Jump to content

RoF

Member
  • Content Count

    1143
  • Joined

  • Last visited

  • Medals

Everything posted by RoF

  1. RoF

    Roadshape texture

    _nomp is not used by Arma, just leave it blank TB will add the correct name itself
  2. RoF

    Roadshape texture

    Also what is this wlk_lokino\data\layers\N_039_003_nomp.paa _nomp ??? https://community.bistudio.com/wiki/ArmA:_Texture_Naming_Rules
  3. RoF

    Roadshape texture

    Yeah pbo has to be under 2gb. saved\wlk_lokino_001.v4d etc You need to save you project into the source folder, source folder doesn't get packed into the pbo. So any files you don't want in the pbo move them out of there or into source. For your TB project just do "save as" and save it in source or some other folder on your pc. I use P:\source_files\map_name, you only need the .wrp and textures etc in the map folder
  4. RoF

    Roadshape texture

    Did you export a fresh .wrp? Make sure you are using latest mikero tools https://mikero.bytex.digital/Downloads The version before had a nasty error with certain hightmaps. If you are using latest version, try hiding all object layers in TB, then export a fresh wrp so there is 0 objects used. Pack the terrain, if it works, then its a object causing the issue
  5. RoF

    Roadshape texture

    You might want to ask on the Arma Discord, way more people on there to help
  6. RoF

    Terrain Builder crash when saving

    This is most up to date guide https://pmc.editing.wiki/doku.php?id=arma3:terrain:ultimate-terrain-tutorial Also lots of help on official Arma 3 Discord
  7. RoF

    Roadshape texture

    hmm try using a A3 road rvmat in P:\a3\roads_f\Roads\data maybe your normal is too strong or something
  8. RoF

    Terrain Builder crash when saving

    .sqs is old out of date file and not used anymore Download mikero's tools, you will need Arma3P DeOgg DePbo DeRap ExtractPbo MakePbo pboProject Rapify https://mikero.bytex.digital/Downloads Run mikero's arma3p, when you run it. Press P when it asks what drive to extract to. Press N for full extraction. That will also extract the better script for displaying roads etc I hope you are using mikero's pboproject for packing your terrain?
  9. RoF

    Terrain Builder crash when saving

    Did you setup your P drive with arma tools or mikero's arma3p? Arma tools doesn't do it correct
  10. RoF

    Terrain Builder crash when saving

    Crashing on saving is normally a template library issue. You sure you haven't done anything to them? Add new one's, edited the files....
  11. RoF

    Roadshape texture

    yep, the indented one is the one TB \ buldozer uses. That's why I said to export terrain first. Once you hit rebuild terrain, you can even delete the imported one as it isn't used by TB / buldozer at all
  12. RoF

    Roadshape texture

    Woah there! 😄 32 cell!! eek Ok got a number of things going on here, that way too high a cell size, also texture layer needs to be min 4 x cell size. But its best to keep it as close to 40 x 40 as you can get it. Which you did but... your cell size is way too high, you would have had all sorts of issues with AI walking through buildings. So you need to clear your "layers" folder of all files, I also strongly recommend you delete mapName.grid.000.v4w. As that gets corrupted easy when changing samplers. (don't worry it gets remade when you export layers) Step by step: 1. In TB do file > export > terrain (use .asc). This will export any changes you have done with buldozer. 2. Delete any old imported heightmap from rasters in TB. 3. Import your terrain that you exported in step 1. 4. In map Samplers change it to this Grid 4096 Cell 4 Leave your other settings you had them correct, make sure texture layer is as close to 40 x 40 as you can get it 5. On Processing tab click "rebuild terrain", this will changed your terrain to new correct settings. 6. Export your surfaces and mask with 6 materials, or 5 if you use a normal map. Don't use 4 as it's broke. 7 Done! roads should show better now, and you can now edit your terrain every 4m, instead of 32m!!!
  13. RoF

    Roadshape texture

    Oh just had a thought, can you post your map sampler settings. Cell size etc Also how many surfaces do you export surface mask with?
  14. That's what happens with certain cell sizes. Have a look here under "Stretching at edge tiles", through you should read it all to understand map settings better https://github.com/pennyworth12345/A3_MMSI/wiki/Mapframe-Information
  15. RoF

    Roadshape texture

    You have a decal somewhere near it, A3 puddle decal is known for doing this. Delete it and road will fix itself
  16. RoF

    Water reflection bug

    You can lessen some of the effects, by never rotating a pond object. An each pond object must be its own .p3d, don't reuse the same one without renaming it. ^ just some info for people coming across it using google etc
  17. RoF

    Water reflection bug

    Everyone gets the dodgy pond's, nothing you can do about it
  18. RoF

    Water reflection bug

    Any water above 0m is pond objects, which are well known for being broke. They did get patched up a couple of years ago, before they use to look like you was LSD lol But yeah ponds objects are broke (ish) and most likely always will be.
  19. do area random in tp, select your shapefile exported from TB and put objects names in. Run the task and import .lbt file into TB Its pretty simple
  20. Pretty sure dayz has TP, if not use the Arma one. Also objects are not 100% the same between A3 > DZ, so making it for DZ in Arma isn't going to work without a lot of fixing afterwards. DZ also uses the old Arma 2 way of doing roads, that's the number 1 reason I never bothered with DZ. I'm not going to waste my life doing that lol
  21. Like m1lkm8n said use Terrain Processor, it will give you a far better result imo
  22. Use file > export terrain. That will export any edits you have done in Buldozer to a new .asc file You should really think about changing cell size, at the moment you can edit the terrain every 15m, using 7.5 or whatever you want you use would let you edit the terrain every 7m. Look here to see what sizes BI used https://pmc.editing.wiki/doku.php?id=arma3:terrain:grid-cell-size Also if you don't change your sat and mask, it's going to be really low resolution at 15m/px, everyone uses 1m/px
  23. Yeah you doing that wrong lol. Texture layer should always be as close to 40 x 40 as you can get it, otherwise it breaks A.I. etc Make sure you keep the same setting's between L3DT and Arma Also keep your cell size low if you can, 15 cell will look really bad! L3DT doesn't let you do 7.5 like Altis. Since you want a 30km terrain, I'd go for 8 cell so you can see the sat and mask in L3DT, it will make the map 2km bigger, BUT you won't have to resize any images L3DT makes to try and fit it into a 7.5 cell map Make sure you have you sat and mask the same size as the Terrain Size like in the picture above. If you using L3DT free version, get the pro version trial as that lasts 90 days and is meant to be going freeware one day soon
  24. Can you post your map samplers from TB? The screen with cell size etc Also are you using Arma 3 objects or mods as well?
  25. The blunt A3 rocks are broke, they are the brown ones... small rocks with_LC in the name can cause issues if rotated at strange angles
×