xnam
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xnam started following ARMA 3 - TERRAIN - (BUILDER)
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xnam started following Terrain - Porquerolles Island, Terrain Processor, [Terrain] Angel Island 1.0 and and 1 other
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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
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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
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Thanks Foxhound and sonsalt6 !
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Angel Island 1.3 is published on mediafire and SteamWorkshop ! Thx Xnam
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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
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restict Ambient Civilian life from specific areas ?
xnam replied to dragonsyr's topic in ARMA 3 - TERRAIN - (BUILDER)
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 -
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
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Thx for your feedback chrys, it's really blue indeed ! we will think about changing the Color Balance for a nexrt update !
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Hi Mauler ! The Steam version has already been updated on Steam ! Xnam
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Hi SteveJA !, you're right, we are working on it, for the next update ! it' will be available soon ! Xnam
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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)
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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).
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clutters and surface problem ( i dont have grass on my terrain)
xnam replied to asterionx2@hotmail.com's topic in ARMA 3 - TERRAIN - (BUILDER)
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 -
I am new at Mapping, and have different Problems.
xnam replied to jeff talley's topic in ARMA 3 - TERRAIN - (BUILDER)
hi, i think, you forgot a lot of steps, you should follow this tutorial : https://www.youtube.com/playlist?list=PLUiViqS-dLHruCtyGL_bHrYDgmgkNV2E5 -
clutters and surface problem ( i dont have grass on my terrain)
xnam replied to asterionx2@hotmail.com's topic in ARMA 3 - TERRAIN - (BUILDER)
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