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Posts posted by Sezon.dev
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[WIP] IBIZA BY SEZON
High definition textures all over the map.
Grid: 4096 x 4096
Sat / Mask: 20480 x 20480 (dev) | 40960 x 40960 (final)
Ibiza terrain :
Stone quarry towards the airport :
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Ok I did several tests I see that in fact the attribute card is completely zoomed compared to my card
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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
Then calculate> texture map
My result
instead of
Thank you to those who can help me do not hesitate to ask me for more information
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High definition textures all over the map.
Grid:
4096 x 4096Sat / Mask:
20480 x 20480 (dev)
40960 x 40960 (final)1pixel = 1 meter
@mankyle 😏
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I had not put the right setting sorry ^^
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Hello I have a problem with my certain map of my texture which transforms with an "error" texture. And I have this line in the middle
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Is there no way to go through another method? I try by script but hey:
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Hi, I'm trying to use holding a gun to hold a bottle of water. For that, I configured a new gun with a rtm hand anim. The problem is that my animal is broken. I would have liked some tips to use my water bottle in my hands.
Here's what I get :
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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 -
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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!
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Good work ! If however you need me for some thing do not hesitate ;)
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Permettez-moi de vous montrer que l'élément est correctement configuré et que je ne vois pas pourquoi il changerait d'état entre l'éditeur eden et le constructeur de terrain
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Delete the message ;)
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Hello, I have a problem with the mod during the terrain builder export
In Eden Editor :
In Terrain builder
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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 :
but with arma 3 wall for exemple
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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
Terrain Processor
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ok its good !
I declared it as a building and thanks to the mathaust buildings I was able to remake the named property. In fact I notice that it is also necessary to put them in other Lod and not that in the Lod Geo
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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 :
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Thank you very much @Aussie always a very great help again, I thank you I test on returning from work has 4pm un france
[WIP] Ibiza by Sezon
in ARMA 3 - TERRAIN - (BUILDER)
Posted