Allie
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Everything posted by Allie
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So what are you saying then ? We can't define roughness of terrain true the parameters of the texture ? How to manipulate Dust then ? So if i want the terrain not bounch my vehicles around i need to get rid of the small bumps true Wilbur or some ? I dont wanne loose the terrain as it is now, i just need to get rid of the bumpy and dusting vehicles. I actually dont want to reimport the terrain, (had bad luck with that). What about this From here : http://community.bistudio.com/wiki/ArmA:_RVMAT Later, Allie
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Just trying to get vehicles to move bit better with less smoke OFF roads! So on the roads and tracks all is fine, but as soon as you start driving off roads theres way to much smoke, and you will bounch tomuch. Tryed the fractal settings in config, they dont seem to have an effect. In OFP style map it looks like this: There must be a way of doing it. Later, Alphons
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Just trying to get vehicles to move bit better with less smoke OFF roads! So on the roads and tracks all is fine, but as soon as you start driving off roads theres way to much smoke, and you will bounch tomuch. Tryed the fractal settings in config, they dont seem to have an effect. In OFP style map it looks like this:
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Yes that is what i'm talking about. I have done 1001 tests and still no result. Later
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Do we need that ? I mean i have ILS working even for AI flights. I dont understand why we need this ?? Please comment on this.
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Thanks, let it run once more and indeed after 28 minutes it had it all done. Very nice thanks, it just needed bit more time on this map Later, Allie
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Sorry for not reading your post right then OFP2, but i'm really loosing track of all different post and questions i have asked on different forums and stuff. I have derapifide the BIN file in the DTA folder of my arma directory, there are surface defenition settings in there, i tryed to fool around with them a bit (not the acctual bin itself) i just used syntaxes from there, but also these syntaxes about surface defenition are not having an effect either. Again the roughness has nothing to do with the acctual terrain. The terrain from Wilbur to Visitor is smooth enough, like i said i tested out some different custom maps and they have the same problem i'm talking about. I will make a small movie tonight and will post it so you can see what i mean. Laying runway is done with Artificial objects, NOT with the road tool. I just import all the runway parts into visitorobjects list, then placed them on the map, bit tricky to get them all nicely lined up, but it is working. Later, Alphons
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Hello again, I start using the road tool yesterday and all is fine, not all road parts are usable by default but i used the SIL parts and these work ok. Bit of a trick to get them nicely ovelapping your satelite picture road, which was not possible for all parts, so we have to edit (fotoshop) the sat a bit, no biggy, just bit of work. But now the thing !!! SCRIPTS !!! I tryed to use the "SmoothRoad.vis" script, i dont know how long i sould let it run, but after 20 minutes i stopped it, i didnt seem to work, or maybe it is taking a VERY LONG time. Anybody able to comment on that ? Later, Alphons
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Dont worry about me and wilbur, it all ok between me and good old willy. Other maps have same problem ! Maybe better call it UNDEFINED parameters. Vehicle speed/dust on different textures, Chopper dust color/amount on diff textrs, things like bullet impact, explosion dust/craters...... Stuff like that. My latest tought is that is has some to do with this "commented out" line in the closeup textures Rvmat files: //surfaceInfo = "landtext\bumps.bisurf"; Content of a *.bisurf definition:
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hello, home and just finished my last options. Well still no result, this is really getting frustrated when you know the trick is done with maybe just 2 or 3 lines of code. MY TERRAIN is flat !!!! The beta release was from before the terrain smoothing, so dont worry the runway is as flat as a dead posum. The rvmat surface config thingy doesnt seem to have an effect either. Dont you have that problem on your maps Opteryx ?? Im downloading some maps, and see whats up in there. Later. Update Ok tryed 2 custom maps , both have same problem as i. HELPPPPPPPPPPPPP
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Hi, You are using the closeup textures of the sample map ? Pisek, Pole1, Mesto2 and travajih ? Not altered them ? Weird mate, but i still think it must have to do with some wrong calculations of the satelite png. Think you have an odd number of terrain cell overlapping. I cant say for sure but i suggest you reimport sat and mask with different calculations setting, only thing i can think of. Alphons
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highlights on rifles !!!! Good point, this is yet another config worry for me. Thanks for pointing that out. Alphons
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Dont talk about something not beeing realistic, heres the pic of the acctual site. There are 2 dryed up riverbeds, there is not alot of vegetation in this part of the desert, there are no real settlements in real life on this location. But again, dont worry we will make it nice, about the shape of the island, i'll see if i can make it a bit more island like. Again, read bit up in this forum, we are working on Roads, Vegetation, colors, and some other important settings and parameters. I'm sure we cant please everybody but if this is going to be a A1 project it would not be hard to build more and different islands, so again dont worry, everybody will have his or her perfect island in the future. No real progress for now on some issues, but tonight i'll take up the fight with visitor again. I'll keep you guys posted. Later, Alphons
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Hello again, Ehh....ofp2 i'm not using pisek under the runway (or roads) i'm actually using mesto2 for that. On the other hand, on the sand texture(pisek) you are able to drive inbetween the rocks, but stll the roughness for vehicles is way to much even on pisek, not only the roughness but also the dust. I run into new different problems yesterday so this project gonne take again bit longer then i anticipated. No news from me on solving things, stuck beyond believe for now. Update: So it seems you define surface definition true the Rvmats ?!? Very interesting, gonne test tonight. I'm slowly beginning to see the light Later, Alphons
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Any suggestion to a PBO creator?
Allie replied to ZNorQ's topic in ARMA : CONFIGS AND SCRIPTING (addons)
Get this tool, its all you need, it depbo's it packs pbo's and it can bin up files and stuff. Called "Eliteness 2.12". Sorry could't find it anywhere else. http://armedassault.kiev.ua/forums....ct=down Later. -
I'm really willing to explain it to y'all but no luck for me up to now. I'm a sort of stuck on the terrain roughness for driving vehicles without bumping around. All default island seem to work ok without me being able to find out how they did it. Tryed a lot of different way for setting up a surface config class, inside the config.cpp but also with separate included hpp file structure. No errors what soever but no result on the bumpyness effect. There are 2 runway pieces which seem to be drivable ok for vehicles without any settings or parameters defining that piece of runway. I have this feeling that the roughness of the closeup textures is not only defined by the setting the roughness of that piece of texture but you also need to define parameters for the vehicles themself which will be driving on it ?!? Well i have a fulltime job and i am curently at the office trying to figure out stuff for arma in my boss his time, i'll go on with it tonight and hope to have some result then. Dont worry, i wont give up. Greetings, Alphons
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Hi there everybody, I'm really pleased to hear so many good things of our project. Again like Average Joe said, this is my first project on making a terrain, its gonne take a while before i really have a final release, i'm learning while making the terrain. Some things: 1-The coloring will be done so everything will be much better tuned , i know the colors are a bit to 'hard'. 2-roughness of terrain, so vehicles could drive normal on it. 3-Level terrain at airport, still some bumps there. 4-I have somebody else working on placing object and try to create a couple of nice settlements. 5-more and better vegetation is implemented as we speak. 6-A couple of small roads are in the make too. Please let the comments come in. The base sat pic was created out of 150 google earth pictures, i made an overlay in google earth of a rasterimage( so you can return some other time and go on with taking pictures), so you know where to take a picture, the height your looking from needs to be exactly the same for all pictures, and be sure you allways keep north up. The terrain is created out of the sat pic which i changed to a greyscale PNG, then before import to Wilbur i colored the terrain so the place that need to be flat are all of the same color grey, this will result in Wilbur in a flat terrain on the places with the same color grey. In Wilbur i blured the picture a bit and the via the PBL import methode i import the greyscale PNG into visitor. After import you have to blur the terrain 2 more times with the errosion option in visitor. The sat_lco.png and the satmask_lco.png are also created from the base sat pic. Alot of fotoshopping involved here to get rid of buildings people or other stuff you dont want to be shown ingame. So my whole project is created out of that 1 sat pic i created true glueing together 150 google earth pics. I'm not really sure so i wont give a date when ready but it wont be long dont worry. Thank you Armaholic for hosting the .PBO file. Thank you Opteryx, your samples and comments helped me alot. Thanks to all others posting stuff on the forum. Alphons (Allie)
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Found a way for exporting really big coreldraw files, option in Corel to export to .AI file, this file can be read by fotoshop again. You wont loose any detail on the pic this way, downthing is that it will be a very large file, over Gb's in size. But it is working. Later.
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Thank you very much Edge, for yet another piece of the puzzle.
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Great thinking guys, thanks alot, Sometimes its maybe better to take a bit of a break, after you will see things clearer again. Thanks again
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I had similar problems, i never try to reimport terrain, its a bit stupid but i allways make sure my terrain is correct before i go on. It sometimes takes up to 100 previews before i'm happy. I have only used the BMP as a reference for making the terrain greyscale pic, never tryed the DEM or XYZ way. But now i'm fckd myself, i have some bumps in my runway so i have to smoothen out the terrain too, i'm trying to forget it but the bumps dont go away on there own. I really cant start over again, theres to much done onthis map, If it is really NOT possible to reimport the terrain i will have an island with a nice bumpy runway. Later.
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Hello again, Didn't know where to post this but i think this is not a bad idea. It is about the Config .cpp, (i think) How to change the way vehicles move, they are bouncing around like hell, can't pick up speed.?? What setting of what parameters do you use for this ?? Anybody have any luck with the roads yet??? Later, thanks.
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Hi dudes, Yet another try on making something. Link PBO: http://www.delta-automaten.com/public/area51.rar link Open project: http://delta-automaten.com/public/area51proj.rar pbo about 50Mb, project about 400Mb, upload speed around 100Kbs, sorry gonne take a bit time, but please somebody explain the close texture proportion calculations, i still dont understand. The terrain is just fantasy, havent found the best way of creating that. Have fun, the base bmp took about 12 hours to create have fun with it. I'm so sorry, name used in game, tummylandv1, sorry used config from diff project. Heres pic, just do something with it. http://www.delta-automaten.com/public/area51.jpg Later.
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i cant help it, i just love it. A Beta Release then, no roads yet. http://www.delta-automaten.com/public/border.rar Hope you guys like it. Later again.