bad benson 1733 Posted June 26, 2013 (edited) hey fellas. i'll keep it short. this will help you use arma 3 objects until we get proper tools. so far i concentrated on trees but i hope to get the rest working too. especially bushes. GUIDE (UPDATED): placeholders - download --> http://www.sendspace.com/file/5q0poa SetRelativeHeight_ByType.vis - download --> http://www.sendspace.com/file/v0w5y4 1. download the placeholder models and put them into you P: drive in the following path: P:\a3\plants_f\tree\ 2. the models are just white boxes that have matching dimension for the object they are a placeholder for. add them under "natural objects" in visitor3 like you are used to from arma 2 3. now place the objects like you are used to 4. when you are done download the SetRelativeHeight_ByType.vis and load it into visitor 3. use it to globally adjust the relative height for each object type according to the following chart. t_ficusb1s_f - 2.2 http://i.cubeupload.com/2OzhK0.jpg t_ficusb2s_f - 3.2 http://i.cubeupload.com/nKi7Kl.jpg t_fraxinusav2s_f - 10 http://i.cubeupload.com/ZiIWIr.jpg t_oleae1s_f - 3.5 http://i.cubeupload.com/JFWzGt.jpg t_oleae2s_f - 4.5 http://i.cubeupload.com/XfvfJs.jpg t_phoenixc1s_f - 3 http://i.cubeupload.com/vSfjim.jpg t_pinusp3s_f - 5.2 http://i.cubeupload.com/1ApK71.jpg t_pinuss1s_f - 2.5 http://i.cubeupload.com/sBt5TZ.jpg t_pinuss2s_b_f - 6.5 http://i.cubeupload.com/IQK2WR.jpg t_pinuss2s_f - 7 http://i.cubeupload.com/8BkMas.jpg t_populusn3s_f - 14 http://i.cubeupload.com/1IJDjW.jpg 5. sit down on the highest point of your terrain and wait for BI to release updated tools... this is a very early draft of a guide. please feel free to post suggestions for better elevation values and additional/better methods of doing this. i'm not sure yet if the center of the placeholder objects is correct so please try them and tell me what needs changing or feel free to modify them to make them better. just make sure to share your efforts so i can include them here. Edited June 26, 2013 by Bad Benson Share this post Link to post Share on other sites
m1lkm8n 411 Posted June 26, 2013 Awesome! Thank you sir! Share this post Link to post Share on other sites
bad benson 1733 Posted June 26, 2013 placeholders updated. they work pretty much perfectly on even ground. slopes are still a problem. Share this post Link to post Share on other sites
granQ 293 Posted June 28, 2013 (edited) Bad Benson, did I send the placeholder I used? I took a tree model, and renamed it on all.. then placed the objects. Turned out 3 worked perfectly (no need to set height), this means we could fix the other ones. Also got another idea I will try tonight, i let you know :) EDIT. My idea, making something like this. Any interest? Edited June 29, 2013 by granQ Share this post Link to post Share on other sites
ZeroG 23 Posted June 30, 2013 (edited) Very nice ! And finally SOME placecable objects. I quickly made an update on the 2D/3D-editor/World tools/Visitor templates, so that you can: 1) use the trees in 2D-edit for missions (=> 00 Arma 3 Vegetation, Berghoff's definitions can be activated as well => unpack, uncomment in config, repack) 2) use the trees for forest masks with World Tools (=> find them at "My Natural Objects". Unluckily, although entering the relative height, after import they are still submerged so you need to do the script trick afterwards) 3) place the trees in 3D-editor, convert them from *.biedi to csv with my pre-released powershell tool to be imported into Visitor (script after that is still needed) GET IT HERE Maybe importing the values from World Tools Export/*.csv with absolute height could make the script obsolete? Also: trying to replace artificial objects with these boxes (renaming) did not work though - Visitor crashes. Has anyone tried that as well? Edited June 30, 2013 by ZeroG Share this post Link to post Share on other sites
mr pedersen 41 Posted July 4, 2013 Any one got ROCKS working? Share this post Link to post Share on other sites
bad benson 1733 Posted July 5, 2013 i still had a lot of problems on slopes but for even areas this method is still nice. for rocks you need to make extra placeholders. i'll try to make some as soon as i can. if not just convert the p3ds to -50 with Mikero's tools then open them in oxygen2. you will get a message that the file is binarized but o2 will automatically create a box that has the dimensions of the bounding box of the actual model. now move that box to ground level and center it (still not sure, if centering is needed), et voila. pretty simple. we will have to experiment more to make this method better. this is still very experimental and only a bandaid solution until BI let's something usable trickle down to us. so please make tests and post your findings here so we all can profit! Share this post Link to post Share on other sites
Olivr 10 Posted July 8, 2013 You can use arma2 trees. Group them. Change the p3d file in object artificial with a3 trees. Select the group and rise just on to the correct elevation. All the other will align accordingly to their position. Share this post Link to post Share on other sites
ZeroG 23 Posted July 8, 2013 Any luck with artificial objects yet? I'd be very happy if we could get those placeholders as well. I'd volunteer to write an editor addon for that, too :D Share this post Link to post Share on other sites
Olivr 10 Posted July 9, 2013 Sorry would say natural objets not artificial. Share this post Link to post Share on other sites