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digitalcenturion

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Everything posted by digitalcenturion

  1. So how do you code the footpaths in the roadslib? You know the type of vector paths that are in tanoa for example that are ignored by driving ais? Cant find info on it anywhere!
  2. Hello all, this has been an elusive topic for me but the other night I finally sat down and fiddled with QGIS with QGIS 2.14.3 Essen with GRASS until I figured it out. What you need: Quantum GIS desktop http://www.qgis.org/en/site/forusers/download.html A map in TB Some type of shape data you want to use 1) Provided you have a working map in TB that uses the mapframe settings you need to have in arma 3 (Default UTM zone, 200 000 easting and 0 northing coords), use file -> export -> terrain to export your terrain heightmap in ASC format. This is the quickest way 2) Start up QGIS and using the toolbar on the left, click add raster (second topmost). Add your .asc. Now you have a terrain visible that shows your mapframe bounds. If done correctly the SE corner should be at coords 200 000 and 0 3) Add your shape data, for example Open Streetmaps roads. I use the data from Finlands national land survey - YMMV. The imported data more than likely went somewhere out of bounds, so right click on the imported layer and click "Zoom to layer". 4) Depending on the projection of the source data it will probably appear skewed or rotated - to fix this right click on the layer and press "Set layer CRS". Select the project CRS that we got from terrain builder - WGS 84 / UTM Zone 31N, again right click and zoom to layer. 5) Now it should no longer appear skewed. However - it still is at the wrong place and it might be out of scale. Since Arma and TB likes to have things in powers of 2, map sizes rarely round up to round numbers. Because of this we might need to scale the data. My raw data for example is in cells of 6000x6000m but the end resolution in TB is 6144x6144m. By dividing 6144 by 6000 we get a scale factor of 1,024. We will use the same tool for both moving our shapes and scaling it. It is the V.transform - to access it bring up the Processing Toolbox with ctrl-alt-T, and type transform in the search box. Double click on it! Make sure it operates on the correct layer and type in the correct scale factor - in this case 1,024 for X and Y 6) Now it created a new layer called Transform, that is the correct scale and projection but at the wrong place. Zoom to it again. Now we will use the v.transform tool again to move or shift the data to match up our mapframe- this is a matter of simple maths really. In my case I use a X shift value of 105690 m and Y shift of -6838272.0 - remember we want the end result to be 200 000 and 0. YOu can use the triple dots to find the current extent of your layers. The ideal case is that your shape files are neatly clipped at the same place your map ends - if not your result might be off. I was lucky to only use data from the same sources, so everything matches up nicely. 7) Voila - your result should match up nicely. If not it either operated on the wrong layer or your maths were off. Make sure to save your new layer to disk - temporary layers are not saved even when you save your project in QGIS. You can use this shapefile straight up in TB or stay in QGIS and use the superior database tools to make road classifications and such. QGIS is a really good program and there is a lot of support for it on the net - I have barely gotten a basic understanding of it but already it will completely change how I do maps for Arma 3.
  3. Thanks! Here are some screenshots btw of vegetation placement on my test map: BTW could you explain the usage logic of your tool - regarding density and such? Was there a pdf manual somewhere, could've swore I saw one but cant find it anymore
  4. Hi Stacker, Great job! I was waiting for a new raster based workflow - it really is more convinient for large maps and vegetation. I am trying to test a new workflow for making forest and I am making good progress, I first used a test map that is a lot smaller, 6,144 x 6,144m. However when I try to use my fullsize terrain settings nothing happens, it is not making the tiles or anything. I am using a half-size (2m/px) mask image, but my settings should be ok I think.. It seems to be stuck in the Initializing phase - high disk and cpu usage though.. My settings are 19 tiles in a row, 2048 tile size, 16px overlap, 2m/px res, 18432px size and easting 200000.... Any ideas?
  5. digitalcenturion

    Structures - Ambient Occlusion Improvements

    @bis_iceman +1 for that request, just started on updating bakes for a big building pack and Rather would do it properly
  6. digitalcenturion

    SFP: Objects

    Hi guys, thought I'd inform you that I have been allowed to help in updating this pack to a more current standar, here are some picture of the WIPs: http://imgur.com/a/zHohp It includes updating to multimaterial, baking AO, baking normals from highpoly for doors and such. Still getting a feel for the workflow, but it is promising so far
  7. Hi guys, Short question, have tried on discord, but one of my terrain object I have imported from Terrain Processor using the area random module is reeds, or P_phragmites_summer from a2, using cup assets. They import just fine but are then substituted on export for random objects like signs or park benches. Sometimes they export fine but at some point they get degenerated and I have to clear the layer and reimport. Any idea what does this? What I want What TB thinks I want
  8. digitalcenturion

    P_phragmites_summer keep getting substituted in TB

    Yes and yes. For the record it seems I have solved this problem (for now). I had some duplicate template objects so I had to redo my template library completely - now there is not any substitution anymore.
  9. digitalcenturion

    EM_buildings - new buildings

    I just wanted to say thank you for your buildings, they are really good quality and fit some important niches! I make good use of them in my upcoming map - I hope you have the time and energy to keep it up. It's and uphill battle in A3 editing for sure :) Again, thanks and good job!
  10. digitalcenturion

    X-Cam-Taunus Version 1.1

    I might be daft but how can I view the new objects/buildings that shipped with Taunus - or use in X-cam myself? Let's not kid ourselves, having Taunus as a dependency won't be a problem as I can imagine any Arma 3 gamer who wouldnt download it :D
  11. digitalcenturion

    Terrain Processor

    I am trying to use the Point with rotation plugin in TP and get the rotation value from my ROTATION data column - so far no dice and I can't find any proper documentation on the issue. Could any BI dev explain - If I can get it working it will be a huge step forward for automating building placement. EDIT: So according to https://community.bistudio.com/wiki/Terrain_Processor:_Introduction#Something_you_should_know:_Features_Database there is no database binding for rotation - seems like a missed opportunity?
  12. Try this in your config maxClutterColoringCoef="1.15f"; //especially this one, if set so it means minimum discoloration of your clutter Other useful lines regarding map textures are terrainBlendMaxDarkenCoef="0.85f"; terrainBlendMaxBrightenCoef="0.15f";
  13. digitalcenturion

    [WIP] Terrain "X-Cam-Taunus"

    You guys are doing some stellar work! Who are doing all the new buildings? They look really professional made..
  14. digitalcenturion

    RHS Escalation (AFRF and USAF)

    Thanks! Great to hear about the MT-LBs too, those are wanted for Arma 3 for sure. In the mean time, just a plain jane BMP-1 without turret and a ZSU-23-2 on top would be awesome ;) Some cool inspiration can be seen at Oryx blog: http://spioenkop.blogspot.fi/2015/01/onwards-to-front-syrias-bmps.html
  15. digitalcenturion

    RHS Escalation (AFRF and USAF)

    1) Dear RHS team, I am unsure but I remember reading somewhere that it is OK to release mods that retexture your assets as long as they give credit and don't tamper with your files - would that be correct? I have been working on a "GREF style" faction that uses RHS assets, namely a 2016 version of the AAF. Just wanted to check if it is OK to redistribute. Pictures here if you are interested. 2) On the matter of GREF, since you have all the source files, are you planning on adding some more exotic armored vehicles, there seems to be a lot of love for replacing the BMP-1s turret for example in Syria with a ZU-23-2 AA gun (something the Greek army has done too).
  16. digitalcenturion

    [SP/CO8] A 3 - Antistasi Altis.

    I thought some about the subject of my request, and since Barbolani is being bombarded by requests all day long I decided to flesh out my reasoning behind the request: 1) AAF get's dull after a while. One type of MRAP, one type of truck, two APCs and basically the same infantry over and over ad nauseum. There is no "wow" factor in seing a threat appear, you know what is is exactly and how to deal with it (or to run away, more likely) 2) Super-duper 2035 weapons and vehicles. Auto-lock missile launchers, thermals mounted on everything and aircraft that pop so many flares that they are impossible to shoot down. Give me a old-fashioned RPG or M72 LAW, and let me fight a BMP-1, and let me run away when they call in a Mi-24 on me. 3) Nostalgia. Me and many with me have fond memories of being a resistance fighter in Operation Flashpoint: Resistance facing T-80s trying to make that difficult AT shot or blowing them up with satchel charges 4) Diversity. RHS brings a lot of goodies to the table, like static artillery pieces and AA guns, a plethora of vehicles, weapons and optics. More loot to find = more fun 5) Realism. Again, the future setting of Arma 3 makes for some rather strange gameplay elements where before you have hoarded PCMLs armor is absolute terror while afterwards these shoulder launchers will kill any and all armored vehicles with ease, and hit almost 100% of the time. EDIT: Some images of the new RHS update, not by me though: http://imgur.com/a/ZdYQX
  17. digitalcenturion

    [SP/CO8] A 3 - Antistasi Altis.

    Hey Barbolani, great work on getting v 1.0 out the door! Just saw that RHS released RHS:GREF ie a full greenfor faction. It would be pretty bananas to have a full RHS version in the future of Antistasi for a bit more low-tech environment, with RHS:GREF replacing AAF, RHS:AFRF replacing CSAT and RHS:USAF replacing Nato. I know it will probably be a lot of work, but it will probably be worth it! Any idea if just opening upp all scripts in Notepadd ++ and search&replace all functions replacing class names would work? If so I could try it myself, not afraid to get my hands dirty. Anyways, once again, good work!
  18. digitalcenturion

    [SP/CO8] A 3 - Antistasi Altis.

    Some things have come to mind while playing some more: 1) Can you change rescue missions so that the timer stops when you liberate the POWs? During two rescue missions I have just missed the deadline before getting the POWs to base and watch them despawn from my truck even though they were already "rescued" if not at the base. It's annyoing and not logical. Perhaps you can get mission complete when you liberate all POWs but only get the HR boost when you get to base? 2) In the future have you considered the ability to save your AI troops in persistant saves - perhaps even allow your saved units to upgrade their skill over time? This would be kind of like in X-com games, the longer you can keep your soldiers alive the better they are, but makes you more reluctant to risk their lives. It would be a pretty good paralell to reality too, I imagine a commander would be less likely to risk his long-time friend than a new recruit. Just an idea. 3) My captured APCs dont seem to save like normal vehicles when using persistant save. I just garage them now, but maybe a bug. 4) Some more control of NATO attack missions would be cool, by for example choosing the insertion point and method of insertion (landing/fastrope/para). Or atleast the choppers wouldnt need to fly so very high, they are targeted by each and every SAM missile this way. Now you need to comb over the whole area and clear any outposts and roadblocks before you dare risk a NATO attack - these are supposed to be the pros.
  19. digitalcenturion

    [SP/CO8] A 3 - Antistasi Altis.

    I don't know much anything about scripting, but I do know a fair bit about map making and I can tell you the roads on Arma3 and Altis are generated in a very different way from Chernarus / Arma 2. In arma 3 the roads are just vector paths stored in a database, which the game then assings properties light texture type, width and so on, whereas in A2 days the roads were actualy p3d objects placed in a row one after another.
  20. digitalcenturion

    [SP/CO8] A 3 - Antistasi Altis.

    I imagine it would be a near total rework, everything is custom placed on Altis, and most if not everything would need to be rebalanced i think. A 2016 Altis version with more current day assets on the other hand might not be as hard (forgive me Barbolani if I am wrong) but then we would at least need a good AAF/GreenFor vehicle and infantry pack - perhaps a reskin pack of RHS US/Russian assets with RHS dependency. Or we can wait for CSLA3 and their greenfor forces, I loved those. Mmm, 80s edition guerilla war Yes I use the close by mortar too (mainly to get fire support as fast as possible). Also be sure to keep a medic close by at all times. @Barbolani; I tried again with vanilla mission and wouldn't you know it, I lucked out in some missions including a very tense money convoy assault. End result: 4K money, 25 HR even after spending money on two FIA skill level updates. Goes to show :D But I wont mess with no counter attacks till I have something like 50HR and enough money for a shitload of statics.
  21. digitalcenturion

    [SP/CO8] A 3 - Antistasi Altis.

    Thank you :) I don't want to seem like a complainer, and as I said before this game mode sure gives a good challange to old, obsolete gaming habits where you always conquer, defend and prevail. It is quite ironic this complaint of mine, since in many games like Fallout 4 I lament the over-potent agency of the player character where you always prevail and always win, you rarely if ever need to run away. I will give the mission a new try, perhaps I just need to modify my tactics, make better use of the undercover mechanics.
  22. digitalcenturion

    [SP/CO8] A 3 - Antistasi Altis.

    Barbolani, could you perhaps make a version of the mission where you have slightly more HR & money to start with? Or at least get an option to do that. If not, what file controls that? I am no stranger to modifying missions for own purposes, it would ofcourse not be shared... I like hard, but falling on your face every time hard is a bit much. Or rather, it feels like I need to play this mission on co-op with other intelligent humans to make it work, after all one player is more effective than 2-3 AIs. So 8 players is like 24 AIs..
  23. digitalcenturion

    [SP/CO8] A 3 - Antistasi Altis.

    Ok.. regarding 1) I have had two towns and still no HR income at all, at first I thought it was because it was pretty small towns in the NW corner of altis, but I restarted further down south where the default place is. I had two medium size towns but no HR. Do they need to be powered to give HR? I still think there is some tweaking to do on the counter attacks, I took my first outpost near Neri and the counter attack was two CSAT jets, three helicopters, four (!!!) APCs and three infantry trucks. A pretty tall order to fend off with eight men. And if you retreat all the time you never get any progression... I play on single player if that makes any difference. BTW where do you set the mission difficulty?
  24. digitalcenturion

    [SP/CO8] A 3 - Antistasi Altis.

    Hey Barbolani, I just recently found your mission and boy - this is good! Real good and real hard! I have literally never been this challanged in a game to unlearn my bad habits, the most typical being "no need to retreat yet, i got this". Followed by a humiliating defeat always :) Some comments and questions - might be ignorant so forgive me 1) How do I actually get more HR? This seems needlessly hard. I have several towns switch sides to mine but I never get any HR. Makes the beginning quite hard. When playing pure SP I would prefer to get more HR, so I can actually make roadblocks, HC squads and such. Now I have a steadily dwindling supply of men and eventually get caught in a bad counter attack and have 0 HR = more or less game over I think. 2) How do you win a CSAT punishment mission. Got only one so far, and jets streaked in and napalmed my town to death, I got a fail even if I destroyed both choppers and killed the soldiers. 3) Mortars are pretty much a must have right now, the only way to even the odds. That being said, the enemy rarely seems to target my mortar. 4) Any consideration for having early game enemies be police type units (pistols and SMGs instead of assault rifles), might make the start more forgiving 5) How badly do you think a config replacer for AAF and/or CSAT will mess up the scripts in this mission? 6) There seems to be very few ways of disabling an APC to capture it - any pro tips?
  25. digitalcenturion

    [SP] Pilgrimage

    Seems I too got the save game load crash on Chernarus - thought those probs were of the past :angry: :( Oh well.. Rydygier I have one simple idea of how you could at least prolong a single session for those of us with crash issues, but I dont know how easy or hard it would be to make work with the scripts. Basically there would be ten groups on the blue side that are playable, ten separate 2-man "teams" if you will. Now if the primary team gets killed, instead of a mission failed, we get the option to start again in the same persistent world by team switching to the next team. Granted, all the loot would be gone and would have to bee retrieved again from a potentially very dangerous location, DayZ style if you will. I guess there would need to be some addAction user action for each of the new teams to run a script to add the necessary action items to each of the team. This still dont solve the bigger issue of multi session gameplay though. :wacko:
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