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RoF

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  1. Glad you got it working! The official arma discord is a bit more active btw
  2. ah ok, so a few issues. 10 is a really low res cell size, smaller would give your terrain more detail. See here for map frame info https://github.com/pennyworth12345/A3_MMSI/wiki/Mapframe-Information I'd go for 1024 grid and 5 cell, then you can change terrain height every 5m instead of 10m! You could do 2048 grid and 2.5 cell, but L3DT isn't a fan of decimal points lol. Also the lower the cell the more hit to fps, it's recommended to not go under 2 cell! See here for settings the dev's used on official maps https://pmc.editing.wiki/doku.php?id=arma3:terrain:grid-cell-size Sat and Mask should be same size as your "terrain size" not "grid size". So 5120 x 5120 in your case. It should also be that size outside of Terrain Builder as well, otherwise TB will resize it and add extra colours to mask! The mask must always have hard edges (pencil tool and not soft edge brush). This image shows an example but it's for L3DT to TB, but shows you basic setup Next up is "Texture Layer" this MUST be as close to 40 x 40 as you can get it, otherwise a lot of stuff breaks including objects and A.I. Don't get this setting wrong!
  3. Pretty sure all A3 ground texture use this since visual update years ago ambient[] = {1,1,1,1}; diffuse[] = {1,1,1,1}; forcedDiffuse[] = {0,0,0,0}; specular[] = {0.0,0.0,0.0,0}; specularPower = 1; emmisive[] = {0,0,0,0}; PixelShaderID = "NormalMapDiffuse"; VertexShaderID = "NormalMapDiffuseAlpha"; class Stage1 { texture = "a3\map_data\gdt_concrete_nopx.paa"; uvSource = "tex"; class uvTransform { aside[] = {5,0,0}; up[] = {0,5,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; class Stage2 { texture = "a3\map_data\gdt_concrete_co.paa"; uvSource = "tex"; class uvTransform { aside[] = {5,0,0}; up[] = {0,5,0}; dir[] = {0,0,0}; pos[] = {0,0,0}; }; }; What's your full map frame settings? cell size etc
  4. Don't export using 4 materials, use 5 if you have normal map. Use 6 if you don't have normal
  5. The texture line isn't used in A3, so you can just put texture = "";
  6. Download QGIS (its free) then install the plugin from here https://gitlab.com/Adanteh/qgis-game-terrains/-/wikis/home There is video on that site that shows basics of how to use it Also you should use the Arma Discord, it's a bit more active lol
  7. You use the magnet on the toolbar, then drag an end point of a road to the road you want to join. Also you don't need to do right click > join unless you just want it to be a single line you can select in TB. Just using the magnet is a enough for the road to appear joined in game
  8. Can you post path you used to roads in userscripts? Also is roads.shp in your roads folder? If you have polygons on same layer, TB will rename it to roads_polylines. It's a good idea to export roads using "selection of layers" then tick your road layers, that way you won't export forest shapes etc
  9. Heightmap and sat is easy to get with qgis plugin https://gitlab.com/Adanteh/qgis-game-terrains/-/wikis/home Also I think BI recommend you use 2m cell in reforger, as some of the buildings have basements. So it would be hard to hide holes in the terrain with higher size, as the buildings were made with 2m in mind. Reforger has a size limit compared to A3, which is about 31km... I "think". I gave up on Reforger awhile ago, so maybe some of the info has changed since then (doubt it knowing BI)
  10. RoF

    Buldozer Error

    Make sure you setup the P drive with mikero's arma3p and not arma tools! Also load TB via it's exe file and not by using arma tools launcher Basically you run arma tools once, so it sets up the registry and knows you agreed to license. Then don't use it again (unless there is an update then do same steps), then just load the programs via their .exe files
  11. In case people find this post via google. Error was due to him having extra mapframe, just use one!
  12. The tools are broken, so its a must to use mikero tools. You will need them for packing your map as well, since addon builder is rubbish. Go here https://mikero.bytex.digital/Downloads and download "Mikero_AiO_Installer_Beta_v1.2.1.35.exe". That's the All in One installer for his tools. After installing run arma3p. It will ask what drive to extract to, press P for the P drive. Then it will ask if you want dubbing, press N. Then wait for it to finish extracting, it can take awhile if your pc is old. Now try your map again and see if its working. Lets rule out bad P drive first, then work out what else might be wrong. You have done some small mistakes, but they shouldn't be breaking sat and mask
  13. Did you use arma tools or mikero arma3p to extract data to P drive? Yes it's normal for TB colours to not match your mask, it changes them and knows what it's doing. Don't Panic!
  14. Do you have them in the correct folder? Are they named correct? By defualt windows hides file extensions, so newbies tend to end up with config.cpp.txt. But windows hides the .txt so they think they have it correct. Make sure the files are in the folder you have selected and not "source" etc
  15. RoF

    Buldozer not loaded properly

    Sounds like you just changed buldozer path and didnt setup P drive correct. Follow a proper guide like these https://armadocs.gitlab.io/terrain/01starting/mikero/ https://pmc.editing.wiki/doku.php?id=arma3:tools:setup-p-drive
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