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xnam

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About xnam

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  1. xnam

    Terrain Processor

    hi major , it depends of the definition of your satmap vs your surface mask... , you will probably have some issue to convert your satmap to vector ( too many colors ) i don't know how it looks , i will just gave you my pipeline , to use shape in Terrain Processor, to populate with forest : 1. Select your surface mask and your forest floor in Photoshop ( i assume you have a layer for each color, otherwise Selection < color range < pick the forest color ) 2. when you have your selection go to Path < Convert Selection to Path. 3. Files < Export < Path to Adobe Ilustrator ( 30 days free trials on Adobe website) 4. In Adobe illustrator Export to .shp. 5. open your .shp in QGIS and export it to : esra shp files 6. Use it in Terrain processor. Xnam
  2. thanks Bumgie ! we will fixed this mistake ! do you have a specific exemple, for me to understand , when it cause issues ? I just tried to create some objets from CUP in Eden Editor and used it mission, no issues... thanks Xnam
  3. Thanks Foxhound and sonsalt6 !
  4. Angel Island 1.3 is published on mediafire and SteamWorkshop ! Thx Xnam
  5. hi Hate, it's working for me Rename your mod folder to @Porquerolles. maybe your computer language doesn't understand the "é" in "vétérans" thanks [V]Xnam
  6. hi you can't , because you have limited variables to exlude Ambiant Life : A game Engine can't managed a new variable. https://community.bistudio.com/wiki/Arma_3_Animals:_Ambient_System Xnam
  7. thx for your feedback ! i just test it : Same for Altis and stratis, Don't use the Dev for now ;) . we will of course update our Island if, the next A3's update breake something ! yes it's the tree's shadows in the satmap which are too Blue, we will fixed it in the next update ! Thx. Xnam
  8. Thx for your feedback chrys, it's really blue indeed ! we will think about changing the Color Balance for a nexrt update !
  9. Hi Mauler ! The Steam version has already been updated on Steam ! Xnam
  10. Hi SteveJA !, you're right, we are working on it, for the next update ! it' will be available soon ! Xnam
  11. xnam

    Terrain Processor

    thx, checked, no, it's fine. i tried with an other island, and other .shp.. stil crashing ... I supposed i can import .shp from TB export shapes ! will install again arma3tools, the Dev branch update,maybe broke something.... ( and i tried of course to launch TP with the.exe in admin mod) EDIT : FOUND THE SOLUTION : .SHP from TB are not compatible with Terrain Processor !!! (Really ...) Open your .shp from TB in Qgis and export it again to .shp ( ESRI shapesfiles) Smoothing road works find ! ( only have to smooth the crossroads, when it's on a hilly area)
  12. xnam

    Terrain Processor

    Great tools !!! digitalcenturion, did you just import your map.asc, (my map.asc = heightfield export from TB.) and import the roads from your roads.shp in the Heightmap: Road Integration ? when i do that, and press Run, Terrain processor just stop working and crash... ( i didn't change the slope option...ect).
  13. Other bug : probability[] = {0.9,0.8,1.0};//0.5,0.5,0.5,1,cdt probability maximum has to be = 1 , yours is 0.9 + 0.8 + 1 = 2.7 I never used CfgSurfaceCharacters.hpp and CfgSurfaces.hpp. i put the config in the config.cpp, it avoids some bugs. Put this two class at the end of the config : class CfgSurfaces and after class CfgSurfaceCharacters. Xnam
  14. hi, i think, you forgot a lot of steps, you should follow this tutorial : https://www.youtube.com/playlist?list=PLUiViqS-dLHruCtyGL_bHrYDgmgkNV2E5
  15. Hi , At first : you forgot to name your cfgsurfaces and your CfgSurfaceCharacters with a prefix : panth_copehill_ if you keep the arma class name, it' can't works. ! it's well explained in tutorials, and threads about clutter !. Xnam
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