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bounceFM

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Posts posted by bounceFM


  1. 25 minutes ago, richie said:

     

    My guess is you're using .png ? the slowest of all format imports, it'll work but it'll take several hours.

    Try the same image as .bmp, you'll see it imports in seconds, it'll do as you work on the project, you can always go back to .png before release.

     

    Ah, that's great info. Many thanks!


  2. New question!

     

    So I have upped the quality in my satellite image. Before this my sat was 9 MB. Now it is 470 MB. I have tried several times importing it into TB but 1) it takes several hours 2) it freezes or just doesn't import. Of course, the issue is probably the size.

     

    So my question is this: what do you guys do when importing sat img's to TB? Split it up into 1-4 pieces? Reduce the quality/file size?


  3. 2 hours ago, Berntsen said:

     

    Sorry to hijack the thread here, but are you perhaps one of the devs of Kobbsvatn?

     

    No, I am not. The map I'm making is from Mistfjorden / Sjunkhatten National Park. I haven't posted anything about my project here since it's my first time with terrains.

     

    Kobbsvatn looks absolutely incredible. That tunnel! Crazy. So thank you for bringing it to my attention!

     

    // sorry for off topic.

    • Like 1

  4. 1 hour ago, RoF said:

    in your config.cpp make sure "newRoadsShape" points to your roads.shp file

    That might be it. But I suspect I have placed "newRoadsShape" wrong in the config. Where should it be placed? This is what my config looks like without the "newRoadsShape".

     

    Spoiler

    #define _ARMA_

    //Class config.bin{
    class CfgPatches
    {
     class rnj_mistfjord
     {
      units[] = {"rnj_mistfjord"};
      weapons[] = {};
      requiredVersion = 1.0;
      requiredaddons[]={"A3_Map_Stratis"};
      version = "25/01/2015";
      fileName = "rnj_mistfjord.pbo";
      author = "your_username";
     };
    };
    class CfgWorlds
    {
     class CAWorld;
     class Stratis: CAWorld
     {
      class Grid;
      class DefaultClutter;
     };
     class rnj_mistfjord: Stratis
     {
      cutscenes[] = {};
      author = "your_username";
      description = "mistfjord";
      worldName = "rnj\rnj_mistfjord\rnj_mistfjord.wrp";
      startTime = "11:00";
      startDate = "05/03/2001";
      startWeather = 0.2;
      startFog = 0.0;
      forecastWeather = 0.6;
      forecastFog = 0.0;
      centerPosition[] = {1024,1024,500};
      seagullPos[] = {1024,1024,500};
      longitude = 65;
      latitude = -34;
      elevationOffset = 5;
      envTexture = "A3\Data_f\env_land_ca.tga";
      minTreesInForestSquare = 2;
      minRocksInRockSquare = 2;
      ilsPosition[] = {1024,1024};
      ilsDirection[] = {0.5075,0.08,-0.8616};
      ilsTaxiIn[] = {};
      ilsTaxiOff[] = {};
      drawTaxiway = 0;
     class SecondaryAirports {};
    class Sea
      {
       seaTexture = "a3\data_f\seatexture_co.paa";
       seaMaterial = "#water";
       shoreMaterial = "#shore";
       shoreFoamMaterial = "#shorefoam";
       shoreWetMaterial = "#shorewet";
       WaterMapScale = 20;
       WaterGrid = 50;
       MaxTide = 0;
       MaxWave = 0;
       SeaWaveXScale = "2.0/50";
       SeaWaveZScale = "1.0/50";
       SeaWaveHScale = 2.0;
       SeaWaveXDuration = 5000;
       SeaWaveZDuration = 10000;
      };
      class Grid: Grid
      {
       offsetX = 0;
       offsetY = 5120;
       class Zoom1
       {
        zoomMax = 0.15;
        format = "XY";
        formatX = "000";
        formatY = "000";
        stepX = 100;
        stepY = -100;
       };
       class Zoom2
       {
        zoomMax = 0.85;
        format = "XY";
        formatX = "00";
        formatY = "00";
        stepX = 1000;
        stepY = -1000;
       };
       class Zoom3
       {
        zoomMax = 1e+030.0;
        format = "XY";
        formatX = "0";
        formatY = "0";
        stepX = 10000;
        stepY = -10000;
       };
      };
    #include "cfgClutter.hpp"
            class Names
            {
                #include "rnj_mistfjord.hpp"
            };
     };
    };
    class CfgWorldList
    {
     class rnj_mistfjord{};
    };
    class CfgMissions
    {
     class Cutscenes
     {
     
     };
    };


    //SURFACES
    #include "cfgSurfaces.hpp"

     

    And thanks for the fast reply!

     

    EDIT: I figured it out


  5. Thank you, It worked for me when I did one change. Instead of exporting as a document I had to export as 'current layer'. Otherwise it was a no-go.

     

    Anyways, I still have a problem. My roads show up fine in Buldozer. But after I export .wrp and crunch the .pbo and try the map out in-game, it doesn't show any roads. Only loads of random dirt roads placed wherever (under the sea, into the forest etc). This was a problem even before I started placing roads on my map.

     

    Actually, while typing this, do you guys think it have something to do with the already placed roads in the Atlas guide default/test map? If that sentence was understandable...


  6. Roads. I am having a little problem here. In every guide (for roads) I've tried to follow have like five different road types (gravel, dirt, bike, city, highway etc). But when I make a polyline in TB, and all the other steps as in the guides, it always becomes gravel (or maybe it's dirt) road. Am I missing something? Because I can't find anywhere how to change the road type. In RoadsLib.cfg it says:

     

    Spoiler

    // 1 = Country road

    // 2 = City road

    // 3 = Gravel road

    // 4 = Bike road

    // 5 = Path

    class RoadTypesLibrary

    {

    class Road0001

    {

    width = 10;

    mainStrTex = "a3\roads_f\roads_ae\data\surf_roadtarmac_main_road_ca.paa"; // lowercase!

    mainTerTex = "a3\roads_f\roads_ae\data\surf_roadtarmac_main_road_end_ca.paa";

    mainMat = "a3\roads_f\roads_ae\data\surf_roadtarmac_main_road.rvmat";

    map = "road";

    order=1;

    };

    class Road0002

    {

    width = 8;

    mainStrTex = "a3\roads_f\roads_ae\data\surf_roadtarmac_main_road_ca.paa"; // lowercase!

    mainTerTex = "a3\roads_f\roads_ae\data\surf_roadtarmac_main_road_end_ca.paa";

    mainMat = "a3\roads_f\roads_ae\data\surf_roadtarmac_main_road.rvmat";

    map = "road";

    AIpathOffset = 2.5;

    order=2;

     

    etc etc

     

    But how can I manually change from country road to city road?

     

    Is there something I need to change, maybe the layer name in shapes (layers manager) or the number in database properties?

     

    Thanks for any help.


  7. Hey again guys. I'm still working on my terrain and I have now finally managed to match the satellite images to the terrain almost perfectly. Now I'm gonna start placing stuff. What do you recommend using? Xcam, map builder, buldozer/tb (I can't figure how to place things using buldozer?).

     

    Also, I've been looking for 'how-to's' about making ponds, lakes and rivers. I see m1lkm8n have lot's of cool stuff on his YouTube page about it. I'm thinking I will download DBO Ponds from Armaholic and try those out. Any other suggestions?

     

    I can post some pictures of the terrain if anyone is interested.


  8. Amazingly, It worked. I re-did my config file and tried crunching it again, got two errors about missing files during the packing (pboproject), fixed those, tried again, and it worked. I have now tried loading it into Arma and Editor. Works great.

     

    Now I'm gonna work on the height map and fix those black spots and get a better mask+sat photo.

     

    The help I have recieved has been absolutely fantastic, without doubt I could never have done it without you guys. Thank you so, so much! But I fear I will return soon when something else is bothering me and my .wrp ;-)

     

    EDIT: Actually, how do I go on with fixing my .asc height map? As you can see (picture) there are a few black spots.


  9. 4 minutes ago, Cosmo_D41 said:

    Best thing would be to read those logs, pboprojects points you to. Usually the last line indicates the error.

     

    In your case this will be either of the two "rnj_XYZ_packing.log" data in your temp folder (depending on which map you tried to pack) where pboprojects links you to.

     

    Thanks!

     

    Sadly, my -packing.log document doesn't say much. Just this: picture

     

    Again, I appreciate all the help I have gotten so far. Maybe it's easier if someone makes the .pbo for me?:P I'm gonna try and work it out today and in the weekend. Can't wait to start placing objects and making missions.


  10. I cleared the temp folder and tried to re pack, didnt work. So now I have done it all from scratch, still not working (packing it). But now I can at least see the 'view outputs' file and it is as follows:

     

    "MakePbo.exe "-PgF" "-X=thumbs.db,*.txt,*.h,*.dep,*.cpp,*.bak,*.png,*.log,*.pew, *.hpp" "tag\tag_mymapnam" "D:\Program Files (x86)\Steam\steamapps\steamapps\common\Arma 3\@mymapname\Addons"" 

     

    This is what pboproject said:

     

    "scanning for jobs to do....
    Processing tag\tag_mymapname
    file error: tag\tag_mymapname\tag_mymapname.wrp
    MakePbo x64UnicodeVersion 1.92, Dll 5.66 "tag_mymapname"

    faulty/unknown wrp or p3d format

    makepbo failed
    tag_mymapname.pbo not produced due to error(s)
    Job(s) completed in 0secs on Thu Mar 23 17:24:54 2017"


  11. Just now, Leegards said:

    your welcome

    Also whats the actual error in the notepad?

    If I remember correctly it just says "*.psd,*.psb,*.bat,*.rar,*.7z,thumbs.db,*.txt,*.h,*.dep,*.cpp,*.bak,*.tga,*.png,*.log,*.pew,*.hpp,source"

    or something like that, but I'm not 100% sure. I can send screen shot if it happens when I try to pack.


  12. 10 minutes ago, Leegards said:

    From what i can see is that your using a old Pbo Project your is version 1.72 the latest if im not correct is 1.94 so the p3ds you have placed don't work on older versions anymore etc if you placed a p3d version 73 the pbo project wouldn't be able to reconigse that p3d hence faulty p3d and fail to produce the map, check the view output and that will tell ya where the error is 

    Thank you, I will try the newest version.

    Oh, and when I check 'view output(s)' I just get redirected to a folder, sometimes a notepad document with nothing constructive in it.


  13. On 22.3.2017 at 7:53 AM, RoF said:

     

    When you make the square in GM, you need to make sure there is height map in all of it. If there isn't, then go download a bigger selection from OpenTypo. Also don't forget to change projection to UTM in GM

     

    It worked, my terrain looks great in Buldozer now. After this I export it as a .wrp, but I can't seem to pack it using pboproject. It simply doesn't go. When I hit 'crunch' it instantly comes up with this message: picture

     

    "scanning for jobs to do....

    processing tag\tag_mymapname

    file error: tag\tag_mymapname\tag_mymapname.wrp

    makepbo x64unicodeversion 1.92, Dll 5.66 "tag_mymapname"

     

    faulty/unknown wrp or p3d format

     

    makepbo failed

    tag_mymapname.pbo not produced due to error(s)

    job(s) completed in 1secs on blablabla"


  14. 3 hours ago, RoF said:

     

    When you make the square in GM, you need to make sure there is height map in all of it. If there isn't, then go download a bigger selection from OpenTypo. Also don't forget to change projection to UTM in GM

    I will try that, great.

     

    Thank you so much for taking time answering my silly questions.

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