Jump to content

RoF

Member
  • Content Count

    1143
  • Joined

  • Last visited

  • Medals

Everything posted by RoF

  1. 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
  2. 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?
  3. RoF

    Buldozer bug

    Use Mikero's arma3p to setup your P drive, not arma tools
  4. 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
  5. 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
  6. RoF

    Mapframe properties

    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
  7. RoF

    Mapframe properties

    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
  8. RoF

    Mapframe properties

    Also use 40 x 40 for texture layer or as close as you can get it. Try using 2048 grid and 4 cell size.
  9. RoF

    How do i turn off rotation reset?

    This for terrain making or missions? If terrain making, use plopper instead of Eden https://steamcommunity.com/sharedfiles/filedetails/?id=1687651646
  10. Use a .bat file https://armadocs.gitlab.io/terrain/01starting/pdrive/mounting/
  11. Just load stuff via it's exe, the tools launcher cases issues if its running
  12. 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
  13. Open it in object builder and you will see its the same. Just turn off the layers you don't want to see
  14. RoF

    Surfaceclutter black

    In clutter change swLighting = 0; to 1 or 0 depending on what you have
  15. @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
  16. 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
  17. 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
  18. RoF

    Terrain Material

    Ground textures don't work like that
  19. RoF

    Terrain Material

    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
  20. You set it up for each map, no point adding textures you don't use and making the .pbo bigger
  21. 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}; }; };
  22. RoF

    pboProject error

    eek, someone didn't follow the guide correct lol Look at the path of the output in this pic All your stuff needs to be on the P drive. Change the output folder to the correct folder, then re exports all layers and a fresh .wrp
  23. RoF

    pboProject error

    View->output logs Click the output and binlog buttons and see what the error is, normally near the end of the file. Also in pboproject settings turn "off" warnings are errors
  24. RoF

    Roadshape texture

    I wouldn't of copied it, all sorts of stuff could go wrong. That's why I said do File > Save As, as its re saves everything correct.
  25. RoF

    Roadshape texture

    What do you mean moved? When you re saved project, TB will have moved them for you to the new location.
×