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Thread: Mapfact.net releases Editorupgrade

  1. #31
    Quote Originally Posted by Lester View Post
    @KeyCat
    The Streetlamps like models are allready in there (Signs, L- type and Industry R-type also 2 of them), but actually they have no light.
    Enlightable streetlamps (in different ways to use them via Editor) will be added in the next updated version and comes in an extra category.
    Thanks for clarifying Lester, keep it up!

    /KC

  2. #32
    I'd much prefer if the Mapfact guys split this into two separate addons - one that just unhides already existing content and then one that adds whatever extra they added. This way the editor updgrade wouldn't be required by others. It's also a lot more modular.

  3. #33
    Quote Originally Posted by xxbbcc View Post
    I'd much prefer if the Mapfact guys split this into two separate addons - one that just unhides already existing content and then one that adds whatever extra they added. This way the editor updgrade wouldn't be required by others. It's also a lot more modular.
    If you need a 'unhide existing class EU', you should use the other existing EU for ArmA2.
    Sry, i can't remind the name of the autor, you have to search by yourself.
    Don't think Beta!

  4. #34
    I don't get it. Already with ofp we needed an editor upgrade to `unlock` whats already there. Why doesn't BIS just make all it's objects useable in the editor in the first place? Is there a good reason not to except, uhm, laziness? :/

  5. #35
    Lester, forgott to ask.... Do you plan to add some "invisible targets" in the future? They sometimes came in handy in OFP/ArmA.

    /KC

  6. #36
    Quote Originally Posted by KeyCat
    Lester, forgott to ask.... Do you plan to add some "invisible targets" in the future? They sometimes came in handy in OFP/ArmA.

    /KC
    yes, they would come with an other small addon ... i can't wait for my holydays to get more free time to all that things i would do.


    Quote Originally Posted by ruebe
    I don't get it. Already with ofp we needed an editor upgrade to `unlock` whats already there. Why doesn't BIS just make all it's objects useable in the editor in the first place? Is there a good reason not to except, uhm, laziness? :/
    I can understood that it's save some (maybe more i can espect ) resources, a lot of the island objects don't need a config class.

    Into the bargain a lot of Objects can't manipulate in the same way when editorplaced instead of islandplaced and loose functionalitys.
    (AI can't see editor played roads etc.)

    But the exact reasons only can told by one of the upperechelon of BIS.

  7. #37
    Quote Originally Posted by Lester View Post
    save some resources, a lot of the island objects don't need a config class [...] Objects loose functionality. (AI can't see editor played roads etc.)
    [...]
    But the exact reasons only can told by one of the upperechelon of BIS.
    Well, if all that is needed is to write some additional config files, then they really could have hired a student (apprentice) or a trainee or something. It doesn't look like it's that much work anyway.

    And the example with the roads is IMHO an outlier/extrem example. Most objects should work just fine, no?

    The point is, all those hidden objects are a great resource for mission-makers. The objects are there anyway. Give us access to them. Directly without any 3rd party addon.

    Hey, I'm glad you did open them to us by an addon. But I'd rather don't use any addons at all for my missions (I simply hate it when you need addon this and addon here and another addon there only to play some shity mission, hehe. Though if you talk FDF and such total conversions or single-all-in-one-packages, then I'm fine with that.).

    So in conclusion, I hope your work renders itself useless thanks to a future patch from BIS, wich will unlock its own objects.

  8. #38
    Quote Originally Posted by raedor View Post
    Sooner or later you need addon packs for missions anyway.
    Hey, there are some of us who still strongly believe in making addon free missions.

    I'd much prefer if the Mapfact guys split this into two separate addons - one that just unhides already existing content and then one that adds whatever extra they added. This way the editor updgrade wouldn't be required by others. It's also a lot more modular.
    I second this.

  9. #39
    Sergeant BadAss [Mapfact.net]'s Avatar
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    Okay, that seems to be more of a philosophy discussion - I'm pefectly fine with that, generally - wether to play with or without addons. And please don't get me wrong, I totally respect your point of view!

    But I'm not really too glad that you're discussing it here where - in my opinion - a fine addon has been released. And if you compare the addon size to the ammount of things in it I really do believe it's worth it.


    Just my opinion, of course.


    "Better safe then sorry.", J. C. Denton

  10. #40
    Never the less ... whoever or whatever forced the BIS decision that not all things are available in the Editor ...

    NO signs, rocks, bushes, trees, walls, fences, and some other things wouldn't be able to realize them without an Addon in the Editor, that is a clear fact !

    If you only want the hiddened classes objects (houses, ruins, and a view other things) in the editor someone else have to do this work,
    [EDIT]
    Jons Editorupdate does it : http://www.armaholic.com/page.php?id=5932
    [/EDIT]
    this addon and further expansions is designed for people would use addons in missions to get the full addon power of nearly all objects !


    Overall the roads aren't the only objects where islandplacing and editorplacing are 2 fully different shoes, you can add to this list also:
    - any object with 'sloped' placement like many walls,
    - Streetlamps (with automatic day/night mode etc.)
    - all the other things i can't actually remind
    Last edited by Lester; Jul 10 2009 at 13:56.

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