 and press OK.

Getting the picture save. File-> Save as, there Choose the BMP texture (*. bmp) and save it as P: \ dk_tutor \ source \ landsape.bmp

5. It is time to import the resulting landscape in the Visitor. Open your project and select Project-> Import terrain from XYZ, find your landscape.xyz and click OK. Save the project and open it again, that there are no glitches with the mapping. Now you can press ctrl + F7 and see his map of the North Pole


If a bulldozer falls or is behaving strangely - here the two most common potential difficulties

- Not suitable version of Arma
- Not properly configured path, see Section 1.4

In general, if everything was done as I advised above, the version Armagh suits, and you are using an extreme version of the Visitor - everything should work.

In this place already, you can select Project-> Export world (the bulldozer should be run) and save your island is as WRP, to run on it. You will need to write this config. If you do not know how - read to the end

Textures III.

We turn now to one of the most interesting moments. Without going into the theory for texture mapping on the island, we need a few files --

- Sat-map.png - big 2560h2560 satellite map. It is applied entirely to the whole island and is displayed in the editor, in flight and simply a great distance.
- Layers-map.png - on this map layers is marked by color, a plot of land which is filled with texture. She, too big and is superimposed on the entire island along with a satellite map.
- Maplegend.png - our "Palette", shows what colors we'll draw on layers-map.
- Layers.cfg - describes which color from the palette to which the texture will be treated.
- Actually we need a texture surfaces with its config - *. rvmat.

1. We begin with the end. Rather, with the palette. On our first island, we will use only two types of surfaces - grass and sand. Create in Photoshop you want us to palette. File-> New, size 327h34.Vybiraem Rechtangular marquee tool (hotkey M) and allocate half. Choose a green color and click Ctrl + Backspase. The left half filled with green. Select the second part, we select the yellow color and then click Ctrl + Backspase. We remove the selection - Ctrl + D. You can even take the Type tool (key T) and wrote the color, but only on the bottom edge, the top will read Visitor. That's what happens --
Save this palette. Press Ctrl + Alt + S, select PNG (*. PNG) and save under the name P: \ dk_tutor \ source \ maplegend.png. It is important here and below, while maintaining PNG, PNG Options window select None.

Remember yourself these colors. This can be done by clicking on an empty place in poneli Swatches Photoshop.


2. Now we define what color for what the texture will be responsible. We need a file layers.cfg, we will create it in the folder P: \ dk_tutor \ source \.

He, in fact, contains the name of the texture, the way to it and color index, which is responsible for it in the palette. Here are the contents of our layers.cfg two textures.

/ / Start

class Layers
(

/ / Define the texture of sand
class sand
(
texture = "dk_tutor \ data \ pisekplaz_detail_co.png";
material = "dk_tutor \ data \ pisekplaz.rvmat";
);

/ / Define the texture of grass
class grass
(
texture = "dk_tutor \ data \ travajih_detail_co.png";
material = "dk_tutor \ data \ travajih.rvmat";
);

);

class Legend
(
picture = "dk_tutor \ source \ maplegend.png"; / / path to the palette

class Colors
(
sand []={{ 253,255,0)); / / index of the yellow flowers
grass []={{ 0,255,120)); / / index of the green
)
);

/ / End

To find the index of your color, select it from the panel, Swatches, where we saved it. He appears in the toolbar on the left, where we click on it and watch the values of R, G and B. In the configuration they will be separated by commas.


3. We now find the self-texture of sand and grass. They are in sara.pbo / data.

We need to unpack sara.pbo and take data from a folder the following files

- Travajih_detail_co.paa - the very texture of grass.
- Travajih_detail_nohq.paa - bump for the texture.
- Travajih_mco.paa - texture, which is mixed at medium ranges with a satellite.

and the same for the texture of sand

- Pisekplaz_detail_co.paa
- Pisekplaz_detail_nohq.paa
- Pisekplaz_mco.paa

These six files in the folder you want to copy data of our Island P: \ dk_tutor \ data \, open to TexView 2 and resave each in PNG format. File-> Save as, select All files (*.) and save with the extension png. When do all the files PNG, old paa remove from sin, still creates a new bulldozer.

For each texture still need a file rvmat - the same kind of config, it also create a folder data.

Contents travajih.rvmat --

/ / Start

ambient [] = (0.9,0.9,0.9,1);
diffuse [] = (0.9,0.9,0.9,1);
forcedDiffuse [] = (0.02,0.02,0.02,1);
specular [] = (0.0,0.0,0.0,0);
specularPower = 1;
emmisive [] = (0,0,0,0);

PixelShaderID = "NormalMapDiffuse";
VertexShaderID = "NormalMapDiffuseAlpha";

class Stage1
(
texture = "dk_tutor \ data \ travajih_detail_nohq.png";
uvSource = "tex";
class uvTransform
(
aside [] = (10,0,0);
up [] = (0,10,0);
dir [] = (0,0,10);
pos [] = (0,0,0);
);
);

class Stage2
(
texture = "dk_tutor \ data \ travajih_detail_co.png";
uvSource = "tex";
class uvTransform
(
aside [] = (10,0,0);
up [] = (0,10,0);
dir [] = (0,0,10);
pos [] = (0,0,0);
);
);

/ / End

content pisekplaz.rvmat

/ / Start

ambient [] = (0.9,0.9,0.9,1);
diffuse [] = (0.9,0.9,0.9,1);
forcedDiffuse [] = (0.02,0.02,0.02,1);
specular [] = (0.0,0.0,0.0,0);
specularPower = 1;
emmisive [] = (0,0,0,0);

PixelShaderID = "NormalMapDiffuse";
VertexShaderID = "NormalMapDiffuseAlpha";

class Stage1
(
texture = "dk_tutor \ data \ pisekplaz_detail_nohq.png";
uvSource = "tex";
class uvTransform
(
aside [] = (10,0,0);
up [] = (0,10,0);
dir [] = (0,0,10);
pos [] = (0,0,0);
);
);

class Stage2
(
texture = "dk_tutor \ data \ pisekplaz_detail_co.png";
uvSource = "tex";
class uvTransform
(
aside [] = (10,0,0);
up [] = (0,10,0);
dir [] = (0,0,10);
pos [] = (0,0,0);
);
);

/ / End

Here it is necessary to monitor the three things

First - Towards a texture must be correct, and textures must be in place.
Second - the path to a texture is specified in PNG!
Third - Visitor somehow prefers backslashes in the paths to the texture - "\"

They showed Visitor, where the texture? Now you can draw!

IV Satellite map.

In a separate section, as we draw it in steps. Photoshop skills at all different, so try to explain as much detail. In addition, for myself, this topic has not yet disclosed posnostyu. Not being a professional fotoshopnikom, I'm still looking for maksimalno convenient and practical way to draw a map from scratch. But it is - a topic for separate discussion and I hope the leadership.

1. First, we need to separate the land from the sea. Images of the sea, you can copy the pieces from the other islands, sketched with BISovskogo example, or invent yourself. I decided that all of these options will be explained long, and so decided to just create a separate file on all cases of sea life for themselves and for all who need it.

Here it is - the sea (about 900 kb, format Jpeg, Quality 80, the size 2560h2560). It easily touch up the land.

Create a new Photoshop file size 2560h2560 (Ctrl + N) and save as P: \ dk_tutor \ source \ mask + sat.psd. Let's open with him and our file more.jpg. Next, press Ctrl + A, Ctrl + C, go to the newly created us map file and click Ctrl + V. We started with a layer of the sea. Click on it, right-click on the Layers Palette and select Layer Properties. Name this layer - the sea.


Now open the newly created us landsape.bmp and also copy it to a separate layer of our cards and name - the landscape. As done with a layer of "sea". Slightly higher in the Layers Palette is the value of Opacity. Set the slider for the layer "landscape" of 50%.

Then, take the tool "Magic wand" (hotkey W) and set it on top of the panel Tolerance value to 40. Click this tool in the blue space on a layer of the landscape. Press Ctrl + Shift + I - well, we have identified where we will land.

Click on the buttons "Create new layer" on the panel layers, it marked an arrow in the figure.



When will create a blank layer still selected, choose any contrasting color. For example, the green, the color of our grass. Press Ctrl + Backspace. Name the layer "land". Copy this layer color of grass, it is useful to us. Just drag and drop it in the Layers Panel button on the Create new layer, name the copy of "land - layer" and walk in the list of layers under the bottom. Before the layer of "landscape" remove the eye icon to hide it. The result should look like it's all so --


Now move the layer of "landscape" in the bottom that has not interfered.

So we separated the sea from land, the land must now be drawn on a satellite map.

2. Open in Photoshop dk_tutor \ data \ travajih_detail_co.png. Choose Image-> Image size, set the width and height to 256. Press Ctrl + A to select all the reduced teskturu. Next, select Edit-> Define pattern, select the name of "Grass". Close the texture, not saving.

Now we impose it on dry land. To make it easy to play with massshtabom - I suggest double-click on the layer of "land" or by right-click open the Blending options. From left to select the penultimate paragraph - Pattern overlay, and the Pattern box, select only that we've created a template "grass". We'll see how the texture layer is covered with grass. At this point you can play slider scale, to achieve relistichno vyglyaschego distant species.


Now, we need to merge the layers with a combined land and sea that they could continue to draw. Ctrl + Click on the image layer "land" in the Layers Panel - so we have set aside its outline. Now, make sure that the layer of "sea" is located directly beneath a layer of "land", select the layer in the Layers Panel "land" and press Ctrl + E. This shortcut merges the upper layer with the bottom. Again, the resulting layer can be called a "sat-map". All this time, the allocation of units of land should remain.

The received satellite grass is darker than on the map Rahmadi, where we have the texture of grass. To avoid such inconsistencies - lighten it. With a dedicated circuit select Image-> Adjustment-> Brightness, Contrast. Add Brightness pribliitelno 35 and click OK.

Creating a piece of land covered with grass, is completed. Then you can outline the line of the shore sand. For example, opening a sandy piece of card Sahrani, reducing to 256 and made a drawing tool for clone-stamp.

However, for the purity of the experiment, we will do just the island, covered with grass and the sea with a sandy bottom. So, my satellite card ready. we keep it, use Ctrl + Alt + S as P: \ dk_tutor \ source \ sat-map.png.

3. Now we need a map layers.

Make an invisible layer of "sat-map", create a new layer, call it "the sea - a layer and place under the" land - a layer. Choose from a palette of color, which we have agreed to paint the sand, and fill the empty layer completely, using Ctrl + Backspace.


In fact, we have already prepared and map layers. Thus, it marked in green on the places that will be covered with grass, and yellow - the sandy bottom.

Let us save the resulting image as P: \ dk_tutor \ source \ layer-map.png and close photoshop.

4. It is time to import all this in the Visitor 3. To do this, open our project and choose Tools-> Import satellite + mask. In the Rvmat selection must choose Binary. Next, choose consistently sat-map.png, layers.cfg, layer-map.png. Visitor ponder. At this point, in your folder a directory data layers, where the Visitor cut your satellite map and the map layers, already own, but based on your own.

Try to run a bulldozer. It must convert all the PNG textures and pieces of layers in the paa, and then - to show something like this --


If something goes wrong, for example, a bulldozer flies, although earlier work, or all the textures are white. Or black. Go check the correctness of all paths in the project preferences, config rvmat your palette and textures, but also that when you import a selected binary files rvmat.

V. Adding objects and wallpaper.

To begin with, Visitor 3 allows us for the convenience of mapping objects to use wallpaper. Open the mask + sat.psd and save our satellite map in *. bmp as P: \ dk_tutor \ source \ background.bmp, pressing Ctrl + Alt + S. Now in the panel of objects Visitor, select Background images (F6). Click New, and in the window that appears, enter the Name - background, BMP File - p: \ dk_tutor \ source \ background.bmp, width and height - 6400, Transparency - 50%, and then click OK. Be sure to include the wallpaper, buttons bk (circled in green).


It's time to add to our map, in fact, objects. Conditionally, the Visitor 3, they were divided into two types - natural and artificial. By artificially divided house, buildings, fences, bridges, ruins, etc. In this spirit, except for roads - roads are set very differently. By natural - bushes, trees, stones. Also, the grass and mushrooms.

1. To place objects on the map, they must first add to the project. Select Tools-> Artifical objects and click Add-Browse. Go to the ca \ buildings and add files *. p3d. Ingenious idea of developers is that once all the objects can not choose, they add. You can take one column (eight sites), as shown in the figure. Well, thank you, that although no one


Do this, as well, with objects from ca \ buildings \ misc and ca \ misc, and then click OK and save the project.

To add natural objects, go to Tools-> Nature objects, and similarly, add the contents of ca \ plants and ca \ rocks. They are there, fortunately, much smaller. Note that for natural objects to us appropriate to use a random angle, and sometimes - and random size. Select the desired object in the list (I took ca \ plants \ ker deravej - is such a large shrub or small tree), and tick the box Randomize orientation. For a random size, put a checkmark in the box as Randomize size, there, and specify the interval 70-100%.


These options mean that ker deravej will be placed on the map with a random azimuth and with the size from 70 to 100 percent.

Now we can put on the map all the objects that we need to test, and even with the stock. If you need something else - will briefly describe the basic contents of a folder with objects.

ca \ buildings \ - mostly at home.
ca \ buildings \ misc - fences, lamp poles.
ca \ buildings \ castle - the ruins of the castle. In OFP1 was so who remembers.
ca \ buildings \ ruins - the model that remain after the destruction of the building. The names correspond to names of buildings.
ca \ buildings \ furniture - furniture
ca \ misc - drums, broken Jeeps, advertising billboards, garbage containers ... In short, misc.
ca \ misc \ sidewalks - sidewalks. A variant of the North (familiar to us asphalt) and two variants of paved south.
ca \ plants - plants.
ca \ rocks - rocks.
ca \ signs - road signs.
ca \ roads - here we are interested in the bridges (in the title contains the words "most") and parts of the runway (the objects with a name containing a "runway"). The details of roads add to the objects do not.

2. To add the desired object directly on the card, select it in the panel of objects and simply click the left mouse button where you want to put it. Convenient to switch between artificial and natural objects with the keys F1 and F2, respectively. Turning objects can be the same left-trapped with Ctrl.


Let's add to the map a few houses and trees. In my example - is a small Czech village of several houses and a warehouse, surrounded by trees. Houses - ca \ buildings \ sara_domek_zluty, ca \ buildings \ sara_domek_rosa, ca \ buildings \ zalchata. Warehouse - it ca \ buildings \ hut_old02. He is surrounded by neatly placed side by side ca \ buildings \ misc \ pletivo_wired, lamppost - it ca \ buildings \ misc \ lampadrevo. Trees - a ca \ plants \ str habr - ca \ plants \ str javor, as well as ca \ plants \ ker deravej a large number of different sizes.


Arrange objects, run the bulldozer, and look what happened. By the way, objects can move and turn a bulldozer. To do this, move the mouse pointer to the object and select it with the mouse. Arrow that appears, with which you can either move the object left mouse button, or twist - right.

VI. Installing the roads.

In the game, each path consists of many pieces - straight and angled. When we create a road to the Visitor 3 - we pack these pieces into the desired order in, shall we say, semi-automatic mode In this example we will create two types of roads - paved and primer.

1. First, we need to add each type of piece in the project, but it is done quite differently than with ordinary objects. Go to Tools-> Roads and click Add. In the window, enter the name of the future type of road - "asfaltka", leave the other options as is. Switch to the tab Straight parts and click Add. Now we choose a straight stretch of road. In the window that opens, select Add objects ca \ roads \ asf25 and click OK.


In the window that appears, click OK, and your chosen area will appear in the list Straight parts. Similarly, add ca \ roads \ asf12 and ca \ roads \ asf6. You can choose a time on one piece.


Warning If the Visitor gives an error - check whether a piece is selected, and has replaced the file, installed with Visitor 3 on the one that you unpacked. This was higher in the section "Installing and configuring".

Click on the Curves and the same way, add ca \ roads \ asf10 100, ca \ roads \ asf10 25, ca \ roads \ asf10 50, ca \ roads \ asf10 75. This will be the pieces with turns.


Now, click on the Terminators and add there one object ca \ roads \ asf6konec, and then click OK everywhere and save the project.

We've just created an asphalt road. Let's get primer. Go to Tools-> Roads, click Add, and name it "cesta". For convenience, you can in this special box, choose the fields Key parts and Normal parts and make the new road is displayed on the map in orange.


Now, add to the tab Straight parts --
ca \ roads \ ces12
ca \ roads \ ces25
ca \ roads \ ces6


In the tab Curves --

ca \ roads \ ces10 100
ca \ roads \ ces10 25
ca \ roads \ ces10 50
ca \ roads \ ces10 75


In the tab Terminators --

ca \ roads \ ces6konec

Click OK. As a result, we must have two separate types of roads - asfaltka and primer. It is their now and we'll use.


2. Now, we add a road directly to the card. Select a panel Road Networks journey "asfaltka". And click on the map at one end of the village, from where you want to start the road. Choose the Terminator of asfaltka and click Next.


In the window that you can specify the corner where the road will be directed. In my example, it goes down, so choose 180 degrees.


Click OK, and the map will be the start point of the road. Klinknite on it twice, in the opened window, click Modify dir A. From this window, you'll build a direct road. Before you have a choice of straight sections (Straight parts), left and right turns (Left and Right curves). In the left window objects that you have already inflicted. Apply a piece of the road by clicking on it twice or by pressing a button under the appropriate list.


Choose a few pieces of which will be the first road, click Apply and OK. The road will appear on the map.


Your first paved road ready, I propose to add to it more dirt. Select from the list of Road networks cesta road, and then somewhere in the village the first point. When you add all the desired pieces to the primer, click on it twice again, and then click Gen terminator


In the resulting window, select the Terminator of cesta and click Next in the remaining windows.


I put this road at the exit from the warehouse and made a little rotated to the left, so as not rested against the asfaltku angle of 90 degrees - this is unrealistic.

3. In addition to the installation of the road by creating all her pieces by hand, Visitor 3 can also automatically generate the road for long distances. Select the targets we have asfaltku one click and Shift + click where you want it sent. Wait for a while, and then click OK. Visitor himself Generate way to your chosen destination. For almost incomprehensible, however, the logic, but himself.




Incidentally, it is important to remember that the island with all the sources can weigh about 180 mb. Therefore, we must remember that before you spread addon to the network, you want to remove all unnecessary files for running the island. These are - the whole folder source, the files format *. png, all backup files, if you make backup copies of the project .* pew. Just copy the folder to your addon to another place (in the same Armed Assault \ AddOns), remove all unnecessary and zapakuyte. Normal weight is packed in *. pbo and *. rar island of this size - about 15 MB.

link to the origianl source
http://www.flashpoint.ru/forum/showthread.php?t=47937

This post was edited by kheiro (2009-11-22 16:50, ago)


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#2 Posted at 2009-11-22 14:33        
     
Where did you copy this from?


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#3 Posted at 2009-11-22 15:33        
     
Foxhound : Where did you copy this from?

I've translated


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#4 Posted at 2009-11-22 15:34        
     
Probably from: http://flashpoint.ru as the pics say.


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#5 Posted at 2009-11-22 15:55        
     
Big : Probably from: http://flashpoint.ru as the pics say.
Exactly big
From here enter a subject and you've translated


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#6 Posted at 2009-11-22 16:24        
     
Please add a link to the original source, I understand it comes from there, I can see the pics too :p
But if you copy other peoples work you need to add a link to the origianl source and credit the owner. :)


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#7 Posted at 2009-11-22 16:46        
     
I have put the source link