dragonsyr 21 Posted September 1, 2016 I need to make some locations on my island for undersea operations. (teraforming and building) Is there a way to drain the sea in terrain builder to be able to do that and then i restore it? as it is, with the sea , is difficult to near impossible to work the seabed. L3DT is not an option because i need to forming the terrain depending on the items to be put (i need realtime forming-building) Thanks Share this post Link to post Share on other sites
HorribleGoat 1473 Posted September 1, 2016 You could select the whole terrain and raise it all up the amount you need to raise it above sea level and do your edits and select it all again and drop it down. Share this post Link to post Share on other sites
lappihuan 178 Posted September 1, 2016 i remember someone editing the graphics options in buldozer so the underwater fog would be removed. The line number probably does not match anymore:https://forums.bistudio.com/topic/176348-editing-with-buldozer-and-nowater/?p=2774284 Share this post Link to post Share on other sites
dragonsyr 21 Posted September 1, 2016 You could select the whole terrain and raise it all up the amount you need to raise it above sea level and do your edits and select it all again and drop it down. from where/how? more info please......and i think this is what i want i remember someone editing the graphics options in buldozer so the underwater fog would be removed. The line number probably does not match anymore: https://forums.bistudio.com/topic/176348-editing-with-buldozer-and-nowater/?p=2774284 it is not only the fog, it is too dark and blur , and this is for version 1.36. thanks Share this post Link to post Share on other sites
Cosmo_D41 117 Posted September 3, 2016 I didn't try it myself, but i know some Mods for Altis an Tanoa to lower the tide in the normal game. Maybe this will work on Bulldozer too. Try adding/implementing this to your map-config file (and erase after the work is done): class CfgWorlds { class CAWorld; class YourWorldName: CAWorld { class Sea { MaxTide = -400; }; }; }; Share this post Link to post Share on other sites
dragonsyr 21 Posted September 3, 2016 i tried this in P:\bin\config.cpp (buldozer config file) class Sea { name = "$STR_A3_CfgEnvSounds_Sea0"; sound[] = {"",0.00031622776,1}; volume = "coast"; MaxTide = -400; }; it seems not working :( Share this post Link to post Share on other sites
bludski 4421 Posted September 3, 2016 I managed to make water completely disappear except transparent plane by merging arma 2 and 3 buldoozer files on accident. Never managed to reproduce it after apex update of tools though. Would love to know too! Share this post Link to post Share on other sites
dragonsyr 21 Posted September 3, 2016 i v made a test from L3dt . I changed the vertical min height from -25 to 5 and i imported back to TB and rebuild the terrain. i have no water , but... from a quick walk on my island i v noticed that some of the objects i have (2 of them as far i saw with a quick glance) is misaligned somehow about 1 meter verticaly. Thats why i want to drain out the water without change the heightfield. I have over a million objects and i dont want to check everything again..... there must be a way to drain the sea......... Share this post Link to post Share on other sites
lappihuan 178 Posted September 4, 2016 try to add MaxTide = -100; in the DefaultWorld class in P:\bin\config.cpp Share this post Link to post Share on other sites
tazmania720 16 Posted September 5, 2016 my class Sea looks like this: class Sea { seaTexture = "a3\data_f\seatexture_co.paa"; seaMaterial = "#water"; shoreMaterial = "#shore"; shoreFoamMaterial = "#shorefoam"; shoreWetMaterial = "#shorewet"; WaterMapScale = 20; WaterGrid = 50; MaxTide = -100; //CHANGED FROM 0 MaxWave = 0; SeaWaveXScale = "2.0/50"; SeaWaveZScale = "1.0/50"; SeaWaveHScale = 2.0; SeaWaveXDuration = 5000; SeaWaveZDuration = 10000; }; Water was gone when tested. Share this post Link to post Share on other sites
dragonsyr 21 Posted September 5, 2016 thank you tazmania720 . I will try this when i go back home i ll post the results Share this post Link to post Share on other sites
dragonsyr 21 Posted September 5, 2016 found nowhere any class sea the only class sea i have is under class CfgEnvSounds So i decided to put the code from Tasmania720 before class AnomalyPars. And Success !!! working like a charm. :) Thank you all for the help :rolleyes: 1 Share this post Link to post Share on other sites