RoF
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Everything posted by RoF
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Problems with binarising my Terrain, layers.cfg Problem
RoF replied to Sh0rty's topic in ARMA 3 - TERRAIN - (BUILDER)
If you tried my way then it won't check layers.cfg as its not in the folder...- 9 replies
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- terrain
- terrainbuilder
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Problems with binarising my Terrain, layers.cfg Problem
RoF replied to Sh0rty's topic in ARMA 3 - TERRAIN - (BUILDER)
This might explain it better if you dont get what I mean https://armadocs.gitlab.io/terrain/03project/1folder/- 9 replies
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- terrain
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Problems with binarising my Terrain, layers.cfg Problem
RoF replied to Sh0rty's topic in ARMA 3 - TERRAIN - (BUILDER)
Run pboproject with noisy option. Also its best not to save your source folder in the map folder, pboproject cant delete it then by mistake. Also stops it checking your layers.cfg which is pointless Make a new folder somewhere, and in TB > file > save as and save it there instead. Then move your layers.cfg to the new folder and change map frame to use that file instead of the old one. Then delete your old source folder and stop worrying about pboproject checking layers.cfg / deleteing your map- 9 replies
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- terrain
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Launch programs via their .exe files, its best to avoid the tools launcher as it causes issues
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Trouble with Layer generation - Unable to load the file layers.cfg
RoF replied to cup's topic in ARMA 3 - TERRAIN - (BUILDER)
Yeah that's you issue, don't use arma tools to do it. Setup the P drive the correct way https://pmc.editing.wiki/doku.php?id=arma3:tools:setup-p-drive -
Trouble with Layer generation - Unable to load the file layers.cfg
RoF replied to cup's topic in ARMA 3 - TERRAIN - (BUILDER)
What did you setup the P drive with, arma tools or mikero's arma3p? How do you mount the P drive, arma tools or a bat file? You sure your have layers.cfg correct? -
Use Mikero's arma3p to setup your P drive, not arma tools
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Adding pre-existing lakes to a terrain
RoF replied to Cresta's topic in ARMA 3 - TERRAIN - (BUILDER)
Water has to be at 0m, so either lower your terrain so the lake is at 0m. But that might flood areas outside the lake if its below the lake. The other option is making pond objects, each pond segment has to under 40 x 40m in size -
Terrain Builder Crashes While Loading/Saving
RoF replied to rileyrazor's topic in ARMA 3 - TERRAIN - (BUILDER)
You sure you fixed all the dup files? The proper way is to import each .tml file from your old projects TemplateLibs folder, to a new project and save after each one until it crashes. Once you find the dup file, you go through each object in that file comparing it to the other already imported files. imo if you don't have custom template files, its easier to just make fresh one's. Also check your projects TemplateLibs folder for left over files, that can mess with a project. Like i said, sometimes its easier to delete the folder and make total new one and not use downloaded files. For TB not loading try deleting you project's Dialogs_new.vdat and also delete the TemplateLibs folder. Then "if" it does load, it will complain about missing objects! Then follow these steps so you don't wipe the objects -
Careful with cell size of 2, it can eat a lot of fps once you start adding objects. I always think 4+ is the sweet spot
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It will change the terrain spacing to 4m instead of 1m. 1m has issues in arma, using 8k grid which is broke and buggy with 1m cell is just asking for trouble. You can see the sizes BI used here https://pmc.editing.wiki/doku.php?id=arma3:terrain:grid-cell-size
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Also use 40 x 40 for texture layer or as close as you can get it. Try using 2048 grid and 4 cell size.
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How do i turn off rotation reset?
RoF replied to supremeleaderpies's topic in ARMA 3 - TERRAIN - (BUILDER)
This for terrain making or missions? If terrain making, use plopper instead of Eden https://steamcommunity.com/sharedfiles/filedetails/?id=1687651646 -
Use a .bat file https://armadocs.gitlab.io/terrain/01starting/pdrive/mounting/
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Just load stuff via it's exe, the tools launcher cases issues if its running
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What's a good listing for a map's Layer.cfg and .rvmats?
RoF replied to Zanzetkuken's topic in ARMA 3 - TERRAIN - (BUILDER)
You can convert the images to .png https://pmc.editing.wiki/doku.php?id=arma3:batch-file-examples#paa_to_tga_png I've honestly never really found it much of an issue to find the texture that's needed -
Arma Toolbox for Blender - Arma 2/3 exporter script
RoF replied to Alwarren's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Open it in object builder and you will see its the same. Just turn off the layers you don't want to see -
In clutter change swLighting = 0; to 1 or 0 depending on what you have
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Arma Toolbox for Blender - Arma 2/3 exporter script
RoF replied to Alwarren's topic in ARMA 3 - COMMUNITY MADE UTILITIES
@Alwarren I think I have sorted it! I had 3 vertex groups setup I was using for easy selection of stuff, I removed all 3 and it exports fine now. Strange how it exported fine with them before lol -
Arma Toolbox for Blender - Arma 2/3 exporter script
RoF replied to Alwarren's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Basically was trying to export a house to check it in game as I added a 2nd multi material, I've done it a few times already without any issues. Once you export it bugs out with this. I just tested it with 2.83 and it does the same error, also removed 2 material and got same thing. Had it a couple of times before, but reloading Blender seemed to fix it *edit* It just has the 1 LOD at the moment, nothing else to export but that -
Arma Toolbox for Blender - Arma 2/3 exporter script
RoF replied to Alwarren's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Had this error a few times, but never known what causes it or what fixed it. ubyte format requires 0 <= number <= 255 Any help would be appreciated -
Ground textures don't work like that
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Ground textures use nopx and not nohq / smdi 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}; }; }; See here for more info https://community.bistudio.com/wiki/Arma_3_Parallax_Map
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What's a good listing for a map's Layer.cfg and .rvmats?
RoF replied to Zanzetkuken's topic in ARMA 3 - TERRAIN - (BUILDER)
You set it up for each map, no point adding textures you don't use and making the .pbo bigger -
What's a good listing for a map's Layer.cfg and .rvmats?
RoF replied to Zanzetkuken's topic in ARMA 3 - TERRAIN - (BUILDER)
It's just what textures you use, so something like this class Layers { class yourtag_yourproject_dirt { texture = ""; material = "yourtag\yourtag_yourproject\data\yourtag_yourproject_dirt.rvmat"; }; class yourtag_yourproject_dry_grass { texture = ""; material = "yourtag\yourtag_yourproject\data\yourtag_yourproject_dry_grass.rvmat"; }; class yourtag_yourproject_forest_pine { texture = ""; material = "yourtag\yourtag_yourproject\data\yourtag_yourproject_forest_pine.rvmat"; }; }; class Legend { picture="yourtag\yourtag_yourproject\source\mapLegend.png"; class Colors { yourtag_yourproject_dirt[]={{255,0,0}}; yourtag_yourproject_dry_grass[]={{255,255,0}}; yourtag_yourproject_forest_pine[]={{255,0,255}}; }; }; and rvmat's the textures you use ambient[] = {1,1,1,1}; diffuse[] = {1,1,1,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,0}; specular[]={0,0,0,0}; specularPower=1; PixelShaderID="NormalMapDiffuse"; VertexShaderID="NormalMapDiffuseAlpha"; class Stage1 { texture="yourtag\yourtag_yourproject\data\yourtag_yourproject_dirt_nopx.paa"; uvSource="tex"; class uvTransform { aside[]={10,0,0}; up[]={0,10,0}; dir[]={0,0,10}; pos[]={0,0,0}; }; }; class Stage2 { texture="yourtag\yourtag_yourproject\data\yourtag_yourproject_dirt_co.paa"; uvSource="tex"; class uvTransform { aside[]={10,0,0}; up[]={0,10,0}; dir[]={0,0,10}; pos[]={0,0,0}; }; };