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Sezon.dev

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Posts posted by Sezon.dev


  1. Hello for some time now I have not managed to generate my texture map correctly thanks to my attribute map.

     

    What I do :

     

    External modification to l3dt for the attribute card. (Photoshop)

    Save as .bmp (Color depth 8, 10 colors in the file)

     

     

    Import into my l3dt project

     

    profil-227.png

     

     

    Then calculate> texture map

     

    profil-228.png

     

    My result

     

    profil-229.png

     

     

    instead of

     

    profil-230.png

     

     

    Thank you to those who can help me do not hesitate to ask me for more information


  2. I have the same problem, except that in my LOD 0 I only have 29698 faces. I do not understand why the UV deforms as much knowing that I already have to treat models a little bigger.

    If by chance you have an answer to bring me, I would gladly

    Sincerely, Sezon

     

    screenshot-68.png

    screenshot-69.png

    screenshot-70.png


  3. Hello, create in my field with eden editor, which would be nice to be able to import the format terain builder in eden editor. Because thanks to eden editor we can place all our objects, and thanks to surface painter we can generate drill or other but we can not reimplant them in eden editor, we must directly put them in terain builder. If E2TB and Surface Painter could associate to import and export as desired it would be perfect!


  4.  

    Hello, today I made walls to integrate them to my map thanks to the field processor. The problem is that when I use wall of arma 3 these walk and follow the ground. But when I use mine, they do not follow the ground. So I think an error was made in the configuration of my wall.

     

    My Problem : 

     

    screenshot_323.png

     

    but with arma 3 wall for exemple

     

    screenshot_324.png

     

    ___________________________________________________________________________________________________________________________________________________

     

    Here are all the elements : 

     

    config.cpp

     

    Quote
    
    #define _ARMA_
     
    class CfgPatches
    {
    	class sezon_structures							
    	{
    		units[] = {};
    		weapons[] = {};
    		requiredVersion = 0.1;
    		requiredAddons[] = {};
    	};
    };
    
    class CfgVehicles
    {
    	class Wall_F;
        
    	class Land_mur_auto: Wall_F
    	{
    		class SimpleObject
    		{
    			eden=0;
    			animate[]={};
    			hide[]={};
    			verticalOffset=1.789;
    			verticalOffsetWorld=0;
    		};
    		displayName = "Mur autoroute";
    		textSingular = "Mur autoroute";
    		author = "Sezon";
    		model = "\sezon_structures\murs\mur_auto.p3d";
    		placement = "vertical";
    		scope = 2;
    		mapSize = 12;
    	};
    };

     

     

    Object Builder 

     

    screenshot_319.png

    screenshot_318.png

     

    Terrain Processor

     

    screenshot_320.png

    screenshot_321.png

    screenshot_322.png

     


  5.  

    So I made all the changes you asked me and yet the result remains the same: /

     

    My config.cpp

     

    Quote
    
    #define _ARMA_
     
    class CfgPatches
    {
    	class sezon_structures							
    	{
    		units[] = {"Land_lights_auto_x2_F"};
    		weapons[] = {};
    		requiredVersion = 0.1;
    		requiredAddons[] = {};
    	};
    };
    
    class CfgVehicles
    {
    	class Ruins_F;
    	class House;
    	class House_F: House {};
        
    	class Land_lights_auto_x2_F: House_F
    	{
    		displayName = "Lampes autoroutes x2";
    		textSingular = "Lampes autoroutes x2";
    		author = "Sezon";
    		model = "\sezon_structures\lampes\lights_auto_x2.p3d";
    		placement = "vertical";
    		scope = 2;
    		mapSize = 12;
    		animated = "true";
    		armor = 1000000000;
    		
    		aggregateReflectors[] = {{ "Light_1;Light_2" }};	
    		
    		class Reflectors
    		{
    			class Light_1
    			{
    				color[] = {2500,4000,6000};
    				ambient[] = {6,5,4};
    				intensity = 3;
    				size = 1;
    				innerAngle = 100;
    				outerAngle = 200;
    				coneFadeCoef = 4;
    				position = "Light1_pos";
    				direction = "Light1_dir";
    				hitpoint = "Light1_hitpoint";
    				selection = "Light_1";
    				useFlare = 1;
    				flareSize = 2;
    				flareMaxDistance = 250;
    					
    				class Attenuation
    				{
    					start			= 0;
    					constant		= 0;
    					linear			= 0;
    					quadratic		= 0.3;
    
    					hardLimitStart	= 50;
    					hardLimitEnd	= 65;
    				};
    			};
    			
    			class Light_2 : Light_1
    			{
    				position = "Light2_pos";
    				direction = "Light2_dir";
    				hitpoint = "Light2_hitpoint";
    				selection = "Light_2";
    			};
    		};
    		
    	class AnimationSources {};
    	class UserActions {};
    	};
    };

     

     

     

    Lod geo : 

     

    screenshot_296.png

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