odstgeneral
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Posts posted by odstgeneral
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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.
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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.
This is my layers.cfg
Spoilerclass 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
Spoilerclass 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.
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ooh the new m6c looks so good, I hope it comes with the next update
is it going to be a new weapon or will those just be attachements for the regular m6?
The C will be a new weapon with different stats and attachments then the G variant. It will fire faster but have less muzzle velocity similar to the actual Halo games.
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A post, so over due.... At any rate barriers and walls are being worked on. Some interior walls were released already and reference images for barriers have been given to the devs.
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I was thinking about another potential item that could fit into the game the drone camera from halo 2 Cairo cutscene. http://halo.wikia.com/wiki/Camera_drone
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Hey guys any chance of seeing some mines or other ordinance such as http://halo.wikia.com/wiki/Landmine or the type 14 anti tank mine http://halo.wikia.com/wiki/Type_14_Magnetic/Anti-Tank_Mine
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I am just curious if there is any possibility of seeing the sea based UNSC carrier sometime far down the road?
http://img2.wikia.nocookie.net/__cb20090927225132/halo/images/1/1a/UNSCAircraftCarrier.png (408 kB)
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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.
Sat Mask altered on generation?
in ARMA 3 - TERRAIN - (BUILDER)
Posted
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.