NuFaN Posted January 15, 2015 Report Share Posted January 15, 2015 My FPS dropped from 46 to 16 with this added to the missonfile... But the idea is awesome... Link to comment Share on other sites More sharing options...
Liqu1dShadow Posted January 15, 2015 Report Share Posted January 15, 2015 How to do that when the mission.sqf looks like: Same as mine Link to comment Share on other sites More sharing options...
RC_Robio Posted January 15, 2015 Report Share Posted January 15, 2015 Didn't realize players spent so much time in the spawn to check out pictures..Edited title to reflect customization. Link to comment Share on other sites More sharing options...
second_coming Posted January 15, 2015 Report Share Posted January 15, 2015 This is a great idea :) Link to comment Share on other sites More sharing options...
RC_Robio Posted January 15, 2015 Report Share Posted January 15, 2015 Same as mine http://forums.bistudio.com/showthread.php?118821-Mikero-s-Dos-Tools Link to comment Share on other sites More sharing options...
CH!LL3R Posted January 15, 2015 Report Share Posted January 15, 2015 You need the Tool dePbo and Make/ExtractPbo from Mikero... My english is too bad to discribe how to use, but I think someone else could do this... For me, I downloaded this Tools: DePbo.4.90.0.11 Eliteness.3.25.4.89 ExtractPbo.2.11.4.81 MakePbo.1.88.4.58 From this LINK All i have done is to install this DePbo and put all into one Folder, make a shortcut from MakePbo. Rightclick this and put on end of the line direction(target???) this: -R Should look like: C:\Users.......\bin\MakePbo.exe -R Now create a Folder, maybe named mission.altis. Put your mission.sqm into this and pack it as a PBO. Now hold left mousebutton on PBO and drag it over ExtractPBO. This create a descrypted mission.sqm in your mission.altis-Folder (the old mission.sqm is now named mission.sqm.bak) Workover the mission.sqm as you desire. If you complete your work, clear the folder mission.alts, so there is only your reworked mission.sqm in it. Now hold left mousebutton on the folder and drag it over the MakePbo-Shortcut. There should be a new pbo generated with the new mission.sqm crypted. Put this mission.sqm back to your mission.pbo on the server.... Try my best to figure out this steps in english, maybe someone could do this better.... Hope this helps a little bit out Tompson 1 Link to comment Share on other sites More sharing options...
theirongiant Posted January 15, 2015 Report Share Posted January 15, 2015 How to do that when the mission.sqf looks like: Same as mine Need to derap it RC_Robio 1 Link to comment Share on other sites More sharing options...
Liqu1dShadow Posted January 15, 2015 Report Share Posted January 15, 2015 so just derap it and replace it? cant be that simple lol.... Link to comment Share on other sites More sharing options...
RC_Robio Posted January 15, 2015 Report Share Posted January 15, 2015 so just derap it and replace it? cant be that simple lol.... That simple Link to comment Share on other sites More sharing options...
machine6fd Posted January 15, 2015 Author Report Share Posted January 15, 2015 Didn't realize players spent so much time in the spawn to check out pictures..Edited title to reflect customization. meant to be for fun. its not much of a "script" really. and gezz lighten up. Hexebus 1 Link to comment Share on other sites More sharing options...
theirongiant Posted January 15, 2015 Report Share Posted January 15, 2015 so just derap it and replace it? cant be that simple lol.... Yeah, from my limited understanding rap-ing the file (man that just looks wrong written down) just rejigs it into a format that makes it a little easier for arma to use but it will work regardless of whether it's rap-ed or not (there has to be better terminology than this). Link to comment Share on other sites More sharing options...
Zupa Posted January 15, 2015 Report Share Posted January 15, 2015 Just some tips for the less experienced server "scripters" Convert the files to .paa files ( TextView2 ), This will reduce size alot for mission pbo. keep image sizes to the power of 2 ( ex 128 *128 , 256*256). This must be if u have transparent images. Setting textures is possible on alot of objects if they have a hiddenTexture array. This specific object is specially made for it tho with a 10x10 m view, There is also a 1x1 one if you are interested in that. *EDIT* Removed set texture not needed per VEMP whom I trust knows what hes talking about :) OP doesn't seem to trust me :( Link to comment Share on other sites More sharing options...
Tobias Solem Posted January 15, 2015 Report Share Posted January 15, 2015 I was thinking, can you use:init="this setObjectTexture [0, ""image.jpg""]";on any building too? Like, could you technically spawn in, say a house, and add a pink objecttexture on it, and that entire building would then be completely pink? :D Link to comment Share on other sites More sharing options...
machine6fd Posted January 15, 2015 Author Report Share Posted January 15, 2015 Just some tips for the less experienced server "scripters" Convert the files to .paa files ( TextView2 ), This will reduce size alot for mission pbo. keep image sizes to the power of 2 ( ex 128 *128 , 256*256). This must be if u have transparent images. Setting textures is possible on alot of objects if they have a hiddenTexture array. This specific object is specially made for it tho with a 10x10 m view, There is also a 1x1 one if you are interested in that. OP doesn't seem to trust me :( OP trusts no one! :) I actually didn't see your first post second post about it Zupa... thought you were going to confirm. but i trust you know what you're talking about also ;P Link to comment Share on other sites More sharing options...
TheVampire Posted January 15, 2015 Report Share Posted January 15, 2015 I was thinking, can you use: init="this setObjectTexture [0, ""image.jpg""]"; on any building too? Like, could you technically spawn in, say a house, and add a pink objecttexture on it, and that entire building would then be completely pink? :D I don't think you can set init's on objects anymore in Arma 3, instead they want you to use BIS_fnc_MP (which doesn't work in Epoch). the setVehicleInit command no longer exists. You would have to use setObjectTextureGlobal after the object spawns. OP doesn't seem to trust me :( PAA is definitely the way to go if you know how to convert them. And yeah, you beat me to it. ;) Link to comment Share on other sites More sharing options...
rvg?! Posted January 15, 2015 Report Share Posted January 15, 2015 The folder where i put the picture in is MPMissions, right? Because it doesnt work for me.. Link to comment Share on other sites More sharing options...
Gr8 Posted January 15, 2015 Report Share Posted January 15, 2015 The folder where i put the picture in is MPMissions, right? Because it doesnt work for me.. No, You Put your image.jpg in your epoch.yourmap.pbo Link to comment Share on other sites More sharing options...
rvg?! Posted January 15, 2015 Report Share Posted January 15, 2015 ye, ty :) works perfect now! Link to comment Share on other sites More sharing options...
Humpabry Posted January 16, 2015 Report Share Posted January 16, 2015 tried to add it to multiple areas on map but dont seem to work...not sure why class Vehicles { items=3; class Item0 { position[]={6322.31,7687.61,0}; // For Altis us {23600.611,2.8548489,17990.768} azimut=180.4026; offsetY=5; id=1; side="EMPTY"; vehicle="UserTexture10m_F"; skill=0.60000002; init="this setObjectTexture [0, ""TIG.jpg""]"; }; class Item1 { position[]={4710.92,10212.8,0}; // For Altis us {23600.611,2.8548489,17990.768} azimut=180.4026; offsetY=5; id=1; side="EMPTY"; vehicle="UserTexture10m_F"; skill=0.60000002; init="this setObjectTexture [0, ""TIG.jpg""]"; }; class Item2 { position[]={6426.04,2645,13.9471}; // For Altis us {23600.611,2.8548489,17990.768} azimut=180.4026; offsetY=5; id=1; side="EMPTY"; vehicle="UserTexture10m_F"; skill=0.60000002; init="this setObjectTexture [0, ""TIG.jpg""]"; }; }; Link to comment Share on other sites More sharing options...
Gr8 Posted January 16, 2015 Report Share Posted January 16, 2015 Anybody know any classnames of different Objects. Would like to see some different sizes to create a creative Debug Link to comment Share on other sites More sharing options...
machine6fd Posted January 16, 2015 Author Report Share Posted January 16, 2015 There is also UserTexture1m_F You can add to billboards also... the setup is a little different i believe. Anybody know any classnames of different Objects. Would like to see some different sizes to create a creative Debug Gr8 1 Link to comment Share on other sites More sharing options...
Bc00L Posted January 17, 2015 Report Share Posted January 17, 2015 thx for this howto! has someone the coordinates (for altis) of the opposite wall? i mean the wall immediately next to the drain to the middle spawn. Link to comment Share on other sites More sharing options...
SadBoy1981 Posted January 17, 2015 Report Share Posted January 17, 2015 Nice, thanks!!! Gr8 1 Link to comment Share on other sites More sharing options...
Jobey Posted January 17, 2015 Report Share Posted January 17, 2015 how to do you open the .sqm to display like you guys have it? mine just keeps saying Null all over the place Link to comment Share on other sites More sharing options...
machine6fd Posted January 17, 2015 Author Report Share Posted January 17, 2015 how to do you open the .sqm to display like you guys have it? mine just keeps saying Null all over the place Link to comment Share on other sites More sharing options...
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