opteryx 1562 Posted September 22, 2007 Basically what the title says, I form some terrain with the "U" "J" buttons, save, exit and restart V3+Buldozer, but the terrain I manipulated is as it was before I touched it, why? Share this post Link to post Share on other sites
fasad 1 Posted September 22, 2007 Not only that, it seems height changes in Buldozer do not affect the heightmap at all in V3. If you just close then open, or reload buldozer, you lose all changes. The "export terrain into picture" tool seems to export Visitor's heightmap rather than buldozer's Share this post Link to post Share on other sites
opteryx 1562 Posted September 22, 2007 Aww, well I really hope this is a bug with the release candidate and not the complete program. Share this post Link to post Share on other sites
Edge 2 Posted September 24, 2007 No worries! This issue was found by ourselves and fixed few days after RC was released. I probably mentioned this already (I recall someone asking in Visitor Tutorial thread ). Share this post Link to post Share on other sites
Maddog011 0 Posted October 13, 2007 No Snap Objects in Visitor3 RC3. I can't position my objects side by side without this, they are always gapping. Anybody else without this function? Share this post Link to post Share on other sites
opteryx 1562 Posted October 13, 2007 No Snap Objects in Visitor3 RC3. I can't position my objects side by side without this, they are always gapping.Anybody else without this function? http://img527.imageshack.us/img527/5305/buldozernk7.th.jpg[/img] Doesn't look like you're using the newest tools release, there you'll have a box like thing which you can interact with object by clicking and moving them around more precisely. While in Buldozer, press F1 and go into controls, buldozer controls to see how to navigate/interact with objects/terrain. Share this post Link to post Share on other sites
Edge 2 Posted October 13, 2007 Snapping points are deleted from Memory LOD during binarization. I am sorry, but you cannot snap binarized models from unpacked PBOs. However, I would use manipulation in Buldozer and SetAbsoluteHeight script to level the pier models. Share this post Link to post Share on other sites
Maddog011 0 Posted October 14, 2007 Snapping points are deleted from Memory LOD during binarization. I am sorry, but you cannot snap binarized models from unpacked PBOs. However, I would use manipulation in Buldozer and SetAbsoluteHeight script to level the pier models. Edge thanks for clarifying this with snapping, also I was wondered why there is no snap object option in visitor rc3. I'm pretty sure I'm using latest Opteryx. No gizmo [pointer box] at all, I tried with older versions of visitor and it doesn't show up. I configured -buldozer -window -addons=ArmaAddons.txt & my pbo-s are extracted at working drive "x:\ca\". <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">addons[] = { "ca\", "ca\data\", "ca\UI\", "ca\UIFonts\" }; EDIT: Got it finally wiped whole Arma Work folder and reinstalled. Thanks everyone for support. Share this post Link to post Share on other sites
fitzee 7 Posted October 14, 2007 I configured -buldozer -window -addons=ArmaAddons.txt & my pbo-s are extracted at working drive "x:\ca\".<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">addons[] = { Â "ca\", "ca\data\", "ca\UI\", "ca\UIFonts\" }; I let the rc3 do default install and setup(which was p:\ drive on my rig). I didnt create an ArmaAddons.txt file or extract the data, ui or ui fonts pbo's. RC3 sets the gizmo up on its own. It also installs the working roads, so be careful not to replace them with the ones from the pbo. Share this post Link to post Share on other sites
Maddog011 0 Posted October 14, 2007 It also installs the working roads, so be careful not to replace them with the ones from the pbo. Hmm did't know that thanks for info. Share this post Link to post Share on other sites