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Αplion

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Everything posted by Αplion

  1. Αplion

    Visitor 3 Quick Tutorial

    Is your map directory called "MyMap" ? "MyMap" name is just an example. You must edit your paths to reflect the real name of your map. Also check that your main textures are in .paa and not .png format.
  2. Αplion

    Island Config

    You have double posted but anyway I gave you an answer some time ago here http://www.flashpoint1985.com/cgi-bin....t=71488
  3. Αplion

    Island Position in ArmA editor

    Problem solved thanks guys
  4. Using the example config from BIS SampleMap in my island I have it in game editor but not centered. Can anybody tell me which are the, in config, values that affect that in order to correct it ? P.S. @Moderators, I hope that I'm not posting that in wrong forum or else please accept my apologies and move it. Thanks in advance.
  5. Αplion

    Island Position in ArmA editor

    I'll try that xsparky says ............. thanks
  6. Αplion

    Config Help

    Supposing that your island called "Iraq" use the code below. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 #define ReadAndWrite 0 //! any modifications enabled #define ReadAndCreate 1 //! only adding new class members is allowed #define ReadOnly 2 //! no modifications enabled #define ReadOnlyVerified 3 //! no modifications enabled, CRC test applied class CfgPatches { class Iraq { units[] = {Iraq}; weapons[] = {}; requiredVersion = 0.10; requiredAddons[] = {CAData,CABuildings,CAMisc,CAPlants,CARoads,CARocks}; }; }; class DefaultLighting; class DefaultLighting_CA : DefaultLighting {}; class CfgWorlds { class DefaultClutter { scaleMin = 0.9; scaleMax = 1.4; }; class DefaultWorld; class CAWorld : DefaultWorld { class Grid {}; }; class Iraq: CAWorld { access = 3; worldId=3; cutscenes[] = {IraqIntro1}; description = "Iraq"; icon=""; worldName=Iraq\Iraq.wrp; pictureMap = ""; pictureShot = ""; plateFormat="ML$ - #####"; plateLetters="ABCDEGHIKLMNOPRSTVXZ"; longitude = -40; // positive is east latitude = -40; // positive is south // landRange is stored directly in WRP file class Grid : Grid { offsetX = 0; offsetY = -15360; class Zoom1 { zoomMax = 0.5; format = "XY"; formatX = "Aa"; formatY = "00"; stepX = 200; stepY = 200; }; class Zoom2 { zoomMax = 1e30; format = "XY"; formatX = "A"; formatY = "0"; stepX = 2000; stepY = 2000; }; }; startTime = 8:30; startDate = 01/05/1985; startWeather = 0.1; startFog = 0.0; forecastWeather = 0.3; forecastFog = 0.0; seagullPos[] = {1272.842,150.000,14034.962}; //default center position centerPosition[] = {2500,2500,300}; // landing place - airport ilsPosition[] ={2545,3000}; ilsDirection[] ={0,0.08,1}; ilsTaxiIn[]= {2495,2725, 2495,2850, 2508,2860, 2508,3000, 2520,3010, 2545,3000}; ilsTaxiOff[]= {2545,2445,2520,2425,2495,2445,2495,2725}; drawTaxiway=false; class ReplaceObjects {}; // sound sources class Sounds { sounds[]={}; }; class Animation { vehicles[]={}; }; // default - no film class Lighting : DefaultLighting {}; clutterGrid = 1.11;//pred demem to bylo 1.5 /// how far clutters are visible clutterDist = 55; noDetailDist = 40; /// where ground detail texture is fully visible (begin fading out) fullDetailDist = 5; minTreesInForestSquare = 3; minRocksInRockSquare = 4; class clutter { class GrassGeneral: DefaultClutter { model=ca\plants\clutter_grass_general.p3d; affectedByWind = 0.3; swLighting = true; //relativeColor[]={0.8,0.8,0.8,0}; //colorByGround=0.9; scaleMin = 0.75; scaleMax = 1.0; }; class GrassFlowers: GrassGeneral { model=ca\plants\clutter_grass_flowers.p3d; }; class GrassLong: GrassGeneral { model=ca\plants\clutter_grass_long.p3d; affectedByWind = 0.6; scaleMin = 0.60; scaleMax = 1.10; }; class GrassSevenbeauty: GrassGeneral { model=ca\plants\clutter_grass_sevenbaeuty.p3d; affectedByWind = 0.2; scaleMin = 0.70; scaleMax = 1.10; }; class GrassYellow: GrassGeneral { model=ca\plants\clutter_grass_yellow.p3d; affectedByWind = 0.2; scaleMin = 0.70; scaleMax = 1.10; }; class GrassDesert: GrassGeneral { model=ca\plants\clutter_grass_desert.p3d; }; class ForestFern: GrassGeneral { model=ca\plants\clutter_forest_fern.p3d; affectedByWind = 0.1; scaleMin = 0.90; scaleMax = 1.10; }; class SmallRocks: GrassGeneral { model=ca\rocks\clutter_stone_small.p3d; affectedByWind = 0; scaleMin = 0.90; scaleMax = 1.10; }; class FlowersColor: GrassGeneral { model=ca\plants\clutter_smetanka.p3d; }; class FlowersWhite: GrassGeneral { model=ca\plants\clutter_white_flower.p3d; }; class MushroomsHorcak: GrassGeneral { model=ca\plants\clutter_horcak.p3d; affectedByWind = 0; scaleMin = 0.85; scaleMax = 1.25; }; class MushroomsPrasivka: MushroomsHorcak { model=ca\plants\clutter_prasivky.p3d; }; class MushroomsBabka: MushroomsHorcak { model=ca\plants\clutter_babka.p3d; }; class MushroomsMuchomurka: MushroomsHorcak { model=ca\plants\clutter_muchomurka.p3d; }; }; class Subdivision { // fractal component of subdivision // changes are smaller for smaller rectangles class Fractal { // texture roughness factor rougness = 5; // max. value for squares containing road maxRoad = 0.02; // max. value for squares containing track maxTrack = 0.50; // max. coeficient depending on slope maxSlopeFactor = 0.05; }; // white noise component of subdivision // change size is independent on rectangle size class WhiteNoise { rougness = 2; // max. value for squares containing road maxRoad = 0.01; // max. value for squares containing track maxTrack = 0.05; // max. coeficient depending on slope maxSlopeFactor = 0.0025; }; // do not divide surfaces that are under given limit minY = -0.0; // do not divide flat surfaces minSlope = 0.02; }; class Ambient { /* Layer cost and species probability use expressions. Variables which can be used inside of expressions: rain: rain intensity. night: 1 during night, 0 during day. hills: 0 at 150 ASL, 1 at 400 ASL. windy: 0 at 0 m/s, 1 at 20 m/s. trees: tree density. sea: distance to sea. houses: house density. meadow: meadow character. forest: 1 in the forest. Any values are continuous/interpolated in the range of 0 to 1. Values they are independent unless notes otherwise (meaning meadow and forest can be 1 at the same time). You can observe these values in real-time using: diag_toggle "ambient" */ class BigBirds { //Container radius: //Species are normally spawned at the edges of the circle defined by this radius. //One exception to this is the initial start of the simulation, where the whole //circle will be filled. radius = 300; //Points allowed for this container: //Xbox: 1 * (1 - night) * (1 - sea) cost = "((1 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)"; //Classname in Species corresponds to type name: class Species { class Hawk { probability = 0.2; cost = 1; }; }; }; class Birds { radius = 170; //Xbox: (1 - night) * (2 + 8 * sea) cost = "(1 - night) * ((1 + (3 * sea)) - (2 * rain))"; class Species { class Seagull { probability = 0.2; cost = 1; }; }; }; class BigInsects { radius = 20; //Xbox: 1 * (1 - night) * (1 - rain) * (1 - sea) cost = "(5 - (2 * houses)) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)"; class Species { class DragonFly { probability = 0.6 - (meadow * 0.5) + (forest * 0.4); cost = 1; }; class ButterFly { probability = 0.4 + (meadow * 0.5) - (forest * 0.4); cost = 1; }; }; }; class BigInsectsAquatic { radius = 20; cost = "(3 * sea) * (1 - night) * (1 - rain) * (1 - windy)"; class Species { class DragonFly { probability = 1; cost = 1; }; }; }; //The wind is blowing various particles around: class WindClutter { radius = 10; //Xbox: (10 - 5 * rain) * (1 - sea) * (windy factor [0.2, 0.5]) cost = "((20 - 5 * rain) * (3 * (windy factor [0.2, 0.5]))) * (1 - sea)"; class Species { class FxWindGrass1 //Dark green grass. { probability = "0.4 - 0.2 * hills - 0.2 * trees"; cost = 1; }; class FxWindGrass2 //Dry grass. { probability = "0.4 - 0.2 * hills - 0.2 * trees"; cost = 1; }; class FxWindRock1 //Dust. { probability="0.4 * hills"; cost = 1; }; class FxWindLeaf1 //Green leaf. { probability = "0.2 * trees"; cost = 1; }; class FxWindLeaf2 //Dry leaf. { probability = "0.1 * trees + 0.2"; cost = 1; }; class FxWindLeaf3 //Green leaf with a dry spot. { probability = "0.1 * trees"; cost = 1; }; }; }; class NoWindClutter { //Xbox: 10 radius = 15; //Xbox: 1 * (1 - rain) * (1 - sea) * (1 - forest) * (1 - houses) * (1 - (windy factor [0.1, 0.2])) cost = "(20 * (windy factor [0.1, 0.2])) * meadow * (1 - rain) * (1 - sea) * (1 - forest) * (1 - houses)"; class Species { class FxWindPollen1 { probability = 1; cost = 1; }; }; }; class SmallInsects { radius = 3; //Xbox: (9 - 5 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy) cost = "(12 - 8 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)"; class Species { class HouseFly { probability = "deadBody + (1 - deadBody) * (0.5 - forest * 0.1 - meadow * 0.2)"; cost = 1; }; class HoneyBee { probability = "(1 - deadBody) * (0.5 - forest * 0.1 + meadow * 0.2)"; cost = 1; }; class Mosquito { probability = "(1 - deadBody) * (0.2 * forest)"; cost = 1; }; }; }; class NightInsects { radius = 3; cost = "(9 - 8 * hills) * night * (1 - rain) * (1 - sea) * (1 - windy)"; class Species { class Mosquito { probability = 1; cost = 1; }; }; }; }; class Names { //#include "SampleMap.hpp" }; }; }; class CfgWorldList { class SampleMap {}; }; class CfgMissions { class Cutscenes { class IraqIntro1 { directory = "Iraq\data\scenes\intro.Iraq"; }; }; };
  7. Guys, Nicholas Bell is using Paintshop and not Photoshop in this tutorial.
  8. Well, for some time I'm reading everything possible in order to find out how terrain importing works. My target is to import a Greek island into ArmA so after I found the desired heightmap image I was ready to start. Following Opteryx tutorial it was simple to import my 2048X2048 PBL image into Visitor and playing with erosion to have a fair terrain result viewed in Bulldozer. My next step was to have a good sat map which it was not difficult as I already had that kind of image. So I've create a sat map 20480X20480 px in PNG format. Next step was to create the mask map. for this purpose I've been use an exported image from visitor and paint it in photoshop using the color pallete from MAPLEGEND.PNG Finally I resize the mask map also to 20480X20480 px. For exercise purposes, I took the main textues and rvmat files from rahmadi, changing the paths (into rvmat) in order to reflect mine. Also I took the layers.cfg from the same island replacing the paths into. After these steps (and always following Opteryx tut step by step) I went to Tools--> "Import Satellite + Mask in visitor. After some time this proceedure was done and I had many PNGs and RVMATs into my Layers directory. I convert these PNGs to PAA and also I made some spot checks in order to ensure that into RVMATs the paths was correct. Loading my terrain into Bulldozer I noticed that I had a textured terrain but it was just like to put the sat map on my terrain. I create the .wrp file and I packed my terrain in order to give it a try in game (I use Opteryx example config replasing the name of the map). Loading my map in game I had this http://img.photobucket.com/albums/v648/aplion/lesvos_import.jpg in editor, which is fine. The problem is in-game as I'm seeing the sat map on my terrain and only in case I'm standing on ground I can see in an area about 10 meters around me the texture of an area (grass or whatever should be). Take a look on this http://img.photobucket.com/albums/v648/aplion/terrain.jpg I thought that sat map should be visible only from a specific height above the ground and not covering the terrain as basic texture. Is there any tip in order to be able to see the terrain textures instead the sat map infront of me ? Is there any possibility that this problem can caused by config wrong values ? Any help will be much appreciated. P.S. please excuse me for my bad English.
  9. Αplion

    I need your help

    So finally I've got my island in game !! now ....... my textures seems to be fairly good but near some beaches there is some strange blue color covering the sand !! I think that it must be some missplaced sea textures from my sat map. The only thing I can figure out is that I must make my sat map bigger than my ground terrain. Is that right or there is something more I can do in order to fix this ?
  10. Αplion

    Heightmap amnesia

    read this tutorial, there is a tool called Wilbur. http://www.flashpoint1985.com/cgi-bin....t=68535
  11. Αplion

    Road placing tutorial

    how can I import road net from txt files ? I didn't found anything relative in visitor !!
  12. Αplion

    I need your help

    I know but I just try to make the island more playable as so high ground has no meaning in game. Anyway I can give it a try using the real height map
  13. Αplion

    I need your help

    thanks raedor, I'll keep this in mind
  14. Αplion

    Road placing tutorial

    I followed this tutorial step by step, my road network was fine and I save my work (save as ... blabla.pew). After I load again my project the roads was broken or missplaced in many parts !! Any clue ?
  15. Αplion

    I need your help

    OK I found the problem, my mask map was 8 bit instead of 24. So I did the import and conversion, I even change the paths into .rvmat files in order to reflect paa instead png. Now my island not shown into game I'm using the same config as before, I don't understant what it might be wrong !! it is just not shown in ArmA ... not exist I'm going crazy
  16. Αplion

    I need your help

    OK I've managed to have my Mask map in four unique colors but now I have another problem. Every time I'm trying to import sat and mask maps, visitor crashes in the middle of this procedure !!
  17. Αplion

    I need your help

    I still have huge problem especially with Mask map. Working in Photoshop I didn't found a way to produce ONLY four colors. The result, when I'm importing my map into visitor is to have different four base textures but not in places I want to be. Also I noticed that I'm having grass texture (with grass) when I'm on seaside, causing some grass into sea when I'm on the beach. Any help ?
  18. Αplion

    Visitor 3 Quick Tutorial

    @ProwlerWolf - here what I did. Following exactly the instuctions of another post, I had my terrain extracted from 3DEM in .ter format. After that, imported in Wilbur (as terragen file) and as it was looked ok I exported it saving as surface PNG. I've create a .pbl file as described in Opteryx tutorial using the name of my previously created PNG from Wilbur. I import it in Visitor 3 as also described in Opteryx tutorial and it was fine. Finally I've "played" a little with erosion in order to have more smooth terrain and after that ................ (see Opteryx tutor) Regarding the height take a look in your .pbl file for min and max height values.
  19. Αplion

    I need your help

    Nicholas is right. I thought that the sat map should be viewed only from a specific height above ground. I thought that when I'll be on ground, the visible textures should be the main (detail) textures and not the sat map layed on my terrain. As far as I understood, the sat map must be absolute relative with the main (detail) textures. Also the sat map must be simplified regarding the reflected areas on it, so it is better to paint a map using the main (detail) textures rather use photoreal sat images.
  20. Αplion

    I need your help

    There is nothing wrong. Â This is exactly how it is supposed to work. Â I was initially just as confused as you are. Â The sat_lco.png is much more important than one would think, because the engine uses it to draw not only very distance but also mid-range terrain. Â It uses a greyscale texture image in this mid-range view to texturize the sat_lco image. I believe the distance controlling when the close up texture changes to mid-range texturing of the sat_lco is controlled in the config.cpp file. Â Note the variables: noDetailDist = 40; fullDetailDist = 5; No doubt drawing the textures farther out will cause a frame rate hit. According this, maybe the solution is not to use real photo sat map but make one more simple. Anyway I'll keep trying waiting for any advise by community side.
  21. Αplion

    I need your help

    to be honest I thought that there was no by hand texturing using that method. If I'm wrong on that please let me know.
  22. Αplion

    HWM Addon Pack v2.0

    OK Finally regarding rotors spinning direction is counterclockwize so it is something that we will fix in our next update (this proves it http://uk.youtube.com/watch?v=yauoaW7HfAs&feature=related ) thanks again for the correction
  23. Αplion

    HWM Addon Pack v2.0

    *** double post please delete *** sorry
  24. Αplion

    HWM Addon Pack v2.0

    It seems that you are right on that. Unfortunately during import from 3ds max to o2 some kind of mirroring occured and we didn't noticed that part. We will try to fix it in the next updated release. Once again thank you all for the feedback. @ Red Devil ... Well let me show something about main rotor ... This is my first posted image regarding main rotor http://ofp.gamepark.cz/_hosted/mmstudios/images/news_im/huey_11.jpg This is your picture (using mine BUT MIRRORED !! Â ) http://www.loopdiggers.com/stuff/wwiiec/forum/huey.jpg And this is a pic from in-game http://img.photobucket.com/albums/v648/aplion/rtr.jpg Final result for me is that the main rotor blades position is correct. The reason you thought that they was incorrect is because you mirrored the picture (check in-game yourself). @ Everybody Now generally also the tail rotor position is correct as you can see here http://img.photobucket.com/albums/v648/aplion/gr_huey.jpg Now the only issue here (if exists) is the spinning direction which I'll clarify soon. thanks
  25. Αplion

    HWM Addon Pack v2.0

    sorry admin, my mistake
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