xnam
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Everything posted by xnam
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Angel Island by Team Les Vétérans : [V]Xnam Description: Angel Island, is my first terrain for Arma 3, it's based Angel Island, in San Fransico Bay. It's a small Island, with a high level of difficulty, due to the hilly lanscape, and the high density of vegetation. although small, Angel offers a large panel of environment : cliffs, towns, farms, forest, talweg, rocky ground,... ANGEL HAS BEEN UPDATED : V1.2 Features: Elevations come from USGS Map Database. Real elevation model & roads & structure implantation Terrain is 4 km² Island is 2 km² 2 small towns 1 hotel Zone Small farms and structures dispatched around the island. Allows you to display shadows to 1000meters (in arma graphics settings ) Multiplayer Mission Included !! : [Coop]Conquer And Destroy by [V]Tyrghen Random targets to destroy & Random Zone to Capture. VAS and =BTC= Revive included. Installation: Angel Island doesn't need any other mod to be used. Mod : Download, Extract @VTR_Angel to your Arma 3 game root folder, Enable the mod. Mission: Open the Mod folder @VTR_Angel Open the MPmission's Folder Copy the co16_conquer_and_destroy.Angel.pbo to your mpmission (frequently : C:\Users\YourUserName\Documents\Arma 3\MPMissions) Included Files: AngelIsland.pbo (signed) Serverkey MP mission [coop]Conquer and Destroy Screenshots: Enjoy Angel Island ! More infos in french or english: http://veterans.armasites.com/viewtopic.php?f=24&t=1680 [V]Xnam
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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 -
Hello Builders ! I just released my first terrain : http://forums.bistudio.com/showthread.php?193116-Terrain-Angel-Island-1-0 LordJarhead point out some issues in the .RPT ! There are 1681 objects in Double "14:58:15 Double id 0 detected (1x)" So i supposed, i had to delete one on the two object, who had the same ID, but it didn't work, Errors are still there ! ( i delete them in Terrain builder -> Export .wrp -> build addon -> lauch the mod) Can someone enlighten me On this issue !??, i post my rpt : 14:57:22 SimulWeather - Cloud Renderer - noise texture file is not specified! 14:57:28 EPE manager release (0|0|0) 14:57:28 EPE manager release (0|0|0) 14:57:28 Error: Weapon[arifle_MX_ACO_pointer_F]: max attachments slots count reached(maximum = 5)! Attachment slot[asdg_OpticRail_MX] for weapon's proxy[\A3\data_f\proxies\weapon_slots\TOP] 14:57:28 Error: Weapon[arifle_MXC_F]: max attachments slots count reached(maximum = 5)! Attachment slot[asdg_OpticRail_MX] for weapon's proxy[\A3\data_f\proxies\weapon_slots\TOP] 14:57:29 Error: Weapon[arifle_MX_F]: max attachments slots count reached(maximum = 5)! Attachment slot[asdg_OpticRail_MX] for weapon's proxy[\A3\data_f\proxies\weapon_slots\TOP] 14:57:29 Error: Weapon[arifle_MX_SW_F]: max attachments slots count reached(maximum = 5)! Attachment slot[asdg_OpticRail_MX] for weapon's proxy[\A3\data_f\proxies\weapon_slots\TOP] 14:57:47 EPE manager release (0|0|0) 14:57:47 EPE manager release (0|0|0) 14:57:47 EPE manager release (0|0|0) 14:57:47 EPE manager release (0|0|0) 14:57:47 EPE manager release (0|0|0) 14:57:47 EPE manager release (0|0|0) 14:57:47 Strange convex component16 in a3\boat_f_gamma\boat_civil_04\boat_civil_04_f.p3d:geometryView 14:57:47 Strange convex component25 in a3\boat_f_gamma\boat_civil_04\boat_civil_04_f.p3d:geometryView 14:57:47 Strange convex component26 in a3\boat_f_gamma\boat_civil_04\boat_civil_04_f.p3d:geometryView 14:57:47 Strange convex component27 in a3\boat_f_gamma\boat_civil_04\boat_civil_04_f.p3d:geometryView 14:57:48 Bad simulation shipX, type Land_BuoyBig_F (class=vehicle), a3\structures_f\naval\buoys\buoybig_f.p3d 14:57:48 Strange convex component145 in a3\plants_f\tree\t_pinuss2s_b_f.p3d:geometryView 14:57:48 Strange convex component149 in a3\plants_f\tree\t_pinuss2s_b_f.p3d:geometryView 14:57:48 Bad simulation shipX, type Land_BuoyBig_F (class=vehicle), a3\structures_f\naval\buoys\buoybig_f.p3d 14:57:48 Warn: Shape '???' contains water texture however it does not carry a special class name. Consider craeting one to speed up the detection! 14:57:49 Warn: Shape '???' contains water texture however it does not carry a special class name. Consider craeting one to speed up the detection! 14:57:48 Bad simulation shipX, type Land_BuoyBig_F (class=vehicle), a3\structures_f\naval\buoys\buoybig_f.p3d 14:57:48 Warn: Shape '???' contains water texture however it does not carry a special class name. Consider craeting one to speed up the detection! 14:57:49 Warn: Shape '???' contains water texture however it does not carry a special class name. Consider craeting one to speed up the detection! 14:58:15 Double id 0 detected (1x) // same error from 0 to 1681 14:58:15 Double id 1681 detected (1x) 14:58:15 EPE manager release (0|0|0) 14:58:15 EPE manager release (0|0|0) 14:58:16 EPE manager release (0|0|0) 14:58:16 EPE manager release (0|0|0) 14:58:16 EPE manager release (0|0|0) 14:58:16 EPE manager release (0|0|0) 14:58:27 Starting mission: 14:58:27 Mission file: 14:58:27 Mission world: Angel 14:58:27 Mission directory: 14:58:27 EPE manager release (0|0|0) 14:58:27 EPE manager release (0|0|0) 14:58:27 EPE manager release (0|0|0) 14:58:27 EPE manager release (0|0|0) 14:58:29 Attempt to override final function - bis_functions_list 14:58:29 Attempt to override final function - bis_functions_listpreinit 14:58:29 Attempt to override final function - bis_functions_listpostinit 14:58:29 Attempt to override final function - bis_functions_listrecompile 14:58:30 Attempt to override final function - bis_fnc_missiontaskslocal 14:58:30 Attempt to override final function - bis_fnc_missionconversationslocal 14:58:30 Attempt to override final function - bis_fnc_missionflow 14:58:30 [4279,80.197,0,"XEH: PreInit Started. v1.1.23.150604. MISSINIT: missionName=, worldName=Angel, isMultiplayer=false, isServer=true, isDedicated=false"] 14:58:30 "DragonFyre: Script-init has been started" 14:58:30 [4279,80.662,0,"XEH: PreInit Finished. CACHE DISABLED? (Disable caching with cba_cache_disable.pbo): SLX_XEH_RECOMPILE=false, CBA_COMPILE_RECOMPILE=false, CBA_FUNC_RECOMPILE=false"] 14:58:40 [4464,90.575,0,"XEH: PostInit Started"] 14:58:40 [4464,90.592,0,"CBA_VERSIONING: cba=1.1.23.150604, "] 14:58:40 [4464,90.597,0,"XEH: PostInit Finished. State: _isClient=true, _isJip=false, _isDedClient=false, _isServer=true, _isDedServer=false, _playerCheckDone=true, _sp=true, _startInitDone=true, _postInitDone=true, _mpRespawn=false, _machineType=1, _sessionId=1, _level=0, _timeOut=false, _game=3, BIS_functions=<NULL-object>, group=<NULL-group>, player=BIS_fnc_objectVar_obj1, _playerType="B_Soldier_F", _playerGroup=B Alpha 1-1"] 14:58:40 Fresnel k must be >0, given n=2.51,k=0 14:58:41 No owner 14:58:42 No owner 14:58:43 No owner 14:59:01 Starting mission: 14:59:01 Mission file: 14:59:01 Mission world: Angel 14:59:01 Mission directory: Hum i just check in the editor the ID, it's the roads ! but roads are not duplicates. Roads has ID from 0 to 1681 ( vertices /or part, of the polylines). and I Have objects too , with Id from 0 to 1681. So it's not a real issue I supposed ? Thanks a for your help ! Xnam
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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 [email protected]'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 [email protected]'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 -
I am new at Mapping, and have different Problems.
xnam replied to jeff talley's topic in ARMA 3 - TERRAIN - (BUILDER)
hum, for me it fixed the issue ! you probably have a config issue. Your pbo has to be here : @yourmap\Addons\yourmap.pbo You should try with pboproject ! you have a better log of the addon's compilation, maybe it will show you what is wrong with your config ! good luke ! -
I am new at Mapping, and have different Problems.
xnam replied to jeff talley's topic in ARMA 3 - TERRAIN - (BUILDER)
Try : Addon source directory : P:\Jeff instead of P:\Jeff\Jeff_Flat Your map should appears in the editor. -
Thanks again Foxhound ! Thanks Xon2 for your feedback ! you can find a mission in the MP mission folder !, we will maybe release some other mission after the summer holidays ! i will keep you inform ! Xnam
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Angel has been Updated to 1.2 !! ( updated on Mediafire only for now ) Changelog updated. Day/night cycle fixed ! thx Xnam
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Hi AngelWing Hum yes... f*** ! I used the Altis light config.... i will check this out ! Ok find the Issue... a typing error in the latitude config . latitude = -122= " under "south pole = no night.... For night : you just have to load the mission in December ( night all day long ) I will update the Terrain soon ! Sorry for this mistake ! Xnam
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Wow !!! how could i missed this one !!!( the elevation issue on the dock, and the bridge... ) Thx for your feedbacks IISwede and LordJarhead ! i will fixed all this dirty work !
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Thanks everyone ! It's a pond ! no fish, just rabbits doing snorkeling !
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Thx LordJarhead ! Terrain match well with the JSRS3 ! Thx a lot ! good walk in the forest and grassy hill !