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Everything posted by bushlurker
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some help with Movefolder and A2 Buildings
bushlurker replied to 1para{god-father}'s topic in ARMA 3 - TERRAIN - (BUILDER)
You do indeed! If you ever made a terrain for A2 and you still have your olld tools P:\ drive contents then you should have a P:\Ca in there. Copy that to your new Arma3 P:\ drive. Now overwrite all the (binarized) A2 models with the mlod pack equivalents... Now you have the mlod models, plus all their textures... Of course, the mlod models expect .tga textures, and the original CA folder contained .paa, but - MoveFolder is smart - if it can't find the <name>.tga file, but it CAN find <name>.paa - it'll just use that instead, so no worries there... You can't just use these models directly in TB, of course - because then, in-game, your terrain would be looking for "CA Content within Arma 3 itself and, it's not there! However - since MoveFolder is primarily designed to move (and repath automatically, etc) stuff from P:\somewhere to P:\somewhere\else, you should then be able to create your own customised object folders drawing on that CA content, and MoveFolder - should - find ALL the files it needs... There's still a little work to be done, MoveFolder isn't a Total Magic Bullet... It'll save you huge amounts of time shifting and repathing the bulk of your stuff, but you always need to check over rvmats, configs and in particular, "model.cfg"'s for whatever upgrading and repathing still remains to be done... B -
Isla Duala for Arma 3 (WIP)
bushlurker replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
... should be perfectly possible Ice, ... with plenty of room to spare for some decent ocean separation too... Lets chat about it sometime on Skype.... B -
-Lost Dragons-
bushlurker replied to HorribleGoat's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - TOTAL MODIFICATION
Map looks great so far! - Well done!! B -
VBS2/3 Discussion thread - the one and only
bushlurker replied to Placebo's topic in ARMA 3 - GENERAL
I'm assuming you're talking about VBS / Visitor 4 ? - in which case the BI Sim forums would usually get you a quicker answer. If you're asking about Arma 3 terrain making then best ask in the terrain section (though the procedure is the same nowadays) ... Make a new Template Library, give it a name and add just the buildings/objects you want in your "collection"... When you save that project, go take a look at the actual project folder in... P:\vbs2\customer\maps\<projectname>\<wherever you saved the actual project files> You should see a folder called "TemplateLibs" - look inside, there should be a "Template Library File" of the same name as the custom collection library category you created.... You can "import templates" to your next project by using this file and you'll get the exact same "Library" with your specific models collection, just the same as your previous project.... B -
Can't pack my map anymore...
bushlurker replied to schultzit's topic in ARMA 3 - TERRAIN - (BUILDER)
Looking at your Mapframe Samplers tab settings - they're different from what Eliteness is reporting from your .wrp... Your .wrp reports... What we're seeing here is ... "Layer Size" = 256 x 256 "Layer size" in Eliteness means "Satellite/Surface (Mask) Tile size (px)", which according to your mapframe screenshot is 1024x1024 "Layer Resolution" - 40 ... this is "Texture Layer size" in the Mapframe properties page - where you have it set to 80 "MapSize = 1024x1024 is correct - this refers to your heightmap grid size which IS 1024x1024 - its nothing to do with the actual size of your terrain in meters... For example... Eliteness reads my current TB Test Terrain like this... LayerSize 1024 x 1024 MapSize 4096 x 4096 LayerResolution 50 (MapResolution 12.5) In Mapframe Properties, my... Satellite/Surface (Mask) Tile size (px) = 1024 x 1024 Terrain Grid size = 4096 x 4096 Texture Layer size(m) = 50 (Terrain) Cell size = 12.5 So, as you can see - although Eliteness refers to the different parameters by slightly different names - it shows that the values in my .wrp agree with the values I actually have set in my project Mapframe Properties Sampler Tab... Yours don't..... My first guess would be that you need to REgenerate the Layers folder using the new settings you have set in the Samplers tab - and THEN re-export the .wrp.... Then check that wrp in Eliteness and see if the numbers reported match the numbers you're using in your Samplers Tab... B -
VBS2/3 Discussion thread - the one and only
bushlurker replied to Placebo's topic in ARMA 3 - GENERAL
Some terrifically good news for the Personal Edition guys direct from our Mighty Overlord and all-round pukka chap, Pete Morrison... ... of course if you kept an eye on the BISim Facebook page, you'd have spotted this already.... ;) B -
Terrain Builder wont generate tiles for surface mask
bushlurker replied to hdchristopher's topic in ARMA 3 - TERRAIN - (BUILDER)
Do you have a mask image loaded in the Raster Layers list? - Is it the same size as the Satellite image? - and in the same position? B -
Could you possibly post the EXACT error you get - with it's complete path? It might also be useful to see your packing log and/or your main game Arma3.rpt file too... *These files might be quite long, so please use pastebin, or the forum reply interface "Code/" and "Spoiler/" tags to save people who're just browsing the thread having to scroll thru a monster wall of text... ;) B
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That might work, or try changing Tile Size to 2048x2048... But don't change both at once - try with one or the other first... Does "messy" = "white/non-textured tiles"? Do they go away when you turn 360 degrees on the spot (ie: once the sat layer loads completely)? or are they always white until you physically approach the area? A screenshot might be nice, if the above parameter tweaks don't work... * Remember you need to RE-generate" your Layers and RE-export your .wrp before packing after each parameter change.... B
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Help with this error------ Layers generation - Default satellite file doesn't exist.
bushlurker replied to hdchristopher's topic in ARMA 3 - TERRAIN - (BUILDER)
This seems to be quite a common - and confusingly worded - error... Usually, your Satellite File DOES exist, and what this error means is that TB doesn't like the parameters you've set in your Mapframe Properties "Samplers" Tab. Take a look at that Samplers Tab - bottom-left section... Try turning up the size of Satellite/Surface (mask) tiles "Size (px)" parameter... If you're currently set to 512x512 - try 1024x1024, etc... Also take a look at the "Texture Layer Size (m)" parameter. This should be LARGER than your "Terrain Sampler section - Cell size (m) value (Top Left second parameter down)... The values you'll be offered for "Texture Layer Size" will be multiples of that heightmap cell size... eg: If your heightmap cell size is 10m then you'll be offered 10m x 10m, 20m x 20m, 40m x 40m, etc... Whatever values you're offered, try to use the one closest to 40m x 40m. Then move on to the Processing Tab and try generating the layers again.... B -
If you're running Arma3P from its "Default Install Location" in C:\Program Files (x86)\Mikero\Bin (or something like that), then you - might - have to run Arma3P via RightClick / Run as Administrator... Try that and see if it completes 100% successfully... B
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cell size = 10 - I hope!!! Sounds good... 4096x4096 heightmap with 10meter spacing/cell = 40960x40960 meters total terrain size. Satellite image of 40960px x 40960px will produce 1 meter per pixel imagery - a decent "standard" resolution. Yes - that size of image is almost impossible to work with as a "single image"... You're using Global Mapper however? - you can use the "Gridded Output" option in the Rasters Export options to save the big 40960x40960 image as 4 x 20480x20480 images - load them individually into TB and rearrange them in a 2x2 grid and that should be you with a "40960x40960" which TB will accept and use... Yes - even after that, TB will be a little slow to work with - mainly things like crunching the layers and processing all the tiles... Its BIG, but its definitely a viable size... Yes - you COULD save your overall image out of GM at 2 meters per pixel - that would give you a 20480x20480 image covering exactly the same area, but at lower resolution... It'll be generally quicker to work with all round and there's nothing to stop you switching to hi-res later... BUT... Terrain Builder works differently from Visitor 3 - it's much more like Visitor 4... You load your imagery first, and THEN decide on which resolution you'll "sample" it at for your final terrain - so, once that bigass 40960x40960 is loaded and in there - you can simply set "2m/px" at the Mapframe Sampler properties stage, and you'll be working with 2m/px for speed... later, all you need to do is change that parameter to 1m/px - TB will "resample" the underlying data at full res and - you have a 1m/px terrain! so - I'd load up the full res data - then it's in and you don't need to worry about it any more - you can sample low for initial speed, and later on, sample high for quality... the same underlying data will do for both B
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Check your config for a line like this.... elevationOffset = 2000; ... you know what to change if you find it.... ;) B
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If you're just starting out fooling around with L3DT and Terrain Builder and just need some heightmaps to play with, or maybe try making sat texture and mask with in L3DT then you could try THESE. They come in .png image format, which L3DT understands and loads fine. One point to note is that the .png format (designed in this case for the old Visitor 3 tool), doesn't include actual numerical heights information, so when you import it into L3DT, the first thing it'll ask is "what are the Maximum and Minimum heights of this heightfield"? Theres a .pbl file packaged alongside each heightmap - just open that up in Notrepad and you'll see the appropriate values for max and min height right there. Copy these two values into the L3DT Import Dialog when it asks for them and they 'll then load nicely... These terrains are all 5x5km, which is a good size for initial testing and experimenting since things will work smoothly and process quickly... at the same time they're 5 meter ground resolution, - about on par with Stratis ground detail-wise, so they should look quite nice once you start to add satellite texture and ground surfaces... B
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Porting A2 Maps - Help needed!
bushlurker replied to schultzit's topic in ARMA 3 - TERRAIN - (BUILDER)
"Custom" roads are probably in the custom objects pack you mentioned - if you've relocated/renamed/restructured that then the models and probably the configs might need repathed (Assuming it's Arma 2-style Object-based roads we're talking about)... Looks like a ground texture .rvmat issue - these contain paths too and might need edited to match your new project structure. This was a common problem back in the earlier Arma 2 days, and usually the culprit was "surface classnames conflicting with another terrain using the same classname(s)". Since I notice you're using... class abc_samplemap_grass_green_Surface and the "abc_samplemap" already uses that classname then, if you load both terrains at once, one or the other may well have no clutter... Depends... Custom road objects, once ported, will still be viable "roadways" so it makes sense not to waste time replacing them if your project has lots of them in place already. If you're adding extra or new roads then there's nothing to stop you using the new shapefile tech for those... Your config files look mostly OK - I mentioned the clutter/surfaces classnames thing already... In the Main Config I'd change this line (for now)... enableTerrainSynth = 1; ... make that "=0;" The Outside Terrain tech is sometimes dodgy at the moment and the last thing you need right now is an additional layer of hassle - the terrain will work fine with it "off" for now and you can worry about it later. B -
Can the Path of the P: Drive be moved to a different HardDrive?
bushlurker replied to ms_scout's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
The P:\ drive is a "Virtual" drive - it doesn't really exist as a physical drive, of course - what you see as "P:\<contents> when it's all set up properly is actually the "Arma 3 Tools" folder itself, which I'm guessing you have installed to C:\<somewhere> Easiest solution is to install the tools to a drive other than C:\ B -
You can select all instances of a particular object by right clicking on the specific object in the Templates Library Manager section and choosing "select all objects". Or if you have a Template Library Category containing all your individual A2 trees, you can right click the actual Library Category itself and "select all objects" - then just hit the "delete" key.. Alternatively, if you have all the objects you want rid of on a specific Layer or layers - you can right-click the layer itself and choose "clear" which will delete ALL objects on that particular layer... So once you've exported your list, there's several ways to get rid of the old stuff before importing the new.... PS - Remember that when it comes to importing your list which you've edited to use Arma 3 trees - you'll need those Arma 3 trees to be added to the Template Library first so that when you're importing, TB can find the correctly named objects in it's library ready to place.... B
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One of the drawbacks of the "find and replace" function in the old Visitor 3 was that it didn't "respect" orientation (and possibly also scaling, if I remember correctly), which made it of limited use.. It was usually a better option to export those objects - open the export textfile in something like Notepad++, and just bulk "find and replace" the Old Objectname with the New Objectname - then reimport... With Terrain Builder, if you look carefully at the Templates Library section, you'll notice that each item (eg: tree) has a "path to model" and "model p3d name" entries which are editable... Technically - you could change that path and name, then that "object" - wherever it's located on your terrain, would use the new model you specify... However - it's STILL probably an easier option to - export the objects - change the names and just reimport (deleting all the old objects from your project and from your terrain first, of course). The new Terrain Builder object export format is a little more extended than the old Visitor 3 one - there's parameters for scaling, pitch, roll, yaw, etc, etc - so even though you're swapping the objects themselves, each models individual info for these parameters will be preserved, and applied to the new object. And with something like Notepad++, its very easy to bulk swap one model name for another, even if your export file has half a million objects or more.... B
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Quick Terrain Builder Tutorial
bushlurker replied to jakerod's topic in ARMA 3 - TERRAIN - (BUILDER)
Your config looks OK - can't see any obvious errors... Try this... In Terrain Builder - export the .wrp again to get a fresh one. Repack the terrain with PboProject... Post PboProjects entire binlog for that packing process... B -
Need Help, terrain under water
bushlurker replied to hdchristopher's topic in ARMA 3 - TERRAIN - (BUILDER)
I've seen this "second mapframe" thing reported and mentioned quite a few times recently... due, I think, to some online video that people have been following... There's absolutely no need for a "second mapframe" at all - there's (usually) nothing wrong with the first one you created... Once all your data is imported (and you've saved your project just in case anything goes wrong) just open the properties panel for the mapframe you initially created - go to its locations tab and set it's Bottom Left coordinates to the required Easting and Northing - then you have a mapframe - in the correct position... B -
Need Help, terrain under water
bushlurker replied to hdchristopher's topic in ARMA 3 - TERRAIN - (BUILDER)
is the mapframe at the same location as the underlying data layers? When you "Rebuild terrain" in the Mapframe Processing section, it "samples" the underlying heightmap data - at the size and resolution you specify - into the mapframe extents. This then appears in your Raster Layers list as a "mapframe heightfield" - this is the actual "heightmap" which will be used in your project... Did you get one of those? - take a look at it... is it the same as your "original heightmap"? - or is it just a flat level plane which is underwater? If it's just flat, then when you're "rebuilding terrain" the mapframe is sampling.... nothing, because either it, or your data, is in the wrong place... B -
Terrain Builder stopped showing satmap and surface mask
bushlurker replied to badluckburt's topic in ARMA 3 - TERRAIN - (BUILDER)
My 2000'th post!!! Do you have the "view satelite image", and "view mask image" icons active in the top menu bar? B -
Possible to extend view distance on roads in A3?
bushlurker replied to egilsandfeld's topic in ARMA 3 - TERRAIN - (BUILDER)
I've seen Mondkalb use that "Blending options" trick once or twice to good effect, so it's worth an experiment.... B -
Creating Surfaces with V4?
bushlurker replied to Cype_Revenge's topic in ARMA 3 - TERRAIN - (BUILDER)
You need to have surfaces assigned to colours first, then you can assign one of those surfaces to each shapefile layer, and when you "export shapes to imagery", those shapes will be the colours you assigned, over the top of a definable background colour.. It's basically designed for rapid simple mask production using shapefiles to define ground surface areas... B -
Possible to extend view distance on roads in A3?
bushlurker replied to egilsandfeld's topic in ARMA 3 - TERRAIN - (BUILDER)
You need to have surfaces defined first, and assigned to colours, then you can assign one or the other of those colours to each shape layer via right click. The whole facility is tied to ground surface colours since it was originally intended for rapid simple mask production... B