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spirit

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Everything posted by spirit

  1. spirit

    Watkin Mountains, Island

    So far i experienced great framerates : There are no objects on it yet Although if ppl are interested i can make a prerelease all empty.
  2. spirit

    Watkin Mountains, Island

    Updated with more ingame pictures. Snow texture not yet good, having some crap mask problems and flattening the mountains a little. Latest pictures http://img206.imageshack.us/img206....MG] http://img183.imageshack.us/img183....MG] http://img183.imageshack.us/img183....MG]
  3. spirit

    Unknow mask problems

    I go update tonight. At work i cant publish much:0 Anyway i made reproduction of the problem on a 10240 scale. Goes a lot faster to handle files that size. I can reproduce the problem there also. anyway, tonight i go publish as much as i can. I hope some of you guys can put me in right direction. Thank you all for your time invested so far.
  4. spirit

    Unknow mask problems

    No i didnt mate. When i replace the mask 3 colors by one color it works fine. I repeated that to test each color one by one. The intended texture did loadure running. So there is not problem with that. Its only the moment i combine the 3 colors in the mask it runs in problems. If i now resize the mask to small scale and load it in my testproject, it works fine. In other words: i proved there is no errors with teh layers, paa, rvmats i proved the mask size can load i dont understand why adding one color to the mask makes it explode. No anti aliasing, hard colors 0,0,255 and 255,0,0 were used. Bang, crash. Anyway i might as wel post some stuff just to get this out of the world. There is nothing wrong with the visitor stuff.
  5. spirit

    Unknow mask problems

    I dont know what ya mean with that mate? Its 72 dpi file. What you are looking at is a very small part from the whole mask. If you see something fishy then please explain, i go straight at it. I want to tackle this baby
  6. spirit

    Unknow mask problems

    mmm well my original mask is already in 8 bits a channel RGB. Just checked it with photoshop. Crap i go over everything one more time just to double double double check Post a tile of my mask.png. Its a small tile before it is placed together. Its the same file settings. See anything strange? http://img513.imageshack.us/img513....MG]
  7. spirit

    Unknow mask problems

    Mate i know what you wrote. I just tell you the results i get when done as said above. I have been goofing around 7 days with this file and clicked any option available. I made 5 masks so far on the previous map and i havent had any problem. That is why i am out of idea's. 32 bit i know, its about results i publish with the suggested actions.
  8. spirit

    Unknow mask problems

    Allright i chanded the whole map by using Gimp. Image_> mode-> indexed->256 Result: Summery of file now says 32 bits instead of 24. Visistor wont even load the mask file now. Before this it made all files perfectly, loaded the textures and crashes after it. Clueless. The file itself is not big, i am more then happy to send it somebody that realy knows what he is doing because i did every step you could possible think of. Somebody? The mask is not that big file btw. Ace tx for your offer mate. Link to file has been send.
  9. spirit

    Unknow mask problems

    Hey people, Well i changed a tile from the total mask by going : image->mode->indexed->256 Then i safe it as png. The file itself now becomes smaller, however when i right-click the file and ask the summery it says 32 bit while the old version is larger but says 24 bits in the summery. This gets me confused. Can ya help me out here?
  10. spirit

    Unknow mask problems

    yes, with 32bit you have problems, not with 24bit. Hmmm alright if 24 dont matter then i wonder why do it. Anyway i gues i need to learn more about that file names because i have no clue how to safe to 8 bit. but any try is worth it since i already spend 7 days on this mask. all other stuff went perfect, it looks very very good but just that stupid mask...
  11. spirit

    Unknow mask problems

    Allright i go check if this can sort the problem. I did all but changing to other stuff. I though 24 bit was the way to go. Anyway, i update if it solves things. Sure hope so, been quite some time busy on this project. Figuring a lot of stuff out. Update to follow after work
  12. spirit

    Unknow mask problems

    Hey mate, Well i use Gimp, Photoshop, Paint. What ever does the job. However i realy need answer on how i can check that 8 bit version. The previous 8 bit, 24 bit 8x3 channels =24 bit got me totaly confused on how i now what a 8 bit is. About program. dont matter, i have a pc, a mac and 2 OS on my pc. Can do anything, just need to know what it is:)
  13. spirit

    Unknow mask problems

    Thanks for the reply guys. About naming and other stuff. Sure it can be more handy but no need to do that until i have this active. Remember i can do a 1 color mask perfectly and it doesnt crash. 8 bit / 24 bit. It confused me also. In the small scale i use a 24 bit. In the big one also. anyway before i get the 8 x 3 = 24 talk that i saw earlier. Just to be sure. When i in windows xp right click the file it says 24 bits. Now is that a 24 bits or not? In my opinion it is. question 2: How do i change it to 8 bit? Question 3: why does the 24 bit work perfecty in the small scale map and not the big one? question 4: Is there a maximum for the layers total file size. The layers dir including paa and png is in total 1.1 gig and 12k files. Is that problematic? I dont think so because a full one color mask gives no probs. question 5 i checked on anit-aliasing. All colors are pure 255 variations exactly as described in the layers file. Any more i can try?
  14. spirit

    Unknow mask problems

    It crashes after extruding hills and valleys. Preparing the textures finishes but takes a while. Did i go over the edge of what visitor allows? What annoys me is that a complete one color mask does work. Clueless i am left behind here Yes the class legend png should not be in source dir i know. But makes no difference for this prob
  15. spirit

    Unknow mask problems

    My layers file: class Layers { class sneeuw { texture = "watkins\data\sneeuw_mco.paa"; material="watkins\data\sneeuw.rvmat"; }; class rots { texture = "watkins\data\rots_mco.paa"; material="watkins\data\rots.rvmat"; }; class rots2 { texture = "watkins\data\rots2_mco.paa"; material="watkins\data\rots2.rvmat"; }; }; class Legend { picture="watkins\source\mapLegend.png"; class Colors { /// color names should correspond to surface layer names sneeuw[]={{255,0,0}}; rots2[]={{0,255,0}}; rots[]={{0,0,255}}; }; };
  16. spirit

    Watkin Mountains, Island

    Yep i also love the plateau and natural fights. I also stayed away from elevations but this map will be all about that. Its an interesting environment i must say myself. Been flying through it a bit yesterday. Airfield, well that i dont know yet. I love it being a rough area with not to much human influence. Although i concentrate more on what i like in an area then concentrate to much on what is a must in the game. The variety of height is interesting enoughs so far, that combined with rocks and other natural stuff i hope it to be nice. Adjusting later on to pure game related limitations i keep as a 2nd stage. For what i seen so far its well playable. Ofcourse the ai will do some goofup moves on some locations but by far not all. There is a huge valley going through the mountains at about 12 km in length. That is a nice fight location at least:)
  17. spirit

    Watkin Mountains, Island

    Hey, Tx for the picture with suggestion mate. The road i go take a look at. The landing spots i would not worry to much about. This map is 20 by 20 km. I have seen more then enough area flat enough to build something for a missionmaker. I was hoping to find instead of the dirttracks in arma something about modelled snow tracks. Who know somebody knows/can:)
  18. spirit

    Watkin Mountains, Island

    Hey mate, There wont be huge towns in this map. The idea is to go through remote area's. So far i had some idea's about some ship wrecks, some broken/deserted houses but mainly rocks and natural cover. Maybe an oilfield and a small port. But this map will be mainly interesting for its variety in height and natural cover, not urban warwar
  19. spirit

    Watkin Mountains, Island

    Hey mate, Well this map is not realy designed with static missions in mind. Where i play my coop games i cant even remember we played our last static mission. All mission is 100% generated. So with respect to static mission makers but that will be limited in here by accident not by me thinking to let that happen. Please also keep in mind that the overview map represents a 20 by 20 km area. there is enough flat enough area So i wouldnt worry to much about it.
  20. spirit

    Watkin Mountains, Island

    should be ok now. Will update better pics later.
  21. spirit

    Watkin Mountains, Island

    Strange, anyway, i update it in a few mins.
  22. spirit

    multiplayer won't work.

    Before this kicks of i like to ask one question. Did you come to the BIS forums to get support on a illegal version of Armed Assault??? Anyway i might have misunderstood your previous post but that is how i read it. On this post, clarify on your problem. I realy have no clue what your problem realy is.
  23. spirit

    L3DT Island  - Bliss - large km

    That is the easy part indeed. What was the horizontal scale for this. At the moment my texture is being generated. This after making the heightmap, mapping, leightmap etc etc. 20 by 20 km artic map. Takes 7 days to generate the texture map (sat map 20480x20480). I can assure you its going to be fun to generate it for the above:). Not to mention i spend quite some time generating the stuff before the texture. after the 7 days are finished i go generate the alpha map (mask). Ofcourse before i started this i made a small scale test project. It looks great. Keep you updated. Lets hope my computer doesnt crash
  24. spirit

    l3dt pro

    Well quickly only a link to 6thsense where i play. Hope the link works. If not i update to a public link when back from work. Its the sat map. Keep in mind that this is a test island and not made for 100% satisfaction. Overall i like it a lot. I achieved my testing goals. What is a true timesafer is you can make any sort of island you like and you get a full working alpha map (mask). Be sure to read the manual about alpha maps as you need make more simple. Also nice idea is to use the maps textures as ingame textures so they match 100%
  25. spirit

    l3dt pro

    Well i used it to create an artic map. Bit like the Fjord tutorial for testing. So far i was able to make a very detailed sat map by export of it. So i have a great satmap. I generate the texture map and the lightning map (no shadow) on 4. Exporting the height map to a png file was very well done. Be sure to give the pbl file the right low and high values. Seen from the vertical adjustment tool in operations->height>vertical. Take over the numbers. It still is not 100% according to the satmap but it comes close. The Alpha maps made me a very good usefull mask. Overall i made the terrain in visitor in a speed i never done before. Let the computer generate all night long after you set it right. Easy to make islands by just forcing sea seeds. overal, i will use this for sure.
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