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Nicholas Bell

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Everything posted by Nicholas Bell

  1. Nicholas Bell

    Keypoint Names

    Okay, so what's the secret I am so obviously missing on how to get named locations to appear on the map in game, whether the wrp file is packed or binarzed? The data is stored in the hpp file, but never appears on the map for me. The keypoint names do appear in V3, but that seems independent of the hpp file, as it can be deleted and the names still appear. So after some time struggling with solving this a light came on in my head and I simply copied and pasted pasted the contents of the hpp file into config.cpp and voila, the names appear in game. So is this the way it is meant to be done. And if so, please point where this is explained. If it is not the correct way, then how? Thanks!
  2. Nicholas Bell

    Al Amiriya

    Don't worry about the missing black texture, it's only a problem in Buldozer, not in game. I have the same problem. I've copied over the missing data into V3 but it hasn't solved the problem.
  3. Nicholas Bell

    Keypoint Names

    Well, I can't get beyond BASIC when it comes to code For those like me, here's a bit of information: Do not use spaces, hyphens or other such symbols in the CLASS name. It will mess up your config file. Also, ArmA does not include special symbols in it's fonts, so it cannot properly print on screen a name like: "Großbärenweiler".
  4. Nicholas Bell

    Al Amiriya

    Al Amiriya, Al Anbar, Iraq is at E43, 52', N33, 10' N. So you use the longitude = 43; latitude = -33;
  5. Nicholas Bell

    Keypoint Names

    Thanks. If it wasn't for you expert "old hands" where would we be? Can you have the powers that be add this to the Biki? I see now the code in the samplemap.cpp, but there is no annotation, so how can a new person know?
  6. Nicholas Bell

    Clutter vs Objects?

    I'm running up against the 4 texture limit per segment on my Schmalfelden map, and was considering using clutter plants as placed objects to represent the different types of farm fields. The major factor determining the in-game FPS is the number of objects in the player's view. Any experts know if clutter rendering is less system intensive than an equal amount of similar objects? I ask in the hope of avoiding having to perform my own testing and consequently delaying release of this new map. Thanks.
  7. Nicholas Bell

    Clutter vs Objects?

    Thanks, gents. Using objects as clutter is not a good idea. Did one small test and a small area of 120 grass clumps dropped the FPS by 3. Dmitri, I have 280,000 objects on my map and have FPS between 20-60 depending on where I am looking. I am sure that if you try looking at the ground or sky in your tests you will see the FPS jump. Not saying that the total number of objects doesn't have an impact, I just don't think it is the major factor. The small size of your map and the small cell size may have something to do with your results too. Bottom line is we both are having the same problem - creating a realistic map without the FPS dropping to single digits. I'm willing, like yourself, to suffer a lower FPS for a realistic map. Last night I played reporter and followed a Soviet assault on a town. I have to admit that despite constant work on this map for the last 4 months to the point of nearing throwing in the towel, the experience was literally jaw-dropping. Even at 20 FPS. I may do a "mono culture" test where I change all the trees to one type to see how that impacts frame rates.
  8. Nicholas Bell

    RVMAT Templates!

    That is correct. It must be there as some sort a reference for the program I guess. What you are doing appears to be fine - it doesn't matter how you get there, as long as the mask_lco.png file contains only the colors you specify in the layers.cfg file. So anti-aliasing, or over -laying colors which are not 100% opaque when you flatten will cause problems because they will introduce 100's or thousands of colors not specified in the layers.cfg. If you have 6 textures you should have only 6 colors in the mask_lco.png (not withstanding the problem of having more than 4 in any segment). When you have a color in the mask image which does not correspond to a color in the layers.cfg the program will substitute a color which is specified. This can result in some very odd textures where you don't want them. None of this is easy. I only know these things because I have made seemingly every mistake in the book!
  9. Nicholas Bell

    RVMAT Templates!

    The colors used have no effect on clutter, and you can use any colors as long as they are defined in the layers.cfg. I've managed to alter an existing RVMAT to create a different clutter. First, I copied all the trava files and renamed them: lawn.rvmat lawn_detail_co.paa lawn_detail_nohq.paa lawn_mco.paa My layer.cfg looks like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Layers { class trava { texture = "Schmalfelden\data\trava_mco.paa"; material="Schmalfelden\data\trava.rvmat"; }; class travajih { texture = "Schmalfelden\data\travajih_mco.paa"; material="Schmalfelden\data\travajih.rvmat"; }; class lawn { texture = "Schmalfelden\data\lawn_mco.paa"; material="Schmalfelden\data\lawn.rvmat"; }; class mesto { texture = "Schmalfelden\data\paving_mco.paa"; material="Schmalfelden\data\paving.rvmat"; ///texture = "Schmalfelden\data\mesto_mco.paa"; ///material="Schmalfelden\data\mesto.rvmat"; }; class lesjeh { texture = "Schmalfelden\data\lesjeh_mco.paa"; material="Schmalfelden\data\lesjeh.rvmat"; }; }; class Legend { picture="Schmalfelden\Source\mapLegend.png"; class Colors { /// color names should correspond to surface layer names travajih[]={{255,255,0}}; trava[]={{255,0,255}}; lawn[]={{0,255,0}}; mesto[]={{255,0,0}}; lesjeh[]={{0,0,255}}; } }; My config.cpp file looks like: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#define ReadAndWrite 0 #define ReadAndCreate 1 #define ReadOnly 2 #define ReadOnlyVerified 3 class CfgPatches { class Schmalfelden { units[] = {Schmalfelden}; worlds[] = {Schmalfelden}; requiredVersion = 0.1; requiredAddons[] = {CAData,CABuildings,CAMisc,CAPlants,CARoads,CARocks}; }; }; class DefaultLighting; // External class reference class DefaultLighting_CA : DefaultLighting {}; ///Note Change below++++++++++++++++++++++++++++++++++++++++++++++++++ class CfgSurfaces { class Default {}; class water {}; class lawn : Default { access = ReadOnly; files = "lawn_*"; rough = 0.01; dust = 0.8; soundEnviron = "grass"; character = "lawnClutter"; }; }; class CfgSurfaceCharacters { class lawnClutter { probability[] = {0.98}; names[] = {"lawnClutter"}; }; }; ///Note Change above++++++++++++++++++++++++++++++++++++++++++++++++++ class CfgWorlds { class DefaultClutter { scaleMin = 0.9; scaleMax = 1.4; }; class DefaultWorld; // External class reference class Intro : DefaultWorld {}; class Schmalfelden : Intro { access = 3; cutscenes[] = {"DesertIntro1"}; description = "Schmalfelden"; icon = ""; worldName = "\Schmalfelden\Schmalfelden.wrp"; pictureMap = ""; pictureShot = ""; plateFormat = "ML$ - #####"; plateLetters = ABCDEGHIKLMNOPRSTVXZ; longitude = -03; // positive is east latitude = -02; // positive is south class Grid //OFP style Aa00 - JJ99 { //colorGrid[]={0,0,1,1}; //colorGridMap[]={0,0,1,1}; offsetX=0; offsetY=0; class Zoom0 { zoomMax=0.2; format="XY"; formatX="Aa"; formatY="00"; stepX=256; stepY=256; }; class Zoom1 { zoomMax=1.0; format="XY"; formatX="A-"; formatY="0-"; stepX=2560; stepY=2560; }; } startTime = 12:00; startDate = 07/07/2007; startWeather = 0.1; startFog = 0.0; forecastWeather = 0.3; forecastFog = 0.0; seagullPos[] = {1272.84, 150.0, 14035}; centerPosition[] = {2500, 2500, 300}; class ReplaceObjects {}; class Sounds { sounds[] = {}; }; class Animation { vehicles[] = {}; }; class Lighting : DefaultLighting {}; clutterGrid = 1.11; clutterDist = 55; noDetailDist = 40; fullDetailDist = 5; minTreesInForestSquare = 3; minRocksInRockSquare = 4; class clutter { ///Note Change below++++++++++++++++++++++++++++++++++++++++++++++++++ class lawnClutter : DefaultClutter { model = "ca\plants\clutter_trava_dlouha.p3d"; affectedByWind = 0.3; swLighting = 1; scaleMin = 0.2; scaleMax = 0.25; }; ///Note Change above++++++++++++++++++++++++++++++++++++++++++++++++++ class GrassGeneral : DefaultClutter { model = "ca\plants\clutter_grass_general.p3d"; affectedByWind = 0.3; swLighting = 1; 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 = 0.6; scaleMax = 1.1; }; class GrassSevenbeauty : GrassGeneral { model = "ca\plants\clutter_grass_sevenbaeuty.p3d"; affectedByWind = 0.2; scaleMin = 0.7; scaleMax = 1.1; }; class GrassYellow : GrassGeneral { model = "ca\plants\clutter_grass_yellow.p3d"; affectedByWind = 0.2; scaleMin = 0.7; scaleMax = 1.1; }; class GrassDesert : GrassGeneral { model = "ca\plants\clutter_grass_desert.p3d"; }; class ForestFern : GrassGeneral { model = "ca\plants\clutter_forest_fern.p3d"; affectedByWind = 0.1; scaleMin = 0.9; scaleMax = 1.1; }; class SmallRocks : GrassGeneral { model = "ca\rocks\clutter_stone_small.p3d"; affectedByWind = 0; scaleMin = 0.9; scaleMax = 1.1; }; 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 { class Fractal { rougness = 5; maxRoad = 0.02; maxTrack = 0.5; maxSlopeFactor = 0.05; }; class WhiteNoise { rougness = 2; maxRoad = 0.01; maxTrack = 0.05; maxSlopeFactor = 0.0025; }; minY = 0.0; minSlope = 0.02; }; class Ambient { class BigBirds { radius = 300; cost = "((1 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)"; class Species { class Hawk { probability = 0.2; cost = 1; }; }; }; class Birds { radius = 170; cost = "(1 - night) * ((1 + (3 * sea)) - (2 * rain))"; class Species { class Seagull { probability = 0.2; cost = 1; }; }; }; class BigInsects { radius = 20; 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; }; }; }; class WindClutter { radius = 10; cost = "((20 - 5 * rain) * (3 * (windy factor [0.2, 0.5]))) * (1 - sea)"; class Species { class FxWindGrass1 { probability = "0.4 - 0.2 * hills - 0.2 * trees"; cost = 1; }; class FxWindGrass2 { probability = "0.4 - 0.2 * hills - 0.2 * trees"; cost = 1; }; class FxWindRock1 { probability = "0.4 * hills"; cost = 1; }; class FxWindLeaf1 { probability = "0.2 * trees"; cost = 1; }; class FxWindLeaf2 { probability = "0.1 * trees + 0.2"; cost = 1; }; class FxWindLeaf3 { probability = "0.1 * trees"; cost = 1; }; }; }; class NoWindClutter { radius = 15; 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; 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 { class Veg_1 { name = ""; position[] = {1,1}; type = "VegetationPalm"; radiusA = 50; radiusB = 50; }; class Veg_2 { name = ""; position[] = {1,1}; type = "VegetationPalm"; radiusA = 50; radiusB = 50; }; class Veg_3 { name = ""; position[] = {1,1}; type = "VegetationPalm"; radiusA = 50; radiusB = 50; }; }; }; }; class CfgWorldList { class Schmalfelden {}; }; This provides me with the base green trava texture with only very short grass clutter and no flower or weed clutter. Much more civilized for towns than the overgrown, weedy look of plain trava. Hope this helps....
  10. Nicholas Bell

    Road/building/vegetation shots?

    In CA/Misc. The road marker stake is Plastovy_patnik The guard rails are: Svodidla.p3d Svodidla_5m.p3d
  11. Nicholas Bell

    Schmalfelden, Germany Map

    Yes. Mt first objective to reproduce the actual terrain as close as possible, so I do not plan on adding anything that isn't there. At some point I will release the source files to enable everyone to alter the map to their heart's content. In order to avoid the "edge of the world" problem the ArmA engine reproduces the area around the edges of the actual map repeatedly "forever". Constant repeating water "terrain" looks normal, which is one reason why the ArmA maps are islands. When not surrounded by water the repeating terrain (which contains no objects BTW) looks pretty odd. The problem is lessened in desert terrain, but in my terrain it is pretty annoying. Solution - don't fight near the edge of the map. This may or may not be suitable for everyone, however. Work continues. Finishing the final town. Lots of details to add, plus work on the clutter, mask and satellite image. Trying hard to get a beta version out mid-April.
  12. Nicholas Bell

    Error with .paa

    Please check out this early thread: http://www.flashpoint1985.com/cgi-bin....84;st=0 Here is a working link to my complete roads folder: http://www.sendspace.com/file/2e62ao Use this and the list on the other thread to create your road types and you shouldn't have any problems - all the paa files and proper p3d files are included. Uncompress the winrar file and copy the folder into your CA folder - overwriting everything. There is an lot of information in the forum if you use the search function - plug in "roads" and be sure to set the "Search From" to "The Beginning". No disrespect intended - I try to be as helpful as I can in this forum, but most of these problems have been covered and you can get your answers quicker using search - or at least be able to fine tune the questions.
  13. Nicholas Bell

    Recognize this object?

    Thank you! I didn't look at all the podesta files because I "knew" they were all related to harbor frontage structures. Wrong again - thanks for setting me straight.
  14. Nicholas Bell

    Recognize this object?

    I can't find this cobblestone paving. It's in Corazol. It has thickness, so it's not just a texture. I've hunted through all the objects in the V3 package all also looked at likely objects in ArmA editor thinking if I could find the name I could search through PBO files. Anyone knows where it is? Thanks!
  15. Nicholas Bell

    Low cell map

    Can't comment on use of small cells myself, but your island certainly looks good!
  16. Nicholas Bell

    Roads: crossroads & connecting roads

    Actually no. Not sure why I did this myself! But it does work either way. Unless you use a true crossroads as opposed to a T intersection. A "T" intersection will have only 2 ends to work off of because the 3rd leg is attached to the road you are terminating. Honestly can't say I know the answer to this, but your assertion certainly sounds correct. A more cynical answer might be "what AI" or "what pathfinding"
  17. Nicholas Bell

    Schmalfelden, Germany Map

    Did I say that ? I have not spoken with anyone in the Project '85 group. I did say that doing a 10km x 10km map would be beyond my capability, so perhaps you are not far off the mark. That being said, when I release the map it will be available for anyone to use for whatever purpose. In fact I will also post the source files for anyone interested in modifying it to suit their own designs. Would be a nice feature although it might cause a FPS hit if used extensivily. You are correct regarding the cell size - I'm using the "standard" 10 meter grid. As Dmitri has pointed out in his thread regarding his small-cell map, it really creates a huge drag on the system. But his island sure looks sweet. MfG Medicus - I was waiting for this Now don't be too hard on me, okay? Doing the best I can with the tools available. Hard at work still - daily, and making progress. Was thinking about trying to shoot a short film with Fraps this weekend. Or maybe just post a few pics.
  18. Nicholas Bell

    Visitor 3 Quick Tutorial

    I simply copied, renamed and edited the rvmat files that came with the sample map to work with the PAA files I extracted from the sara.pbo.
  19. Nicholas Bell

    Road/building/vegetation shots?

    May want to try to reinstall V3 - I didn't do anything special to get them.
  20. Nicholas Bell

    Roads: crossroads & connecting roads

    When you generate the terminator part, select the special part, select the p3D you want (eg "kr_new_asf_asf_t), then you get: "Attach to Road by A" or "Attach to Road by B" which determines which way the intersection faces. Isn't this fun?
  21. Nicholas Bell

    Roads: crossroads & connecting roads

    You have the idea, just be sure you don't put down the intersection as a special part. Instead you generate a terminal part. Then you continue building new roads off the A, B, or C leg of the terminal part. Of course getting a road net to connect back to itself at some point is a problem. In some cases you can terminate the road with a straight piece and it will be visually "under" the road it connects to which doesn't look too bad. In other instances the last road part laid is visible "on top" of the road it's connecting to, which looks bad. In this case the only option is to get the road as close as possible and terminate it, and use mesto terrain to fill in the gap between the roads. Before I understood why I wondered why all the roads in the official ArmA maps didn't connect all the way.
  22. Nicholas Bell

    Road/building/vegetation shots?

    The correct MLOD road models & textures should be located in CA folder in the P: drive. You may want to check the Roads/Data folder to see if the PAA files are there. That's the only reason I can think of as to why they are not appearing in Buldozer. If you can place roads in V3 you have to have the p3D files.
  23. Nicholas Bell

    Road/building/vegetation shots?

    Check out this thread: http://www.flashpoint1985.com/cgi-bin....t=72274
  24. Nicholas Bell

    The bridge!

    They are in the signs.pbo found in the ArmA addons folder.
  25. Nicholas Bell

    Making a good sat mask

    Not at all. It's the number and number of different types of objects (plants and man-made) which hurt, not the satellite image. Master85 - This works great - thank you! A note to others trying it - if you attempt to edit the road after changing the angle using this script, V3 automatically forces the angle back to a 10 degree incriment. This is not a fault of the script. So make sure you note the actual angle before editing so you can re-apply the script.
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