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major_desync

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Everything posted by major_desync

  1. major_desync

    How to make a section of terrain flat?

    Yep - the trick is to export your heightmap from terrainbuilder as an .xyz, import that into L3DT, make your changes, create a new normals map, and export the new hightmap and normals map. Replace the old heightmap and normals map in your source folder with the new versions (keep the old ones though, just in case!), then in TB, refresh both the heightmap and normalsmap from source, rebuild the terrain, re-process the mask, normal and sat maps, save and export your new wrp and that should do you. You can repeat this as often as you like to continually tweak and update your heightmap and normals.
  2. major_desync

    Request {willing to learn}

    This is an awesome pro-tip! I do kind of wish you'd shared it about 3 months ago, but better late than never! :P I assume you could align sat and height map on L3DT as well, or are there particular advantages to Global Mapper?
  3. There's a lot of time, work and love onscreen here! The custom objects in particular look lovely. One question - have you tested whether AI register the custom vegetation or see through it with their X-ray vision?
  4. major_desync

    [WIP] Terrain - Evergreen

    Very impressive object density and detail! Looks like it'll be outstanding for MOUT. One thing I'd be interested in seeing, though, is the performance.
  5. major_desync

    "X-Cam" and "DAC" Project

    Thank you both for the information and clarifications. From what I gather - X-cam is exporting the objects as text file that TB can import (can't recall the format name off the top of my head). So you do all your placement in X-Cam, export the objects text file, import that into TB using Import Objects (you'll have to have all the object libraries for the objects you use active in your map for this to work, I think), save the TB project file with all the new objects, then PBO the project file as normal. Cool - makes sense! I'll look forward to Tutorial 20 and, of course, the first release. It might just be in time for the fine object placement in my new terrain (hence my questions).
  6. major_desync

    "X-Cam" and "DAC" Project

    Hi Silola, I confess I have not watched all the tutorials from start to finish - to feel free to answer my questions with "RTFM" (or "WTFV" in this case). As such, these may be very stupid questions, and I beg your patience and pardon if so. :) Skimming the tutorials - I could not find anything explicitly about exporting projects in a format that will work with TerrainBuilder, or what format the exported X-Cam projects are in, and how they might be converted into PBOs. So, for example, if I have begun a project in TerrainBuilder and placed some objects, can I import that into X-Cam, add more objects and then export a file that I can take back into TerrainBuilder (if I so desired)? Is it case of creating a PBO of the incomplete terrain, loading that into X-Cam, and then adding objects to that as you would, to say, to a completed map like Altis, as shown in the tutorials? I assume this is a very similar case if you start with a new blank barebones terrain (with only the heightmap, mask, sat, layers, clutter, roads etc, but no objects)? You would make a PBO of the blank terrain, load that into X-cam and add objects? If so - how do I then export that project in a form I can then package into a PBO? Another way to state this question is - in what format does X-Cam export projects? I know all of this is possible - since the X-Cam prototype map is the living proof. I was just wondering how you did it (though perhaps this is the subject of Tutorial 20?). :) Thank you for your time and for the life-changing tool that X-cam promises to be!
  7. major_desync

    Map Recommendation Request

    To more directly answer your question - off the top of my head I don't there there is a single map that meets all your criteria. A lot of the big maps are A2 era or earlier and so don't have the enter-able buildings with the functioning doors. A lot of the maps with all enter-able buildings and working doors are new, small maps (Imrali, Wake, :cough:cough; Gorgona). :p There are some new big maps like Bornholm, FSF Kalu Khan & FSF Dariyah, but they all use a mix of A2 and A3 buildings, so far as I know. The closest fit is the one you ruled out - Altis (big, doors everywhere), but if you value size over doors, then Panthera, Podogorsk, Caribou Frontier or any of the big AiA maps are all decent options.
  8. major_desync

    [Terrain] Kandahar Province - WIP

    Some lovely object clutter placement there (I know how much work goes into that!) and a very nice sat map too! I think will be a smashing terrain - good luck and good mapping!
  9. major_desync

    Building now showing on MAP

    Both type 60 and Type 58 buildings still appear on the in-game and editor map for me post 1.40.
  10. major_desync

    Mask painting, max ground texture per square

    So far as I know - it's 4 per square without a normals map, 5 or 6 with normals, depending what you pick on in the Mapframe properties when you generate your layers. If you can generate layers and pack your pbo, but still have issues with some textures not displaying in game, you may have exceeded your maximum layers in a given square. PS: Nice looking map, btw!
  11. So - in case anyone wanted a step-by-step for this - it's here: https://community.bistudio.com/wiki/ArmA_2_Terrain_Tutorial#Extract_BI_addons_to_P: You can then import the object libraries from your new Ca folder in your P: drive into your project and place them as normal (see the Atlas if you don't know how to do this). You will also need to include the A2 libraries you're using in the Required Addons line of your config file, for example: "CABuildings". And, obviously, you now have a dependency on AiA or A3MP and will need to run one of those with your mod to get it to work.
  12. major_desync

    Satellite Image Overlap Issue

    In the interests of Science!, here's two configurations that worked for me (and might be helpful to other poor souls playing the sampler minigame): Sampler configuration 1: Grid: 1024 x 1024 Cell: 4 m Terrain Size 4096 m x 4096 m Mask source: 4096 Resolution: 1 px/m Mask Tiles: 1024 x 1024 Overlap 16 Texture Layer: 32 x 32 Sampler configuration 2: Grid: 2048 x 2048 Cell: 4 m Terrain Size 8192 m x 8192 m Mask source: 8192 Resolution: 1 px/m Mask Tiles: 2048 x 2048 Overlap 16 Texture Layer: 64 x 64 So - yes, configuration 2 is twice configuration 1 for all parameters except cell, resolution and overlap. The obvious prediction would be that for a 16,384 x 16,384 map you'd double all those configuration 2 parameters again. Someone should really test that. :)
  13. major_desync

    Gorgona, Italy (terrain)

    Just a quick status update on Gorgona. As you might have seen, I've just released Gorgona v1.3 (available now on all mirrors). This version appears to fix the major known issues with the terrain (see the changelog) like the annoying buildings-not-appearing-on-the-map bug (which means many - though not all - of Gorgona's little secrets are secret no longer!). Assuming v1.3 hasn't broken anything serious - and absent any other urgent bug reports from players or fixes required by Arma 3 updates - this is the last version of Gorgona I plan to release for a while. The island seems stable and in reasonably good shape, so I'm going to let it be and move onto to new horizons... ;)
  14. major_desync

    Building now showing on MAP

    Sweeeet! Been waiting a little while on this one. Thank you! Update: Are there any known or expected knock-on effects for having type 58s instead of type 60s? If not, then I guess I'm going to be a guinea pig... Update 2: I haven't seen any unexpected bad effects of using 58s so far. However, changing out the 60s fixed a couple of issues I was seeing - lights not activating on first load into to mission or editor, and crashes when closing Arma 3 (rather than a regular shut down) with the terrain extension activated.
  15. major_desync

    Building now showing on MAP

    For what it's worth, packing with the new versions of Mikero's tools didn't fix the map building issue for me (not sure if it was supposed to, mind you, but I thought I'd report my experience anyway).
  16. major_desync

    Gorgona, Italy (terrain)

    That is a weird one. I haven't seen it before, but will check if I can reproduce. Cheers for the feedback!
  17. major_desync

    Gorgona, Italy (terrain)

    Hi BryanBoru, That cloudy picture looks awesomely moody and sinister! I could be wrong, but it looks like the weather setting has generated fog. I get almost exactly that effect when I drop the Zeus weather module on land just under the level of the castle and turn up the fog bar. It could be a random weather event (I just copied the weather configs from Stratis), or you could check your fog bar on the Zeus weather module, and make sure it's set to minimum (unless you want fog).
  18. I've been thinking about this for a while, and fretting about how to get a few A2 objects without huge dependencies. Then I read this post on the Bornholm thread that helped me to stop worrying and love the AiA/CUP dependency bomb. http://forums.bistudio.com/showthread.php?184446-Bornholm-Denmark-Terrain&p=2846701&viewfull=1#post2846701
  19. major_desync

    NOT see the buildings in Map (key M)

    Ok - thanks! It's an annoying bug - so I was hopeful there was a solution. But if it is as Mikero describes, it looks like I may need to be patient. :)
  20. major_desync

    Gorgona, Italy (terrain)

    Hi TokyoIndia! Sorry for the slow reply (I've been play-testing missions and fixing forests) and thanks for the feedback. I know exactly what you mean - it's how the sea edge effects interact with sloped terrain. It is a bit unsightly, so I may see if I can get a pier box in there to tidy it up a bit, so long as the solution is not more ugly than the problem. :) By way of a progress report - I'm going to collate a list of all the glitches and bugs reported here and other threads (thank you all again) and do a fixathon, with a view to a v1.2 release in the vaguely near future.
  21. major_desync

    NOT see the buildings in Map (key M)

    Sorry - that link should have brought you to a specific post. This one:
  22. major_desync

    NOT see the buildings in Map (key M)

    Hi Giallustio! Do you know if your solution solves this issue? http://forums.bistudio.com/showthread.php?180033-Building-now-showing-on-MAP&p=2845020&viewfull=1#post2845020 P.
  23. Could anyone explain how to pack vanilla A2 objects in an A3 map without requiring AiA or A3MP? I think Egil did this for Bornholm, with his separate objects pbo (which I suppose I should unpack and nose around in). Is it a matter of pbo-ing up the p3ds, including that pbo in the addon folder and having that as a required addon, or are there configs or other files (rvmats etc) that need to be packed too? (I'm not even sure that question made sense.) My thought is to sprinkle in a few industrial objects from A2 that weren't reused in vanilla A3 - for example, oil wells and such - without having the entirety of AiA or similar as a requirement (unless it's by far the path of least resistance).
  24. major_desync

    Gorgona, Italy (terrain)

    Oh, I'm not taking away the sea cave - that was deliberate (though it may look accidental). And gold star for finding the temple - you're the first to mention it! I wondered how long it would take. The rocks on top of it do Arma you, but I don't think I can fix that and keep the temple.
  25. major_desync

    "X-Cam" and "DAC" Project

    Biggest tease in the Arma community! :P No, seriously, your methodical approach makes me confident that X-Cam is going to be an excellent tool and that the wait will be worth it. Good luck!
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