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Victim_913

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Posts posted by Victim_913


  1. Thanks, you are correct, it IS common knowledge, but as I said above, I did not use the arma tools afterall. I used arma3p like you suggested. And my terrain builder path is exactly the same as it says in that link you supplied.

     

    My exe for bulldozer is the arma3.exe in C where the game is, not bulldozer exe in the P; I don't remember where I got that info but it all worked until now.

     

    Besides me moving the files and putting them back, and then I used the arma3p to "freshen up" with all bi updated pbo's, nothing is different. The only difference between it working and it not working was the Tank Dlc and the tools update. I did see that there was an arma tools update that got rid of a TB error, according to the sitrep. Maybe that interfered?


  2. I just updated tools and tanks dlc. Either the update ruined something or a problem backing up or etc...

    Problem:

    I open my island in TB just like normal. Everything is identical to previous save. But when I connect to bulldozer, problem. First, I used to get an error warning immediately, I click ok and it loads bulldozer. Then I got 2 other errors that I just "tab, enter" and both go away and everything works.

    NOW, I get no error and bulldozer finishes loading in 2 seconds  Nothing but white terrain. Buildings are gone but I can still click on them. As if they were there.

    I notice that bulldozer is ready after the second init, which I think says loading surfaces, then stops. It used to take about 40 seconds, showing it loading layers and loading objects etc. but no longer. So something is causing it to finish before loading the rest.

     

    Since my last good save, besides updating. I tried using project drive management in tools. I never did that before. I saw that TB added support to jets dlc. So not knowing this was option, I clicked on extract game data. hoping the jets dlc would extract to p;. but it showed an error. So INSTEAD I saw that they were no longer ebos so I used mikeros tools to extract like normal.

     

    Another possible mistake. I moved my a3 folder in p; to a separate folder in case extract deleted something I needed.  I also moved my project folder and terrain builder folder just in case. When I decided to do my normal way, I tried moving the a3 folder back. The first time I did it it moved everything in 1 second. Putting it back it said 1 hour. so I stopped in mid transfer.  Undo was not an option. so I had partial folders in both places. So I used mikero tool to re extract all fresh. I figured since game has updated, it might be good anyway. It worked because TB everything was fine.

     

    Everything in TB seems to be correct. Paths still same, everything in folders was still the same. I even rebuilt terrain, refreshed my raster layers from source, rebuilt, generate layers etc. Everything is the same. But bulldozer stops loading.

     

    Please help. Thanks.


  3. My map was created using L3dt. Im wondering if anyone has any tips to make the satellite texture look real. Most maps have a real sat map that has different colors, textures, roads, etc. on them while  new terrain is pretty much 1 color. For this, I am not talking about the mask with layers textures etc. I notice diff shapes and patterns that are difficult to replicate while still looking authentic. different fields, farms, forests, etc.

    I know how to do this in gimp/photoshop but i'm sure some of you have good suggestions that you worked through.

    Again, I don't need a painter tool, just a technique or something. The painter tool suggested to me will be good for the mask textures. I thought of adding this question to my thread for mask creation, but I thought this separate thread might make it easier to search for others.

    Thanks


  4. This is probably answered somewhere but, I'm in the middle of making my island and i'm focusing on the ground textures that are defined by the mask. Which setting do I change that will change the resolution of the ground textures without changing map size or anything else. My texture resolution is too small. You can easily see the checkerboard pattern.

     

    Terrain sampler

    grid size 1024 x 1024

    cell    3

    terrain size 3072

    -----------

    sat/surf mask source imag

    size 3072 x 3072

    resolution  1

    sat/surf mask tiles

    size  512 x 512

    over 16

    -----

    text layer 24 x24

     

    p.s. Is there any way to paint the terrain with the mask textures while you can see the terrain? I mean doing the mask thing is like guess work. You have no way to pinpoint exact spots. My map has severe rubble everywhere and painting the ground is going to be the key to making this work. Seeing where I am painting is key.

    thanks


  5. Hey, I want to add the wrecks from the previous armas (like arma 2, OA, and any dlc) to a map I am creating. Which pbo would I find them under? I have seen each vehicle pbo has a wreck model but i'm looking for the editor wrecks that were designed only as wreck objects. Does anyone know which pbo's I need to unpack? I hope I don't have to unpack each vehicle pbo. Thanks


  6. Did you figure it out?

    If not,

    First, this section is for terrain builder and you are posting question about eden editor.  With no info, i'll guess. 

    The mission is saying that it was created while you had a dlc loaded. So the mission was saved either with a DLC asset, which is no longer present. Or it was saved, and recorded all mods that you had opened the game with. Meaning, if you had the jets Dlc, while creating mission, even though you might not be using anything from the DLC, the mission listed the DLC as a part of your set up. I remember a long time ago, probably with arma 2, if you used a jets dlc asset in the mission you created, once you opened the mission in the editor, it listed the jet as a required addon. And if you deleted the jet later, it would not remove the required asset. As long as you opened the mission with an addon, the addon would always be required. you would have to manually remove it from the sqf etc..

    Another thing, it looks like you are making a map and testing it. If that's the case, you must have used a dlc asset in terrain builder. Now the map wont work unless you load the dlc.

     

    But again, the error is in eden editor, and the error is referring to the mission, not the island.

    Your config file is too detailed for me to find a reference to a dlc.

     

    Actually the config is not the right one. The error is in mission. you need the mission config not the island config. Your island obviously loads so it must be working. But apex or other dlc are missing in mission.

    Your config references the required addons... note that you might have an addon requirement that was left off the list. When I made  missions and addons, I noticed that the required addon list did not have to list all for it to still work. If I used something from apex but forgot to include it in the list, It still worked.

     

    I hope some of this helped


  7. First, have you used TB before? Do you know what the controls are? like for movement, etc. They are crappy key bindings. Very diff from game or editor. How did you acquire the terrain, etc?

    And the .paa file? What is it? and what is it's location? I've learned recently, thanks to ROF, that extractpbo from mikero is the best if not only way to easily get the pbo's in the right place. If its an arma pbo, it's likely in the wrong place. Speaking from experience.

     

    Without knowing anything about how you set up and what you are using, it's hard to say.

     

    For me, I used L3dt. I create my terrain from there. then import it to tb. I have modified many aspects of the terrain and have made many adjustments to the 3 layers you speak of.

    TB might be the worst way to edit that. You would have to change the sizes in the mapframes, then adjust terrain by hand. a lot of work. If you have an xyz for your heightmap, you could load it into  L3dt. Then from there you can play around with what you want. You should be able to add more terrain without wiping out your original. Im not sure at the moment, but there should be settings that allow you to add more terrain without stretching your existing one. You would have to shape the terrain yourself but it's really easy and you could follow the contours from your existing one........I just thought of a problem with what you want. if you add "random" terrain it would be random, duh, but that means you might have a smooth hill but then, where you added, you might get a straight drop, or straight up, or below sea. So you don't want random.

     

    If all that works with what you want, you can import back to TB. Then export the attributes map and the texture(sat) map. They will match your new terrain. And if you want to edit those 2, you can use gimp or photoshop, then put them in tb. I don't think you need a normal map.

     

    Then put them in your project. Instead of deleting the old ones, I put them in a backup folder, then rename my new xyz with the same name. Then instead of deleting and replacing and re entering settings, you cann just select the layer and click "refresh content from source" and rebuild terrain.

    But before that you would follow ROF's instructions. Change the mapframe options to reflect your desired result.

     

     

    You might find this mess I wrote helpful, but as I said without the info I first asked, I can't know exactly.


  8. I am working on a map and was thinking of making it a snow map. I did some retexturing for snow units and I found a major problem with snow maps.

    No snow is the same. I used Namalsk as a reference but when I put the units on another snow map, the units were grayish. Basically no matter what terrain I textured to, the textures were terrible on any other map. Some maps have to have pure white, others more of a gray.

    It seems like some "cheat" on the snow by making the lighting so bright the things glow. Others make it more of a desaturation of color making all things gray.

    So I ask all of you guys. If I make a snow map, Which map would be best or what could I do to make my snow compatible with most snow units out there?

    Thanks for ideas


  9. I was having problems with texutres missing in TB. Maybe I don't understand something about path for models and textures.

    In my P drive I have A3 folder. That has all the folders from opened pbo's from the game. I had added others like jbad and put those in their own folders in the p drive. Everything works.
    Now bi released the Apex stuff. So there are  5 or 6 "structure" pbo/folders.

    I put the folders in the A3 folder.

    "structures_f_exp_infrastructure"

    "structures_f_exp" etc etc......

     

    Textures are not showing up. Just black and white models. I opened the config files so that I can make sure the path I used was correct.

    I couldn't find any path to the rvmat and textures. I opened a few rvmat in notepad to see the path. Here is what I have come up with.

    The folders that models are in is Not the folder it points to. For example,

    This is where the model actually is:

    \A3\Structures_F_Exp_Infrastructure\Airports\Airport_01_controlTower_F.p3d

    but the config says it is here:

    \A3\Structures_F_Exp\Infrastructure\Airports\Airport_01_controlTower_F.p3d

     

    That shows that the model is inside the "Structures_F_Exp" folder.....then inside the "Infastructure" folder. But there is NO Infastructure folder inside the "Structures_F_Exp" folder.

    The models do show up, but without textures.

     

    Am I supposed to merge the different "structure" folders into the "Structures_F_Exp" folder?

    And if so, how do I handle all the config files in all of those folders?

     

    Or maybe am I supposed to move other pbos from Apex over to the A3 folder? Right now I only have rocks, vegetation,  along with all the structure folders.

     

    I have waited for these to become available in order to finish my terrain, so I am desperate for help.

    Also a couple Malden buildings are missing textures. The store, I can only see up close but further away it turns black and white.

    Thank you for any help.


  10. I saw similar topic while searching, but he got his answer so posting this on that thread, it might get overlooked. Plus it's different.

     

    In my mod, all character and weapon changes worked. I used the same method for vehicles but none of them show up with my textures. However, they do have my crew and pilots. Also, I looked at them in the config viewer and they all seem correct. It points to the right skins, but they still show with bi skins. Here is an example of one....

     

     class Cobra_Ifrit_Tan: O_MRAP_02_F
     {
      author="Victim913";
      _generalMacro="Cobra_Ifrit_Tan";
      displayName="Cobra Ifrit Tan";
      scope=2;
      side=0;
      faction="Cobra";
      vehicleClass="Car";
      crew="Cobra_Rifleman";
      typicalCargo[]=
      {
       "Cobra_Rifleman"
      };
      hiddenSelections[]=
      {
       "Camo1",
       "Camo2"
      };
      hiddenSelectionsTextures[]=
      {
       "\Cobra_PMC\Data\IFRIT_Tan_body.paa",
       "\Cobra_PMC\Data\IFRIT_Tan_wheels.paa"
      };
     };

     

     

    Thanks for any help.


  11. Can any buildings or objects be retextured in the same way as vehicles? I have an island that has major damage and I wanted to retexture some of the damaged buildiings and good buildings to look more damaged. Also the arma damaged textures change a lot. Some damage looks more brown, other more gray, etc. They don't look right with all the colors. I need to get them more uniform. Also it would be good to offer more building texture choices.

    Thanks


  12.  

    I don't know a whole lot about coding as far as "what does this do", I usually just get told that I need it. The way it looks, there are things like ;

    class cfgFactionClasses

    class CfgVehicleClasses

    class UniformSlotInfo

    In mine, those go before;

    class CfgVehicles

     

    But for your soldier I have things you don't like:

      _generalMacro="CSAT_Army_A_Rifleman";
      scope=2;
      side=0;
      faction="CSAT_Infantry";
      vehicleClass="CSAT_Infantry_Arid";

     

    those go between author and linked items. I don't think the order matters, and you may have chose not to put those.

    I think you need more infor since you are using the base model of the unit rather than a rifleman or something. Without those things the game will automatically go to the base for the info. So your stuff might be in the game, but it's not where you want it..

     

    I think the real problem is
    class cfgVehicles

    {
     class ContainerSupply;
        class Supply50: ContainerSupply    
        {
            maximumLoad = 50;             
        };

    You have that before you defined the soldier. Also i'm not sure why you have that anyway. If you are trying to change what they can carry, it won't matter. Because the gear you wear has its own carrying capacity. If you want the uniform to hold more, change it in the uniform section under cfgweapons..

                containerClass = Supply50;
                mass = 20;

     

    In your uniform, you have not given it a texture. I believe its the folded up uniform when its not on soldier.

     

    I FOUND your ERROR, :0

                uniformClass = B_Soldier_CA_F;

    It is not quoted.......

                uniformClass =" B_Soldier_CA_F;"

     

     

    And the helmet, here is one of mine. Maybe its in the difference.

     

     class CSAT_ARMY_A_Helmet: H_HelmetIA
     {
      author="Victim9l3";
      _generalMacro="CSAT_ARMY_A_Helmet";
      scope=2;
      weaponPoolAvailable=1;
      displayName="CSAT Army Arid Helmet";
      picture="\A3\characters_F_Beta\Data\UI\icon_H_I_Helmet_canvas_ca.paa";
      model="\A3\Characters_F_Beta\INDEP\headgear_helmet_canvas";
      hiddenSelections[]=
      {
       "camo"
      };
      hiddenSelectionsTextures[]=
      {
       "\CSAT_Infantry\data\ARID\CSAT_ARMY_A_helmet.paa"
      };
     };

     


  13. Objects in terrain builder have scale options. I'm wondering if it has any issues or rules. For example, the huge rocks, the giant ones. Can I have multiple rocks with different scales? Or if I change one, it applies to all? Ive played games before that have crashes because they all had to be the same scale.

    I hope that makes sense.

    Thanks


  14. Using Terrain Builder, I am getting very frustrated with the insane controls. I need three hands and lights on. I have to have one hand on left of keyboard one on the right numbers pad and another on the mouse. I can't have the lights off because I have to constantly look down to see where my limited 2 hands have to keep moving. In the game there are bulldozer controls but nothing that helps with moving around placing objects etc on the terrain.

    Has anything changed in the last few months that will help me so I can have one hand on mouse and one on keyboards, able to feel around with out having to constantly look at my keyboard?

    Thanks


  15. I've looked in the editing section for this info but haven't found my answer. So I'm going straight to the mod. Probably dumb question, but how do I get these buildings into terrain builder? The pbo's come in pairs. For example, There is a structures and a structures_c. I've gotten other mods in terrain builder, so I know basically what to do. But not with cup. I appreciate any help. Thanks


  16. Edit: I did look on steam support forums. I found a couple posts saying the same thing. None had a single reply.

    I was doing final touches on a new mod I finished and now i'm stuck.

     

    I know that this is probably a steam issue but seeing as how their "support" sucks, i'll ask here. I have looked all over steam and can't find a single place to ask a question unless it's a faq.

    I had a pc issue, ended up replacing power supply. Everything is still exactly as it was. I updated on steam. I had Arma 3 dev branch. Now steam shows Arma 3. But shows it's not installed. Every DLC shows as not installed. All of them are though exactly where they are supposed to be.

    I can play game using shortcut on desktop but not from steam. I backed up, then clicked install, but says it can't be installed. When I change it to dev branch (it shows I opted out), it still says opted out when I restart. When I try to add it as a non steam game using correct path to exe, the icon ends up being the icon from one of my game shortcuts from desktop.

     

    I def don't want to accidentally doing something that leads to the game reinstalling. I don't have 18 days to waste redownloading everything....which I can't do anyway.

     

    Like I said prob steam issue, but then again, maybe something about the game changed that I missed the last 2 months. Or maybe someone here had similar problem. And since steam doesn't want anyone contacting them, I have no choice but to ask here.

     

    Oh, btw, arma 3 tools dev branch updated perfectly.

    Thanks


  17. I'm assuming this code is on a larger .cpp and I'm assuming this code is everything you have on this uniform. If I read this right, the whole thing is incorrect.

    First under you class cfgweapons, your new classname is missing an "o". You have Cverals instead of coveralls.

     

    I'll save the top of your code for last.

    Understand that your code under cfgweapons refers only to the uniform and the texture for how it looks on the ground, I think.

    The "model" line refers to the suitpack not the solier. You have the soliier. Your model line should say,

    "\A3\Characters_F\Common\Suitpacks\suitpack_civilian_F.p3d"

     

    Now the section you left off is where you tell the game which soldier has the uniform. So after your,

     hiddenSelectionsTextures you need............

    Actually to save time this is what it should look like

    (btw, I'm assuming your paths are correct)

    ****Oh, and since I don't know that classname of your unit, I will use "YOUR_PILOT".

     

     class Mul_Pilot_Coveralls: U_B_PilotCoveralls
     {
      author="Bohemia Interactive & C. Coleman";
      scope=2;
      displayName="Pilot Coveralls Multicam";
      picture="\A3\characters_f\data\ui\icon_U_B_PilotCoveralls_ca.paa";
      model="\A3\Characters_F\Common\Suitpacks\suitpack_civilian_F.p3d";
      hiddenSelections[]=
      {
       "camo"
      };
      hiddenSelectionsTextures[]=
      {
       "Custom_Pilot_Coveralls\Data\Pilot_Multicam.paa"
      };
      class ItemInfo: UniformItem
      {
       uniformModel="-";
       uniformClass="YOUR_PILOT";
       containerClass="Supply60";
       mass=80;
      };
     };

    Now you go up to your
    "class CfgVehicles"
    find your unit

     class YOUR_PILOT: B_Pilot_F
     {
      author="Victim9l3";
      _generalMacro="YOUR_PILOT";
      scope=2;
      side=0;
      faction="YOUR_FACTION";
      vehicleClass="YOUR_VEHICLE_CLASS";
      displayName="YOUR PILOT";
      model="\A3\Characters_F\Common\coveralls.p3d";
      uniformClass="Mul_Pilot_Coveralls";***********************THIS IS YOUR UNIFORM UNDER  class cfgWeapons
      linkedItems[]=
      {
       "CSAT_ARMY_A_PlateCarrierIA2",
       "ETC"........
      };
      respawnLinkedItems[]=
      {
       "CSAT_ARMY_A_PlateCarrierIA2",
       "ETC"........
      };
      weapons[]=
      {
       "arifle_Katiba_ACO_F",
       "Throw",
       "Put"
      };
      respawnWeapons[]=
      {
       "arifle_Katiba_ACO_F",
       "Throw",
       "Put"
      };
      magazines[]=
      {
       "30Rnd_65x39_caseless_green",
       "30Rnd_65x39_caseless_green",
       "30Rnd_65x39_caseless_green",
       "ETC"........
      };
      respawnMagazines[]=
      {
       "30Rnd_65x39_caseless_green",
       "30Rnd_65x39_caseless_green",
       "30Rnd_65x39_caseless_green",
       "ETC"........
      };
      hiddenSelectionsTextures[]=**********HERE IS YOUR UNIFORM TEXTURE BELOW
      {
       "\CSAT_Infantry\data\Arid\CSAT_ARMY_ARID_UNIFORM.paa"
      };
     };

     

     

    Think of it as a dog chasing its tail. the uniform tells you which soldier wears the uniform, the soldier tells you what class to find the uniform info. You only need one reference of the uniform. The uniform only needs one reference to the soldier model to basically know what it should look like. Might be wrong but it helps me remember the code. The codes should work as long as everything else is.

     

     

    And the stuff you have on top.

    class CfgPatches

    {
         class Mul_Pilot_Coveralls************your mod name

         {
             units[] = {*********YOUR_PILOT_CLASSNAME  HERE**** };
             weapons[] = {};****************THIS IS ALWAYS BLANK
             requiredVersion = 0.1;
             requiredAddons[] = {"A3_Data_F","A3_Weapons_F"};

     };
    };
    class cfgFactionClasses
    {...........ETC, ETC,ETC,...........

     

     

     

    I hope it helped,


  18. First thing, my California spelling abilities are hard at work. I meant "versus" not "verses".

    One thing I hate is the AI inability to walk near rocks or platforms. On Tanoa, in the big cities there are a few terraces that AI wont walk on. I can think of one example. In the main city, there are 2 big office buildings that we had on Altis. the ground wasn't flat. So there is a huge terrace under it to make it be on a flat surface. If im not mistaken, I think the bricks on the wall are black. Anyway to get in the building, the door way is on the terrace side. AI won't go in the building because they can't walk on the terrace.

     

    But my main concern is similar. There are a whole bunch of caves on Tanoa and a lot of excellent viewing areas where rocks line the sides of the incline of the mountain. AI won't walk on or over or under rocks unless there is a path. Im wondering if putting a path on the island gets ai to ignore the rocks.

    One area, there are Huge rocks on both sides, but ground in between. The Ai won't walk on the ground because parts of the rocks are underground, so they stop.

    Yet another section has rocks even closer together. Rather than 30 feet apart, the distance is only 10, but AI walk on the one where the rocks are closer, but not the one without the trail.

     

    So will placing pathways or trails get AI to ignore the rock limitation? Because those rock formations make for some great cqc. I would love for the island I am making, to have rock formations that AI will be able to use.

     

    Thanks


  19. Do a search for Atlas tutorial and L3DT fantasy island tutorial. They have your answer.

    But basically, while in L3dt right click on the tab for heightmap, then export as .xyz or .asc.

    Same process for attributes tab, export that as bmp

    Then export texture map as bmp

     

    In terrain builder after a bunch of stuff, go to file, import terrain andselect your heightmap

    then import suface mask, which is the attributes

    then import satellite image


  20. I have seen a lot of threads about roads. The more I look, the more confusing it gets. I have seen a couple tutorials, but every one of them has you download their road setup and don't explain that part of it.

    I can draw my lines etc, , it would make sense to click on the line and have a dropdown appear where I can select which road I want. But that would make sense.

    I want to see the different roads to choose from and assign that road to my shape lines. I can create a library just like I did with buildings. I can manually place pieces down to get an idea of what they look like, but each type of road has countless curves and angles in the road. I wouldn't know which template name to use. For example, there are 1692 template names in the roads pbo.

     

    How do I select which roads I want and how to assign those choices to my lines?

     

    Thanks


  21. I have a new question, if anyone checks this. The map I am making is kind of an extension of Proving Grounds map. I have been trying to get the trees from the pmc dlc but I have not had success. One tree is white (no texture) while the branches are fine. I'm sure the branches are using a texture already in the game but not the rest. I really need those trees. A3 trees aren't the right look.

    I noticed that there is no config.bin in the pmc.

    I have used the plants_pmc from the A2 common folder. I also tried the ones from the data packages and tried the ones from AIA. They seem to be all the same. Without a config to check, I checked the rvmat on some of the textures. I have them in a ca folder, then plant_pmc, etc. Just like those rvmats say. However, the rvmats have 2 textures. One points to ca/plants_pmc but the other points to ca/plants_e/... So in the ca folder in the p drive, I also placed the plants_e. I also tried creating a library for the plants_e too but both end up the same.

    Any idea how I can get those couple trees?

     

    Thanks


  22. No easy way I guess. What I've been doing is placing a big object I don't need, left click drag over the big and the small. Then I move the small object by grabbing the big one, then delete the big one. Using another layer will make it easier with that method (thanks drogonsyr). But I still can't get around using only small objects on new layer because even If I drag select it, I still have to left click in order to move it.

    Thanks

     

    If I use map builder, will it allow me to place it the same as tb? I ask because I want to make sure AI will acknowledge everything. Compositions and templates usually don't get Ai to use it properly.

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