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digitalcenturion

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Everything posted by digitalcenturion

  1. +1 to this suggestion.
  2. I have this problem too. I followed Jakerods The Atlas tutorial to the letter.. Is this related to PboProject or something else? Any solutions?
  3. As the thread says, what would be the best way to do this? Provided one does not want to alter the resources, only use them. I suppose downloading some AiA/CUP resource pack avaliable, extracting it and popping it into the P: drive? Could someone more experienced give some comments? Thanks!
  4. I agree. Plus in this day and age digital distribution is the norm and so is large downloads. I mean the new Wolfenstein was a 40Gb download on Steam. AiA TP is small potatoes :) I still don't know though how my directory structure should look on P:? Should I put the depbod structures in the A3 folder that Arma3P bat created, or make a new "master folder"? If so, what should it be called?
  5. digitalcenturion

    Visitor3/World Tools Object Export to Terrainbuilder

    My map has standard origin settings, it's made following jakerods tutorial actually. My point wasn't that, rather that the program seem to fail at the addition for some reason. You can see it also has added some things to the Y coord which should be untouched. So what gives? I have no prob doing the manual conversion in Excel but well, I'd like to have an easier life :) Thanks for really good mapping programs btw, I really like your map builder!
  6. This really wasn't about licensing, but it is good with a refresher... but further APL-SA discussion and whatnot could be held in it's own thread. The point is if I want to use some objects from AiA that used to be part of the PMC DLC which I am not sure if I even own but now are free for all and I have downloaded the AiA Terrain pack which is 6gb in size and contains all the data regarding maps from A1 + dlc and A2+dlc do I really need to download A2 on steam again to access the files? I mean they are inside the AiA TP pbos already right?
  7. digitalcenturion

    Visitor3/World Tools Object Export to Terrainbuilder

    Hello Neo, there seems to be something wrong with the converter when I use it, perhaps related to my system? IDK.. Anyways, when it should spew out a line that reads "t_PinusS2s_b_F.p3d";200375.891;30711.907;343;0;0;1.45687073;0 it outputs this line. "t_PinusS2s_b_F.p3d";720.891;31056.906;343.000;0.000;0.000;1.000;0.000; As you can see the X Y are wrong.. I left the settings at default should I use other offset settings or?
  8. Yes I know that, but how would I actually add these assets to Terrain BUilder? DO I just DePbo the pack I want and stick them into the P: drive? Where exactly? Sorry for noobish questions.
  9. digitalcenturion

    WorldTools export to Terrain Builder question.

    Hi, the download link is down. I plan on populating my maps forests with good ole world tools to begin with, so I would appreciate the tool. Thanks! EDIT: Nevermind found it
  10. Which files do I need to delete when redoing the tiles to ensure there are no old errors carried over? I still get complete BS tiles. But the good news is I managed to rectify my roads in global mapper so now I get all the roads for free :)
  11. digitalcenturion

    The Atlas: Guide to ArmA 3 Terrain Making

    So I just extract the AiA or A3MP buldings and stick them into my p drive?
  12. Please do. It seems very arbitrary and random this error. It already annoys me I couldn't use the 8192x8192 heightfield I had.. (actually have 15k x 15k :) ) so I wont accept running at quarter resolution
  13. digitalcenturion

    The Atlas: Guide to ArmA 3 Terrain Making

    Great work Jakerod this really helped me and brought my map nearer to realization by many many steps. If I could suggest one small improvement would it be possible to add a chapter of how to properly set up the Arma2 / AiA buildings and objects for use with Terrain Builder? Again, many thanks!
  14. digitalcenturion

    Mi-28 W.I.P.

    Hi Redphoenix, just wanted to give you an offer, I am the guy who created the original Mi-28N model back in 2008. A guy called EricM helped me put it in-game but in the process he reduced the poly count and also redid the whole UVmap. But the thing is I still have the original model that is mapped and complete, and I have the full PSD template for it too. The cockpit is only started, but there is a lot more source material avaliable online than there was in 2008, and I have since modded a flight combat game called Strike Fighters 2, building a lot of cockpits.. I guess with your A3 source files putting it ingame would be rather more easy? I could work with you if you want, and I could even work with your to created the cockpit to a better standard. Here is a render of the model as-is, as you can see some stuff would need reworking to look better like the gun details and landing gear but overall I think it looks OK, it's about 20K tris IIRC.
  15. Update. I can't promsie Iwill get it ingame and working properly with help, but will at least be in Strike Fighters 2 for other projects I am working on there.
  16. Kazenokizu yeah that is a good idea, the textures are still WIP. Armyguy: Yes I think I will wait with the vehicles until RHS is out, it would be a very convinient one-stop-shop if I can get permission to reskin some of their vehicles. And yeah the Uh-1 would be a good fit for unarmed Ka-60 but IRL the IRIAA rock the twin engine AB214. In a monumental detracking/project creep I started on this last night. It's a model I've been wanting to do for a long while anyways. I've never had much luck with making vehicles for ArmA but with the sample models maybe even a monkey like me can do the necessary cut-n-paste operations. EDIT: If anyone has good references for the Ah-1J or T Sea Cobra, particularely drawings from the top and front, I'd appreciate that very much!
  17. Not much news on the weapons front. I think I could pretty easily make two alternative configs, one for massi and one for RH/HLC for those who prefer those. What do you guys feel like regarding vehicles? Would it be very out of place to have these iranians riding around in the vanilla CSAT vehicles, or should I try to make some using Reyhards tanks? There are of course a bunch of gaps still. T-100 -> T-72S w. ERA BTR-K -> BMP-2 AA BTR -> ZSU-23 Ifrit -> ? ? ? Mi-48 -> Retextured Ah-1Z (the IRIAA fields the Ah-1J Sea Cobra which is reasonably close and are upgrading it so the Viper would make a reasonable stand-in. Since we have the sample models one could even replace rotor to use the Huyes two blade one and replace hellfires with TOW tubes and delete AIM-9) Ka-60 -> Uh-1 or Mi-171
  18. Is the 2M terrain cell giving you trouble in Terrain builder? How about in-game, laggy or not? Looks great, very cosy!
  19. When I run my map in bulldozer the terrain is all white. In my Mapframe processing tab when I hit generate tiles it is a really fast window that pops up, not at all like in Visitor 3 when it takes a long time. I used the default mapframe settings. Some stats of my map: Grid size: 4096 X 4096 Cell size: 8m Terrain size: 32768m Sattelite map size: 20480 x 20480 px Res: 1,6m/PX Tile size: 512 x 512 (tried several other sizes) Desired overlap: 16 px Texture layer 32x32m What am I doing wrong? I have loaded my sattelite map and mask, both same size and coordinates.
  20. I am having trouble getting my heightmap to work in TB. I have a source files that is 15k X 15k pixels that I've edited in Photoshop. It imports fine into L3DT. But when I import the 8192x8192 sized hm in TB it gives extreme elevation differences -> Can I set min and max elevations like i do in V3 or L3DT? If not, what is the proper method to export from L3Dt so TB understands it. WHen I exported a XYZ file with default settings it was 5gb large!!! Thanks.
  21. Ok, redid so I use the default mapframe zone and the ASC file works... Now the next problem is I can't get satmap textures to show in Bulldozer.
  22. I still get the same error with that export setting.. Tho I am not using the default mapframe settings in TB - do I need to? I wish I understood this better.
  23. So 8192 x 8192 is no-go? Shame, want to make a 32x32km map, 8192 would make for a pretty decent terrain resolution... Ok, exported from L3Dt as ASC, resized to 4096x4096 checked on export, but on importing into TB it says Import - Zone of imported data is too far from project reference zone Data cannot be imported I use real coordinates for my map... how should i rectify this prolblem in L3DT?
  24. I just checked out the RH and HLC weapon packs, and while the weapons there are very nice there are some problems: -The HLC G3 pack lacks the full lenght folding stock variants that are very prominently used by the Iranians. Also, the non-ras G3 cant mount flashligts, and I really want to have those. Neither is there a full-lenght M203 variant which is sort of needed for the replacement config. -The RH M16A2 with fixed carry-handle cant mount scopes on top of the carry handle (would be most realistic stand-in for the DIO S-5.56 as I've only seen one picture of the DIO S-5.56 with RAS). -The HLC packs + RH + massis pack is together a pretty massive bundle of required weapons for a unit mod. I'd prefer to not have that. I will PM these gents however and maybe something can be worked out. Fingers crossed.
  25. Ah yes, I was about to mention the Kh-2002, it would make sense to use it but I don't know what troops would use it. I have yet to see it in a large distribution on parades or military exercizes = still in trials? Or maybe it is reserved for really secretive specops units. I have of course made other small leaps like introducing the M203 which AFAIK is not in use. I will think on it. And regarding the RH/HLC yes I will consider that too. I would like to have a one stop download with as few requirements as possible, but I also want to have A3 levels of quality all over.
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