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0 NeutralAbout Graptik
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Hello, I am very new to making terrains and have used the PMC terrain tutorial. I have managed to copy the ground texture of proving grounds onto my map, but I have no idea how to get the clutter from proving grounds onto my terrain. I would be extremely grateful if someone could walk me step by step through this. I have the cluttercfg from proving grounds already. Thanks!
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I am making a terrain and I don't want any grass or clutter. I have made my entire satellite mask blue as this is what signifies rock in my maplegend, but there is still grass. Could someone please tell me how to make it so that there is no grass? Thanks!
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Looks awesome, can't wait to get my hands on it.
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TerrainBuilder file cannot be opened?
Graptik replied to Graptik's topic in ARMA 3 - TERRAIN - (BUILDER)
Just wanted to add an update - I have the same issue using the source files for someone else's project. The project loads into TerrainBuilder but then gives an error saying the layers.cfg files cannot be loaded/opened for write operation. This is a completely dfifferent layers.cfg file on a completely different project so I am thinking this is an issue with my TerrainBuilder or my P drive. Any help is appreciated. -
I am very new to creating terrains and am following the PMC tutorial. I have loaded my project into terrain builder but I am getting the following error: Rvmat conf - LayerRvmatCFG.cpp bool ClayerRvmatCFG::Open( const char*filename - "p:\a3\tut\tut_tutorial_terrain\data\tut_grass_green.rvmat" ) Source file cannot be opened... The contents of my layers.cfg file are: class Layers { class tut_grass_green { texture = ""; material = "tut\tut_tutorial_terrain\data\tut_grass_green.rvmat"; }; }; class Legend { picture = "maplegend.png"; class Colors { tut_grass_green[] = {{ 230, 230, 120 }}; }; }; The contents of my Rvmat file are: ambient[] = { 1, 1, 1, 1 }; diffuse[] = { 1, 1, 1, 1 }; forcedDiffuse[] = { 0.02, 0.02, 0.02, 1 }; specular[] = { 0, 0, 0, 0 }; specularPower = 1; emmisive[] = { 0, 0, 0, 0 }; PixelShaderID = "NormalMapDiffuse"; VertexShaderID = "NormalMapDiffuseAlpha"; class Stage1 { texture = "a3\map_data\gdt_grass_green_nopx.paa"; uvSource = "tex"; class uvTransform { aside[] = { 10, 0, 0 }; up[] = { 0, 10, 0 }; dir[] = { 0, 0, 10 }; pos[] = { 0, 0, 0 }; }; }; class Stage2 { texture = "a3\map_data\gdt_grass_green_co.paa"; uvSource = "tex"; class uvTransform { aside[] = { 10, 0, 0 }; up[] = { 0, 10, 0 }; dir[] = { 0, 0, 10 }; pos[] = { 0, 0, 0 }; }; }; I would be very grateful for any help.
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Sa'hatra, Iraq/Middle Eastern Terrain
Graptik replied to jujurat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Oh my god this looks incredible. When will we be able to get our hands on this?- 142 replies
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I am playing Dynamic Recon Ops and I am trying to find a way to make my AI teammates invincible. I have tried putting scripts in the init files of the units but that doesn't work as I think DRO replaces the units with new units when the game starts. I have also tried using Zeus and unchecking the "Enable Damage" box. This works but only temporarily, the units eventually start taking damage again. Any help is much appreciated! 🙂
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Hello, I am playing on the map X-Cam Taunus but there are thousands of wire fences all over the map that the AI cannot navigate around. Is there a way to use the Eden Editor to remove or hide these fences? I will be very grateful for any help. Thanks!