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Everything posted by prowler.wolf
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maps under construction:
prowler.wolf replied to shezan74's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Mana Island A small island project soon to be released. Bowen Island Currently just a 15360x15360 terrain which I am tweaking. On back burner. South Ossetia A 10240x10240 Terrain with satellite image, roads and forests complete. Is boasting to be a tough project. On back burner, for now. Masahet Island A 5120x5120 terrain with satellite image that needs to be redone. Stuffed in the freezer since my stove is too full. :P "TheIsland" I'm not going to reveal much at this point. Just an idea with a terrain partially cut out of the sea and a layout plan. Kwajamulk A project that was born of my now dead kandahar project. Terrain with satellite image that includes a river. Terrain needs to be redone. -
My config works just fine with the \'s in front of them. :confused: BTW, what is the difference between using class Utes: CAWorld versus class CAWorld : DefaultWorld This part of CfgWorlds in the config has me the most confused still.
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Paras return to Helmand (Map editing questions)
prowler.wolf replied to stormridersp's topic in ARMA 2 & OA : TERRAIN - (Visitor)
The only way I have gotten rivers to work is by cutting a trench to below sea level (like zargabad) from a terrain that has no slope in it. If you are going off of a real world terrain you might want to consider making one from scratch so you are able to eliminate any sloping. Otherwise you are SOL and messing around with pond objects is a waste of time. :/ -
Check out World Tools by Shezan if you like forests, very handy thing too have. ;)
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You can change its size, position, rotation... but you can't change the angle after placing the object. You can, however, make a random angle before placing an object. Have a look at the natural objects window under tools. There you can change the settings per object in "randomize angle" which is in degrees. Hope this helps. Others might have another solution that I might have overlooked.
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yeah I didn't get it either at first, although it is easy enough to run the command once you figure out how to navigate in a command prompt. Assuming you de-pbo'd and unrapped the CA files in P:\ all you need to do is click on Start> Run> and type cmd which will start a command promp. Type the following to select your P drive: P: Then type: cd \ca Now that you have navigated to your p:\ca directory you can then run the command: xcopy *.cpp P:\<YourNamespace>\ca\ /S /Y (don't forget to replace <YourNamespace> with what ever you are using which I assume is going to be TUT.) Hit enter and that is when the magic happens. You will now have a copy of the CA/ folder structure in your namespace folder with all of the needed configs in order to get ladders and doors, etc.
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That is what the tutorial samplemap is for, to help you get a grip on the way we do our setup and file/folder structure. ;)
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First off, I would suggest you use arma2: combined operations so that you have access to all the models available to you in arma2. Second make sure you follow the instructions for setting up your P:\CA folder here but keep in mind that it is only a starting guide, you will need to de-pbo/de-rapify all of the addons that your island will use and it is hard to judge which addons those are. http://community.bistudio.com/wiki/ArmA_2_Terrain_Tutorial Alright, To get text working in buldozer you need to go and de-pbo the following C:\<arma2 operation arrowhead>\Expansion\dta\bin.pbo C:\<arma2 operation arrowhead>\Expansion\dta\core.pbo C:\<arma2 operation arrowhead>\Expansion\dta\languagecore.pbo You also need to de-rapify everything you extract so you get config.cpp instead of config.bin. Personally I use a program called eliteness which allows you to set it up to extract and de-rapify at the same time. But there are many options out there. After that is setup you will copy the extracted folders directly into your P:\ drive but make sure you make a backup of your P:\bin and P:\core folders as well as your buldozer.exe Next step is to go to C:\<arma2 operation arrowhead>\Expansion\beta and copy the arma2oa.exe and paste that into your P:\ drive. Now rename that to buldozer.exe(backup the old one of course). Now in visitor paste this into the system preferences in "path to realtime viewing dir." "p:\buldozer.exe" -window -buldozer make sure path to realtime viewing directory is still p:\ Now you should all be set provided you know how to de-pbo addons and de-rapify the .bins that are present in those de-pbo'd folders. Although I am not going to write down the instructions down on how to hex edit the oa objects in order to get their icons working, there is another thread for that in this forum. http://forums.bistudio.com/showthread.php?t=108849 good luck :)
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Did your terrain work? Your .rvmats in your data folder, layers.cfg in your source folder, and the links to your project files in your SampleMap\config.cpp all need to be updated to your new directories... as an example... P:\TUT\SampleMap\... \TUT is the namespace, just like \CA has it's own namespace that only BIS uses for its addons. You should choose your own namespace when creating your own island, for example mine is P:\PLR\PLR_Mana\... It's all here http://community.bistudio.com/wiki/ArmA_2_Terrain_Tutorial
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Yikes! Ok, in that window click on Calculator... and the very first box(Image size - pixels) type in 10240. The only thing else you have to do is hit apply proposed on the bottom and it should give you a much smaller satellite grid number(48). The one you have is WAY to high. After that just make sure you follow the tutorial that I posted.
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Sorry, I meant Project Parameters which is under Tools.
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EDIT: Do NOT put your project in the CA folder. Use a "namespace" EI: P:\Morts\Morts_Island\Source\Terrain\... Post some more info like your project preferences in visitor and we might be able to get a better idea of what your problem is. Use this (http://community.bistudio.com/wiki/ArmA_2_Terrain_Tutorial) as your base guide and use the other tutorials to fill in the gaps. Some stuff might be slightly out of date and it makes everything confusing to new people as well as frustrating when they go through all the effort only to find out that a step is not even needed. Searching these forums is your friend.
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THANK YOU BIS! (new bulldozer finetuning terrain feature)
prowler.wolf replied to shezan74's topic in ARMA 2 & OA : TERRAIN - (Visitor)
I help you and now you help me, I had no idea what the hell that error was about, thanks. FPDR -
Kunar_Province20km
prowler.wolf replied to ebanks129's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Looks great, I love cliff side roads for some reason even though they are so difficult to build(less-so with the new bulldozer settings). You might want to consider removing all those dark blotches from your terrain that I assume are from the shrubs on the sat image you used. They really stand out at medium distances, but it is just a suggestion. Keep up the good work :) -
WIP: Stuff you are working on 2!
prowler.wolf replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
FPS is very good, I get 25 fps on chernarus with high settings and so far I'm sitting about the same or more in some areas. -
WIP: Stuff you are working on 2!
prowler.wolf replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Second set. ---------- Post added at 10:25 PM ---------- Previous post was at 10:10 PM ---------- Last one for today -
WIP: Stuff you are working on 2!
prowler.wolf replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Some more shots of Mana, Fiji. Getting close now. :D -
loading time in editor :confused:
prowler.wolf replied to csj's topic in ARMA 2 & OA : TERRAIN - (Visitor)
I'll echo what Old Bear has said, make sure they are only loading your island and nothing else. Apart from that you could check your log after binarizing and see if it gives you any clues as to what might be causing such odd loading times. Also check, double check, and triple check your files and make sure you are following the tutorials linked on this forum. Anything else requires more info on your part or we can't really help you. :/ -
Visitor crash importing 40960 sat_lco
prowler.wolf replied to jr_walker's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Just be glad you have it so easy ;) -
OA building icons lost !
prowler.wolf replied to oldbear's topic in ARMA 2 & OA : TERRAIN - (Visitor)
would be nice if someone who has done all of the work could upload an edited pack of structures_e and save the rest of us the trouble until something is done by BI.:confused: -
Very cool idea with the environment sounds, would it be cool to copy the CfgEnvSounds from your config and get sounds working on my own islands? My comp is starting to suck and I need an upgrade as I'm only getting 20fps but that is still pretty decent. BTW have you tried using the new buldozer settings in OA? You might be able to get smoother terrain around the rivers and streams. Anyways this is a very good quality island so keep up the good work. :)
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Visitor crash importing 40960 sat_lco
prowler.wolf replied to jr_walker's topic in ARMA 2 & OA : TERRAIN - (Visitor)
I feel your pain, I often restart visitor every hour after a big change to make sure its running smoothly before I do something drastic. The main sign that visitor is not working to it's full ability is when you close it and the program hangs before you have to force close it. -
Visitor crash importing 40960 sat_lco
prowler.wolf replied to jr_walker's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Biggest I ever worked with was a 20480 x 20480 sat image and it was a fricken huge headache :( -
Cannot load texture
prowler.wolf replied to prowler.wolf's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Removed the object(s) and the error is now gone. Was a crappy fence anyways but such a shame it was overlooked. -
OA building icons lost !
prowler.wolf replied to oldbear's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Have done the above. I'll give the hex editing a try and let you know how it turns out. :)