RoF
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That's really good to hear! Thanks for update
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Looking like it's dead, you can use wayback machine for a bunch of the links https://web.archive.org/web/20240518012402/https://pmc.editing.wiki/doku.php?id=arma3:terrain:ultimate-terrain-tutorial @snakeman will pmc wiki be coming back?
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Terrain Builder - Generate Layers crashes on exporting surfase mask
RoF replied to xm1014's topic in ARMA 3 - TERRAIN - (BUILDER)
The texture line isn't used in A3, so you can just put texture = ""; -
Might want to make it clearer "protrial_16/quokka" is username / password. Some people can be a bit clueless lol
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Terrain textures aren't blending?
RoF replied to RyuukoMatoi's topic in ARMA 3 - TERRAIN - (BUILDER)
Glad you got it working! The official arma discord is a bit more active btw -
Terrain textures aren't blending?
RoF replied to RyuukoMatoi's topic in ARMA 3 - TERRAIN - (BUILDER)
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! -
Terrain textures aren't blending?
RoF replied to RyuukoMatoi's topic in ARMA 3 - TERRAIN - (BUILDER)
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 -
Terrain textures aren't blending?
RoF replied to RyuukoMatoi's topic in ARMA 3 - TERRAIN - (BUILDER)
Don't export using 4 materials, use 5 if you have normal map. Use 6 if you don't have normal -
Terrain Builder - Generate Layers crashes on exporting surfase mask
RoF replied to xm1014's topic in ARMA 3 - TERRAIN - (BUILDER)
The texture line isn't used in A3, so you can just put texture = ""; -
The Atlas: Guide to ArmA 3 Terrain Making
RoF replied to jakerod's topic in ARMA 3 - TERRAIN - (BUILDER)
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 -
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
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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
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[Resource] Grid Cells and Sizes Information
RoF replied to D3F3CT3D's topic in ARMA 3 - TERRAIN - (BUILDER)
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) -
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
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TB not load textures in buldozer before gerate layers
RoF replied to Emilio J Rodriguez's topic in ARMA 3 - TERRAIN - (BUILDER)
In case people find this post via google. Error was due to him having extra mapframe, just use one!