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odstgeneral

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Posts posted by odstgeneral


  1. Just wanted to pop back in, finally got around to implementing the suggested changes. I finally caught the issue which was a slight blue colored grouping of pixels at the edge of my grey. I must have messed up a save or something when I last tried to index my sat mask. But with that being said the changes made to the Sat texture have definitely improved the overall quality of my map from a distance. So I just wanted to say thank you RoF. 


  2. Hi RoF, thanks for the response. To be honest I didn't understand setting up the dimensions for the resolutions very well. I opted to go with 2048x2048 because that was the largest the free version of L3DT provided. I did run color checker and it appears I don't have my sampler set up correctly (I assume?) because it came back with a whopping 73 colors. I provided the color checker results, as well as an image of my sampler settings to see if that is in fact the issue. 

     

    http://imgur.com/a/0hdvX 


  3. Hey guys I have been working on a map and recently noticed some surfaces where they shouldn't have been. I realized in my layers folder the Sat Mask had been altered to an almost inverted color. I originally believed the issue to be Gimp, but after trying to use photoshop, and the unaltered Sat Mask from L3DT it is still happening. I had one additional color that was not defined but attempting to remove that did not yield the correct results either. This imgur album has the Sat Mask that I am trying to import and the second image is as it appears after generating the layers. 

     

    http://imgur.com/a/eTlty

     

    This is my layers.cfg

     

    Spoiler

    class Layers
    {
        class OGA_grass_green
        {
            texture = "a3\map_data\gdt_wild_grass_co.paa";
            material = "OGA\OGA_gao_terrain\data\gdt_wild_grass.rvmat";
        };
        class OGA_rock
        {
            texture = "a3\map_data\gdt_rock_co.paa";
            material = "OGA\OGA_gao_terrain\data\gdt_rock.rvmat";
        };
        class OGA_wildfield
        {
            texture = "a3\map_data\gdt_wildfield_co.paa";
            material = "OGA\OGA_gao_terrain\data\gdt_wildfield.rvmat";
        };
        class OGA_concrete
        {
            texture = "a3\map_data\gdt_concrete_co.paa";
            material = "OGA\OGA_gao_terrain\data\gdt_concrete.rvmat";
        };
    };
     
    class Legend
    {
        picture = "maplegend.png";
     
        class Colors
        {
            OGA_grass_green[] = {{ 140, 220, 80 }};
            OGA_rock[] = {{ 80, 80, 80}};
            OGA_wildfield[] = {{ 140, 220, 70}};
            OGA_concrete[] = {{ 0, 0, 254}};
        };
    };

     

    And my config

    Spoiler

     

    class CfgPatches
    {
        class OGA_gao_terrain
        {
            units[] = {};
            weapons[] = {};
            requiredVersion = 1;
        requiredAddons[] = {"A3_Map_Stratis","OPTRE_UNSC_Structure_class","A3_Roads_F","A3_Plants_F","A3_Rocks_F_Sharp","A3_Plants_F_Bush","OPTRE_Plants","A3_Rocks_F","A3_Structures_F_Households_Stone_Small","A3_Structures_F_Walls","A3_Structures_F_Civ_Offices","A3_Structures_F_Households_Stone_Shed","A3_Structures_F_Households_Stone_Big","A3_Structures_F_Households_WIP","A3_Structures_F_Households_Addons","A3_Structures_F_Ind_SolarPowerPlant","OPTRE_UNSC_Structure_Misc","A3_Structures_F_Households_House_Small01","A3_Structures_F_Naval_Piers","A3_Structures_F_Mil_Cargo","A3_Structures_F_Households_Slum","A3_Structures_F_Ind_Shed","OPTRE_UNSC_Structure_Containers","A3_Structures_F_Ind_Tank","A3_Structures_F_Households_House_Small03","A3_Structures_F_Households_House_Small02","A3_Structures_F_Mil_BagBunker","A3_Structures_F_Mil_Fortification","A3_Structures_F_Civ_Constructions","A3_Structures_F_Civ_Garbage","A3_Structures_F_Civ_Pavements","A3_Structures_F_Civ_Lamps","A3_Structures_F_Civ_Market","A3_Structures_F_EPC_Civ_Accessories","A3_Structures_F_Households_House_Big01","A3_Structures_F_EPC_Civ_Tourism","A3_Structures_F_Ind_Transmitter_Tower","A3_Structures_F_Mil_Helipads","A3_Structures_F_Ind_ReservoirTank","OPTRE_UNSC_Structure_Farm","A3_Structures_F_Wrecks","A3_Structures_F_Households_House_Big02","A3_Structures_F_Dominants_WIP","A3_Structures_F_Mil_Offices","A3_Structures_F_Ind_DieselPowerPlant","OPTRE_UNSC_Structure_Buildings","A3_Structures_F_Dominants_Castle","A3_Structures_F_Mil_Barracks","A3_Structures_F_Ind_Windmill","A3_Structures_F_Ind_FuelStation_Small","A3_Structures_F_Ind_CarService","A3_Signs_F","A3_Structures_F_Items_Vessels","A3_Structures_F_Furniture","A3_Structures_F_Ind_Pipes","A3_Structures_F_Ind_PowerLines","A3_Structures_F_Heli_Ind_Machines","A3_Structures_F_Ind_ConcreteMixingPlant","OPTRE_UNSC_Structure_Military","A3_Structures_F_Ind_Factory","A3_Structures_F_Bridges","A3_Structures_F_Training","A3_Structures_F_Ind_WindPowerPlant","OPTRE_UNSC_Structure_Walls","OPTRE_UNSC_Structure_CityObjects","OPTRE_Buildings_Street_Objects","OPTRE_Buildings_City_Lights","OPTRE_UNSC_Structure_Towers","A3_Structures_F_Mil_Radar","OPTRE_UNSC_Structure_Highway","A3_Structures_F_EPC_Civ_Playground","A3_Structures_F_Civ_PlayGround","OPTRE_UNSC_Structure_Elevator","A3_Structures_F_Ind_AirPort","A3_Structures_F_EPB_Civ_Accessories","A3_Structures_F_EPC_Dominants_GhostHotel","A3_Structures_F_Civ_Camping","A3_Structures_F_EPC_Civ_Camping","A3_Structures_F_EPC_Dominants_Stadium","A3_Structures_F_Civ_SportsGrounds","A3_Structures_F_Civ_Statues","A3_Structures_F_Mil_TentHangar","A3_Structures_F_Mil_Bunker","A3_Structures_F_Research"};
        version = "0.4";
            
        };
    };
     
    class CfgWorldList
    {
        class OGA_gao_terrain{};
    };
     
    class CfgWorlds
    {
        class CAWorld;
        class Stratis: CAWorld
        {
            class Grid;
            class DefaultClutter;
        };
        class OGA_gao_terrain: Stratis
        {
            cutscenes[] = {};
            description = "GAO (ALPHA Release)";
            worldName = "\OGA\OGA_gao_terrain\OGA_gao_terrain.wrp";
            author = "ODST General";
            icon = "";
            previewVideo = "";
            pictureMap = "";
            pictureShot = "";
     
            newRoadsShape = "OGA\OGA_Gao_Terrain\data\roads\roads.shp";
     
            centerPosition[] =
            {
                2560, 2560
            };
            ilsDirection[] =
            {
                0, 0.08, 1
            };
            ilsPosition[] =
            {
                0, 0
            };
            ilsTaxiIn[] = {};
            ilsTaxiOff[] = {};
            drawTaxiway = false;
            class SecondaryAirports{};
            class ReplaceObjects{};
     
            class Sounds
            {
                sounds[] = {};
            };
     
            class Animation
            {
                vehicles[] = {};
            };
     
            class Subdivision{};
            class Names{};
        };
    };
    class CfgSurfaces
    {
    class Default{};
    class Water{};
    class OGA_grass_green: Default
    {
        files = "OGA_grass_green_*";
        character = "Gao_tropicalgroundclutter";
        soundEnviron = "drygrass";
        soundHit = "soft_ground";
        rough = 0.08;
        maxSpeedCoef = 0.9;
        dust = 0.75;
        lucidity = 2;
    };
    class OGA_rock: Default
    {
        files = "OGA_rock_*";
        character = "Empty";
        soundEnviron = "dirt";
        soundHit = "soft_ground";
        rough = 0.08;
        maxSpeedCoef = 0.9;
        dust = 0.75;
        lucidity = 2;
    };
    class OGA_wildfield: Default
    {
        files = "OGA_wildfield_*";
        character = "Empty";
        soundEnviron = "drygrass";
        soundHit = "soft_ground";
        rough = 0.08;
        maxSpeedCoef = 0.9;
        dust = 0.75;
        lucidity = 2;
    };
    class OGA_concrete: Default
    {
        files = "OGA_concrete_*";
        character = "Empty";
        soundEnviron = "concrete";
        soundHit = "soft_ground";
        rough = 0.08;
        maxSpeedCoef = 0.9;
        dust = 0.75;
        lucidity = 2;
    };
    };

    class CfgSurfaceCharacters
    {
    class Gao_tropicalgroundclutter
    {
        probability[] = {0.05,0.012,0.01,0.1,0.05};
        names[] = {"Gaoc_grass_tropic","Gaoc_flower_low_yellow1","Gaoc_grassgreen_groupsoft","Gaoc_plant_greenbunch","Gaoc_grasstall"};
    };
    };
    class DefaultClutter;
    class clutter
        {
            class Gaoc_grass_tropic: DefaultClutter
            {
                model = "A3\vegetation_f_exp\clutter\grass\c_grassbunch_hi.p3d";
                affectedByWind = 0.0;
                swLighting = "false";
                scaleMin = 0.3;
                scaleMax = 0.7;
            };
            class Gaoc_flower_low_yellow1: DefaultClutter
            {
                model = "A3\Plants_F\Clutter\c_flower_low_yellow1.p3d";
                affectedByWind = 0.0;
                swLighting = "false";
                scaleMin = 0.3;
                scaleMax = 0.7;
            };
            class Gaoc_grassgreen_groupsoft: DefaultClutter
            {
                model = "A3\Plants_F\Clutter\c_grassgreen_groupsoft.p3d";
                affectedByWind = 0.0;
                swLighting = "false";
                scaleMin = 0.3;
                scaleMax = 0.7;
            };
            class Gaoc_plant_greenbunch: DefaultClutter
            {
                model = "A3\plants_f\Clutter\c_plant_greenbunch.p3d";
                affectedByWind = 0.65;
                swLighting = "true";
                scaleMin = 0.65;
                scaleMax = 1.0;
            };
            class Gaoc_grasstall: DefaultClutter
            {
                model = "A3\plants_f\Clutter\c_grasstall.p3d";
                affectedByWind = 0.6;
                swLighting = "true";
                scaleMin = 0.7;
                scaleMax = 1.0;
            };
        };

     

     

    If anyone could offer a solution it would be greatly appreciated. 


  4. Hey guys I have been following the mod for a while now, however despite all the negative things that have happened recently I felt I should register now and show support for both sides in the endeavor to create a wonderful Halo mod for Arma.

    Basco, I always considered the original marine armor from Halo:CE to be something designed for quick reaction. I always imagined the metal looking parts of the marines BDU were designed to magnetically connect to the armor the marines wore. Keep in mind there is no actual basis for it, but if you guys are looking for an excuse to add it, I would say that might qualify.

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