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A140

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Everything posted by A140

  1. There's been this problem that I (+ others from what I've heard) have been experiencing lately. Arma 3 uses around 50+ CPU (then goes up to around 100 I believe -- can't quite tell because my computer freezes at the point where it uses 50 CPU) around 1-2 hour(s) into the game session. I then have to forcefully restart the computer. Any idea of what's causing this? I'll remove my -nologs option and give you my RPT over PM, Dwarden, next time it happens. (no it's not overheating and yes I've looked at all the solutions available through googling my issue)
  2. So.. has the memory leak been fixed? (The one where your FPS drops from 60 to 5 after an hour or two of gameplay and the LODs keep getting furiously switched around) I sent my RPT to Dwarden weeks ago but he hasn't mentioned any fix in the current dev/perf builds.
  3. I'll try to get you an RPT file later today, I had my -nologs parameter on so it didn't output anything to the disk.
  4. I've been having this issue since a while.. I play for around 1 hour in a less "memory-requiring" town, then I head over to an enormous (trader-) city with helicopters coming in and out then my game suddenly drops to 3-4 FPS and it stays there. My character LODs are constantly being switched around, and so are the LODs belonging to the objects nearby me. I searched around a bit on the forums and there's been people having this issue but no-one has really come up with a proper solution to this issue. I tried different memory allocators, different Arma 3 EXE "branches" (perf and prof) to no avail.
  5. Still having an issue with this; lakes, land are being duplicated across the border and it creates huge lag. Should I try to surround the terrain with water (by lowering the terrain border height in the height-map) so instead that the terrain instead duplicates the water across the border?
  6. Hey, Whenever I go in-game/in Buldozer-mode and check my terrain borders I see this "stretching" out that occurs outside the map. I could only guess that the engine is trying to make the terrain "continuous" in one way or another and that somehow results to the stretching of the terrain? I am a tad bit unsure whether the stretching occurs outside the map or not, because the stretched area doesn't have that "gray" colour; instead it just uses my grass & sand texture and "stretches" it out. I am able to upload pictures if that's required, but I have a feeling that this issue has been happening on certain maps that are rather popular so I am right now under the assumption of that everyone knows what I'm talking about. Thanks!
  7. Hello, I've been recently attempting to create a "pictureMap" for my terrain, however I don't know how to go on about it. I want to generate one that looks a bit realistic like the "pictureMap" for Stratis at; "A3\map_Stratis\data\pictureMap_ca.paa" I can cope with it being not-as-realistic but I don't even know where to start. Thanks.
  8. Hey, Your solution worked for me in-game, anthariel, thanks! And yeah, I believe that it might be the "Tartan Bug", still got Buldozer left to fix.
  9. inidbi DLL is being blocked by Battleye, any fixes? (inidbi thread is dead from what I can see so I went asking here)
  10. Hey, Sorry but I don't understand the issue here. I added the pitch manually onto one of the objects myself in the .TXT file that got generated, in the 5th argument of the object "line". Then when I imported it once again into Terrain Builder I saw that the object had rotation on the Z-axis. So is it not as a simple as just passing the pitch value to the 5th argument in each object "line" of the export? Or am I missing something here?
  11. How do I import objects to Terrain Builder properly, that have a rotation (on the Z-axis?) assigned to them through the pitch "textbox" in XCam? When I import them into Terrain Builder they don't preserve their pitch value from XCam and their rotation on the Z-axis ends up resetting.
  12. A140

    Importing objects from Eden

    This is what worked for me: https://forums.bistudio.com/topic/180164-x-cam-10-for-arma-3-released/page-26#entry2988742 Props to Silola!
  13. That seemed to fix it, thank you!
  14. Will there be any "fixes" to the issue in TB when you import a TB objects file generated from XCam, it ends up with the wrong height? I've tried switching between relative/absolute height over and over again in both places, however I was unable to get the right height on the objects. Here's a topic about it; https://forums.bistudio.com/topic/188445-importing-objects-from-eden/
  15. A140

    Importing objects from Eden

    What a coincidence this is, I've been trying to fix this same issue today. I've tried everything out there. XCam export to TB (with relative/absolute height), XCam export to mission file-> save in 2D editor with one unit-> import into Eden -> export to TB -> use in TB with different heights and nothing worked. (I had to do that long process above because XCam mission files can't directly be used in Eden) Is there any other advice than "switch between relative/absolute height in TB/XCam", is what I've been trying to find out by googling all around; and my conclusion is so far: no.
  16. Hello, I was wondering if there was a way to place pavement beside all the roads on the map. Is there a more simple way than just simply going into TB, placing & rotating them accordingly manually? I thought perhaps Terrain Processor could accomplish this kind of task, but I've searched everywhere and checked the task types on my own, but I didn't find anything. I'd appreciate all help, thanks!
  17. Hey, I watched a couple of your stream VODs and I saw that you had perfectly straight roads. My question is; how do I accomplish this? How do I make my roads straight? All my roads in the terrain are curved (all roads are bundled up in 1 .shp file). If they weren't so curved it would save me so much hassle!
  18. I've just started to place them manually on XCam. It certainly takes a while for me to make the pavements look accurate and good to watch, one way I'm doing this is through adjusting the height, position & rotation of the pavements to prevent black lines from appearing in-between them. I'm looking forwards to see your solution to this nuisance, NeoArmageddon. @RoF If you're talking about the A2 side-walks then I'm using those right now (got them from an ALDP, rather than CUP, but I guess it's the same?)
  19. Thanks for the replies! I'm trying right now to figure out how to do it in Map Builder. I used XCam earlier and couldn't figure out how to do it..
  20. Hello, I've lately been trying to connect two seperate polylines together and first thing option that I found was the "join" option on the polylines. So, I'm trying this option out so I can connect two polylines (roads) together, I press the join option in the right-click menu once I selected both poly lines and it says: "Join area - Source polylines must touch each other!" And they are already touching each other, they really are. I tried making the dots on polyline #1 match the exact location of the dots in polyline #2 but I still get the same error. Please help me out with this, thanks.
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