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twistedx

Map Generation Question

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Hola,

When I generate my map with L3dt and take the XYZ from it and load it into terrain builder. I build my map in terrain builder and when I export the WRP and pack it into the PBO when I load my map in arma 3 my heights are all 2000 above where I intended them to be. There also super jagged and not smooth like they were in L3DT. I found out that if I stretch my map out it lowers this but is there anyway that I can fix this? I must be missing a step. I've been streaming this for 2 days so if someone with experience can swing by when I'm working on making this map to offer advice that would be great thanks!

www.twitch.tv/twistedxvs

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Basically what I foung out tonight is you cant alter the size of the image from the XYZ you port over from l3dt. You have to leave it alone or it cause the peaks to become monsters. For some reason my above 0 is still showing up at 2000 meters though. I don't know why, but If i don't re size my XYZ file my peaks are as intended.

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I'm going to live stream the whole map making process. So come join me from the very beginning to the end product. If i can help you out let me know and vice versa!

Come be apart of this Terrain generation process.

www.twitch.tv/twistedxvs

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when I load my map in arma 3 my heights are all 2000 above where I intended them to be.

Check your config for a line like this....

elevationOffset = 2000;

... you know what to change if you find it.... ;)

B

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Yup I found it. Thanks On to the next Dilemma. I made a couple forests last night and when I crunched my map when I would fly towrads the forest my client would crash for an exception. I was to pissed lst night so I logged. I deleted that forest and made some new ones which I will test and see if I get an error.

Another question is I'm trying to expand on my textures for my ground tiles. I am using the sample map right now as I havent fully figured out how to add to this yet. I tried to add mud Which I will show you here.

heres my layers.cfg

class Layers
{
 class abc_samplemap_gravel
 {
   texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);
   material = "map\data\abc_samplemap_gravel.rvmat";
 };
 class abc_samplemap_rock
 {
   texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);
   material = "map\data\abc_samplemap_rock.rvmat";
 };
 class abc_sampleMap_grass_green
 {
   texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);
   material = "map\data\abc_samplemap_grass_green.rvmat";
 };
// class abc_sampleMap_mud
//  {
//    texture = #(rgb,1,1,1)color(0.5,0.5,0.5,1,cdt);
//    material = "map\data\abc_samplemap_mud.rvmat";
//  };
};

class Legend
{
 picture="map\source\mapLegend.png";
 class Colors
 {
abc_samplemap_gravel[]={{80,80,80}};
abc_samplemap_rock[]={{120,120,120}};
abc_samplemap_grass_green[]={{170,190,80}};
//	abc_samplemap_mud[]={{170,180,70}};
 };
};

I know the stuffs commented out as it wasn't working so I did that.

Heres my mud texture Rvmat

ambient[]={1.5,1.5,1.5,1};
diffuse[]={0.50196081,0.50196081,0.50196081,1};
forcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,0};
specular[]={0,0,0,0};
specularPower=1;
PixelShaderID="NormalMapDiffuse";
VertexShaderID="NormalMapDiffuseAlpha";
class Stage1
{
texture="map\data\gdt_mud_nopx.paa";
uvSource="tex";
class uvTransform
{
	aside[]={10,0,0};
	up[]={0,10,0};
	dir[]={0,0,10};
	pos[]={0,0,0};
};
};
class Stage2
{
texture="map\data\gdt_mud_co.paa";
uvSource="tex";
class uvTransform
{
	aside[]={10,0,0};
	up[]={0,10,0};
	dir[]={0,0,10};
	pos[]={0,0,0};
};
};

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