Jeppen
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Wow, that's an amazing test that says everything! Big Thanks, i bet this will save alot of time for people who are new and unsure. Great test!
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Damn hyper fast posters... ok, so i guess my edit was pretty much made obsolete there.
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So if i wanted to make a map being 20840 m2, then my greyscale heightmap would have to be 2048 x 2048 pixels, Terrain gridsize of 10.0, a Sat+Mask texture of 20480 x 20480 pixels each? I think i'm beginning to understand this part now. Big Thanks Alphy! -J- *edit* Would it be possible to make the heightmap 20480 x 20480 and terrain grid size 1.0. This should make it the same size but perhaps a little more detailed terrain? Or maybe this is completely unecessary and performance ditching?
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Hi, me again. What are the pros and cons for small resp. a larger gridsize & Terrain cell sizes? Our resident Norwegian said in his tutorial: Ok, so terrain Grid size is 512, shouldn't this match the sat/mask images, in his example 2048x2048? I know i'm wrong, but i really want to understand what i'm doing and why i'm doing it. Also the Terrain cell size, what are the pros and cons for that? Shouldn't we always keep it as small as we can, or will that affect the island's performance? Hopefully someone will understand my slightly cryptic questions.
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Check your Tools -> project parameters and Tools -> Project Preferences. Sometimes mine disappears after i close Visitor 3. (mostly because i always forget to save my work, since i'm still in a testing/learning phase) Project Parameters: Set the image size to the same as your sat map size (2048 if you followed the tutorial to the dot as you said, because your actual sat image is 2048x2048 pxls right??) (Also, make sure your Mask image is 2048x2048 pxls too) Project Preferences: in the top line where it says "Folder Textures" write: MyMap\Data (I'm not sure if this is case sensitive or not, either way, check the big/small letters and match them to the actual folder names on P:\ If this is not working, then you can be sure it's a path error. This is from my trial&error experiance. Hope it helps! -J-
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lol No it was i who said it wrong from the beginning. It's just that Planck has got some scary knowledge of always understanding even if the question is formulated compeltely wrong.
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Yups, this is exactly what i meant (key part) Big thanks for this elegant explenation!
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Amazing.. You're the best! Thanks!
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Hi, is there anyway of seeing the sat map inside V3? I mean as a reference for where the roads and buildings should be placed. Maybe there's a different way of doing it, i dunno. How are you doing it? Tips are most appreciated.
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Hi, what is the meaning with making new keypoints (blue sections) instead of keeping everything normal (black sections)? (when seen inside V3) Has it anything to do with AI path finding or so?
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Ok, it's working now, i reinstalled all the tools coz i figured it'd be easier than finding the original roads again. Thanks for all the help guys!!
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Argh! Does anyone have any idea what could be wrong here?
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lol ok. I have 337 different roads in my roads folder, can anyone confirm this? i got ArmA + QG installed.
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well maybe you just get punished for this ? eh? This island has 3 houses and 1 straight road . oh, and 1 bush! It's only a test island where i try to learn how to work the tools before moving on to my real project. It was only a joke. I still need help with the roads.
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That's what i did, i clicked Tools, then Road, clicked "Add" and gave it a name, then in the Straight parts tab i try to add/browse a road but then the error message comes up. If i'm unable to add something into this tab, how can start defining it? This how it looks for me. I have tried almost every kind of road in the road folder, sometimes i get the error message and sometimes V3 just crashes. I can't find any MLOD roads, neither can i find any ODOL. I wish i knew what was going on. Have i unpacked the wrong Road Folder maybe?