dougboy101
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Everything posted by dougboy101
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Guide for New OA content :p\ drive setup
dougboy101 replied to smokedog3para's topic in ARMA 2 & OA : TERRAIN - (Visitor)
do ya think you could zip up your successfull P drive and upload it? I was going fine with my setup till I got to the object adding stage, now manually changed 1 or 2 p3ds to be the correct version for the stock bulldozer, but now after using arma2P its all up the duff -
Need help understanding Textures
dougboy101 replied to Calthazar's topic in ARMA 2 & OA : TERRAIN - (Visitor)
if your using a map less than a 4k heightmap, there is a config setting to assign the outer terrain, similar to the outside of takistan, it still has hills etc for a while, and a flat texture as opposed to the garish ones that occur here is the code from takistan "I think" { class Sea { name = "$STR_DN_SEA"; sound[] = {"\ca\Sounds_E\sfx\lake_1",0.01,1}; soundNight[] = {"\ca\Sounds_E\sfx\lake_3",0.177828,1}; volume = "sea"; }; }; class OutsideTerrain { satellite = "ca\takistan\data\s_satout_co.paa"; enableTerrainSynth = 1; class Layers { class Layer0 { nopx = "ca\takistan\data\tk_polopoust_nopx.paa"; texture = "ca\takistan\data\tk_polopoust_co.paa"; }; }; }; -
maps under construction:
dougboy101 replied to shezan74's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Love the video, im sure alot of people have thought of using news footage but that clip is pretty well done -
if your using l3dt, to make life easier, just export as xyz.
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Need help understanding Textures
dougboy101 replied to Calthazar's topic in ARMA 2 & OA : TERRAIN - (Visitor)
http://sites.google.com/site/bushlurker/Resources download his source materials. that will help you immensely. Alternatively, you can download my map and unpbo/derapify the configs. http://www.qdrive.net/folder/m103828/0af25...05e6fefed28f5af -
Ive now got to the stage where im attempting my first set of roadsmoothing scripts with my map, and it looks like i need advice on how long to let the thing run.. Specifcally im starting with my runway. Ive tried creating a small runway, one piece with terminators, and used the absolute height script, (495Meters) on it as some suggestions are to use multiple small pieces to smooth it out at 3-5mins a pop. for those 3 pieces, it didnt finish in one hour, on a core I7 at 4ghz, WTF is going wrong? my heightmap is a 409X4096 so could this slow things down, at this rate i may leave my map running for a month once all the real roads are taken into consideration!
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Visitor crash importing 40960 sat_lco
dougboy101 replied to jr_walker's topic in ARMA 2 & OA : TERRAIN - (Visitor)
i got 12gig ram, i could definitely try, but yeah saving the 24k bmp to png take 15mins -
thanks old bear, looks like im going to have to manually edit vertices, probably quicker anyway!. Can you also explain to me how the different road smoothing options work and what the variables mean? i cant find a decent tut that explains all the options.
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Visitor crash importing 40960 sat_lco
dougboy101 replied to jr_walker's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Bit of a "bump" im using 24K textures no worries, 711meg Sat PNG The limit is not far from there, Could it be as simple as 1gig PNGs are the limit? -
L3DT its easy as. basic sand texture, then rocks on slops for hills etc, the odd gravel if you use a water map
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Sat image is you nice big long distance image, eg in chopper with 10k view distance. the tex mask (attributes map in L3dt) is a basic colour map where each colour is a texture on the ground, the view distance for textures is only 100-200m (I think) therefor you need a sat image (texture map in l3dt) to fill out the horizon. for learning I suggest you create your own climate and materials in L3DT, the climate is a mathmatical set of rules for creating your attributes map based on heights and water levels. I did this with a lot of trial and error, to get snowy mountain tops and lush valleys. ensure that the colour of the textures assigned to your attributes map colours is similar to the sat texture. snowy white mountains with green grass up close doesnt work that well!
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Agreed with Tupolevs comments about map size. for a starter terrain definitely go smaller, and use as a practice to get your head around conifgs, road placements etc. I did the opposite in grandoise fashion, and am making a "near Future" map based on real world terrain, that way i can have creative license to fill the map as i see fit. mine is 60X60km, i started in november, and have only just tweaked the satmap from l3dt to my liking. Whatever you do, draw roads on your layers mask. then use roadpainter to draw roads over them. this removes the annoying dissapearing roads that isla duala and a few other islands have.
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for creating a fantasy sat image, buy L3DT
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Ill be keeping an eye on this thread as I am making a Bamian map along similar lines for vegetation. I think getting custom Low poly/quality Vegetation may help immensely as the Millions of polys per second the game can render grows quite exponentially with vegetation.
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im planning on having very thinly spaced vegetation (similar to your stripes), and clutter to back that up. This is a learning curve for me, thanks for the advice, the map is silky smooth currently, im trying to finish all the crop fields, (inlcuding opium) before starting on the object placements, (which will require some custom objects) Also note that as im in the army i MAY be able to use visitor 4 if I break the limits of visitor 3.
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Hi im currently making a Bamian province Map, as a test bed for learning. and ive gone Whole hog and am doing a 4K heightmap with 15m spacing, leading to a 60km map. Ive used a real heightmap and scaled down apporpriately, and some mountains are too high for choppers to pass in game!! the Season is spring, so there is snowy mountains on top, lush fields below, for some nice variation compared to other afghan maps. I need Objects and vegetation created. Snowy rocks Opium poppies, Saffron Flowers Can anyone help, volunteers?
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Ive created a really good Texture mask in L3DT, and I have also sourced a good road image from shape files to paste onto my texture mask. My question.......... Is it possible to have 2 seperate colours leading to the same texture in the layers config file? im desperate to keep to the 6 colour limit that each tile has, so I intend to use a gravel texture for the roads, but perhaps via L3DT give the satmask a slightly different look for the roadgravel vs generic gravel.
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I think BIS said it was 6, arma1 was 4. but my understanding is people have trouble hitting 6 colours, mostly 5s My situation is as above, have a nice L3DT texmask, trying to paste roads over top without adding more colours to the visitor tiles.
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Brown fields are the plowed fields, yellow will be for ripened wheat etc and green for whatever, lots of photoshopping a texmask, still earlyish days yet
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Dren we really need a complete version with ALL OA objects please and thankyou
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USEC Aoraki/Mount Cook (New Zealand) Island
dougboy101 replied to rocket's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
So you live in Waiouru? -
Road Painter tool (development thread)
dougboy101 replied to Homer Johnston's topic in ARMA 2 & OA : Community Made Utilities
What would be REALLY Cool and uber high end, would be the ability for a standalone app to import a shapefile of roads, and export as roadpainter currently does. so a minimal amount of work is done in visitor for a massive amount of roads! thanks for the awesome tool all the same, youve saved dozens of people hundreds of hours at a guesstimation -
id be happy if the functions were multicore, when you first import a tex and sat mask, it takes a fricken long time, binpbo binarizing also takes hours, this would shave so much dev time on the trial and error phases!
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yeah im struggling with command line tools, havent used dos really since i was 10. i dont even know what to type in cmd utility to run this as a batch to conver ALL OA P3ds, the help file doesnt help with the batch file designed for converting folders all i want is to chuck the associate files which ive now download int hre P:\CA\ folder, and run a batch file to convert ass v49s to 48s, can any one assist me?
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Im starting to use OA objects in my map, and am doing the hexediting manually for every file and i realise it will take hours/days..... Has anyone allready hexedited the versions for all the files? and if so, do you think that you may upload/share these files so as to save myself and im sure countless others the time it would normally take? Thanks