-
Content Count
494 -
Joined
-
Last visited
-
Medals
-
Medals
Everything posted by luki
-
AddonBuilder is BinPBO or the GUI of it. http://community.bistudio.com/wiki/Addon_Builder I guess everything remains like it was before, same procedure ect.
-
The Information of the actual "Watercolor" is stored in the material definitions. In this case, you define your own material definitions for changing the watercolor not on a global space. seaMaterial = "[color="#B22222"]#TUT_water[/color]"; The default #material definitions are stored in the bin configs but you can add and load them inside your terrain config via cfg materials. class CfgMaterials { class Water; class [color="#B22222"]TUT_water[/color]: Water { ambient[] = {0.016,0.0264,0.040,0.4}; diffuse[] = {0.032,0.128,0.128,1.0}; forcedDiffuse[] = {0,0,0,0}; specular[] = {1,1,1,0}; specularPower = 4; emmisive[] = {0,0,0,0}; }; };
-
Large S.T.A.L.K.E.R. inspired Island "NOVA ZONA"
luki replied to meshcarver's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
That damn asian food ;) Cant wait to see your concepts. I think to do an "island" is the right decision. Keep in mind to add some smaler islands around, it is always usefull for missions. Looking forward to your updates and get well soon! -
Large walkable wall sections to snap together?
luki replied to meshcarver's topic in ARMA 3 - MODELLING - (O2)
As long as you dont change the terrain in verts where the section actually sits on, the object will remain. Otherwise you have to manualy reset the height. ... -
Large walkable wall sections to snap together?
luki replied to meshcarver's topic in ARMA 3 - MODELLING - (O2)
Its the same with harbour pier and castle walls in a2 or the podestas on sahrani in a1, they work. If they will work for ai is another story. For work/build wise you can use snappoints. Align the height withing visitor will not be a problem. I recommend you do some few parts with possible high changes like a stair or a small slope, broken ones with debrys to walk up or down to give it a not to clean look. Would also be intresting to have some interior parts in the wall with a sort of small tunnels Greets -
Large S.T.A.L.K.E.R. inspired Island "NOVA ZONA"
luki replied to meshcarver's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Afaik saving components for lods like geo/fire ect. can save alot performance. Just take a look at the arma1 Hotel model for example, that has 10,500 points and 13,900 faces and around 500! components in its geolod. I guess your polycont is more than ok for such a structure, as you probably wont use to many instances of it on the map and you still have space to add more details. About objects inside buildings, i dont know whats a good solution to save resources, create proxys with different object compositions would be an option maby. "using resources" in terms of the ability to use more components and such for details and objects where the player interacts most likley. -
Large S.T.A.L.K.E.R. inspired Island "NOVA ZONA"
luki replied to meshcarver's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Amazing work as usual, im impressed everytime when i see your updates. Keep on! For details and such i would recommend rather keep it simple and save/use selections/components only where it makes sense gameplay wise. I guess you can always use resources, especially when you want to use small objects to populate and randomize. Greetings -
mbg_generic_african_buildings and working doors
luki replied to 1para{god-father}'s topic in ARMA 3 - TERRAIN - (BUILDER)
What error shows the binarize log file and rpt? -
Im surpriced how well arma runs now with low terrain grids. I use for example a 3m cell size on a 2048 grid size and it runs great. For bigger maps i got good results around 6m on 30km maps. 2048 grid x 4 cell = 8192 terrain That is since TakeOn and a reason for lower surface count per segment, hope it will be not a vis4 only feature.
-
Large S.T.A.L.K.E.R. inspired Island "NOVA ZONA"
luki replied to meshcarver's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Amazing stuff marc! When i see those containers i immediately need to think about some vehicle wrecks in the same style for hiding or sneak around, but im sure you alredy planned such stuff. Keep up the nice work -
3de :) good old times... Visitor3 really is out to date and mutated more to a converting tool in the whole map building process. What is missing imoh is at least update for the new functions like roads, shapefiels, 3 digit Terrain cell size, normal map, layers.
-
midrange terrain texture replacement
luki replied to bad benson's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thats the nice thing about rv modding Take it or leave it. Good work bad ;) -
I looked at the new road system of ArmA 3, and it works well in custom maps too. You need to create your own shp and add it to the map config. Still need to adjust the terrain in Visitor. newRoadsShape = "\tut\tut_testmap\data\roads\roads.shp"; Stratis is located somewhere in the sea infront of the african coast, when you open the *.shp, check the coordinates in the .*prj, or check the map config mapZone = [color="#FF0000"]35[/color]; longitude = [color="#FF0000"]17.352;[/color] latitude = [color="#FF0000"]-48.964;[/color] Im not exactly sure about the projection file and how this works in detail. PROJCS["UTM destination coordinate system.",GEOGCS["WGS 84",DATUM["WGS_1984",SPHEROID["WGS 84",[color="#FF0000"]6378137,298.257223563[/color],AUTHORITY["EPSG","7030"]],TOWGS84[0,0,0,0,0,0,0],AUTHORITY["EPSG","6326"]],PRIMEM["Greenwich",0,AUTHORITY["EPSG","8901"]],UNIT["degree",0.0174532925199433,AUTHORITY["EPSG","9108"]],AUTHORITY["EPSG","4326"]],PROJECTION["Transverse_Mercator"],PARAMETER["latitude_of_origin",0],PARAMETER["central_meridian",3],PARAMETER["scale_factor",0.9996],PARAMETER["false_easting",500000],PARAMETER["false_northing",0],UNIT["Meter",1]] I just can guess and took this coordinates as my lower left map corner. It would be great to get some simple example or description of this. At least the prj coordinates do not interfere with the actual mapconfig. GlobalMapper always saved my shp, prj and dbf table wrong so i searched for some other tools and stumbled over QuantumGis what gave me better results. You just need to be sure you use the correct attributes in you shape file.
-
glare and sun should be removed 1000m high wall around the edge test please: https://dev-heaven.net/issues/71389
-
@M1lkm8n Dont forget to add the new files to binpbo list of fiels to copy directly. *.pac;*.paa;*.rtm;*.sqf;*.sqs;*.bikb;*.fsm;*.wss;*.ogg;*.wav;*.fxy;*.csv;*.html;*.lip;*.txt;*.bisurf;*.shp;*.dbf;*.shx;*.prj;*.cfg
-
Please take a look at this version. Completle blue this time (r0,g0,b255). Didn't tested ingame, let me know what colours match best. https://dev-heaven.net/issues/71346 And whats about the sun object, is it interupting or do you think different light settings are needed?
-
Didnt expected to see use of this so fast but ill do an update with your suggestions. Intresting stuff you do there :)
-
Building config being recognized inGame
luki replied to dinoboy123's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
You use simulation road, that cant work properly and your config is not suitable for visitor, you need to add the land tag to the config class name . and dont overwrite orignial classes (house) within your config. better make your own ones always. For example take always alook at original configs and how its done and you can better understand what your doing. //Class structures_f : Bridges\config.bin{ class CfgPatches { class A3_Structures_F_Bridges { units[] = {"Land_Bridge_01_F"}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Structures_F"}; }; }; class CfgVehicles { class Building; class Land_Bridge_01_F: Building { mapSize = 43.23; _generalMacro = "Land_Bridge_01_F"; scope = 1; displayName = "Bridge"; model = "\A3\Structures_F\Bridges\Bridge_01_F.p3d"; destrType = "DestructNo"; simulation = "house"; armor = 50; class Destruction { animations[] = {}; }; }; }; //}; -
The prj file sets the projection automatic afaik. My prj file looks different for example after export from qg and is in utm format when loading to gm. Ingame it works withouth the prj.
-
Has anyone tried more than four layers?
luki replied to m1lkm8n's topic in ARMA 3 - TERRAIN - (BUILDER)
If you check the stratis rvmats you can see there are 5 + the normal map. ArmaA1 had 4, ArmA2 6, TakeOn 5 + normal.... or i dreamed that. -
Tools for create new maps for arma3
luki replied to Greenberet40's topic in ARMA 3 - TERRAIN - (BUILDER)
Hit F1 in a3 buldozer and check the "new" bulldozer controlls :) -
Tools for create new maps for arma3
luki replied to Greenberet40's topic in ARMA 3 - TERRAIN - (BUILDER)
When you use arma3.exe, buldozer thinks the p:\ is the original arma3 installation root. So you use your arma3 installation foldier like it is the ArmAWork (p:\) space. -
Tipp: You can also use EliteNess to inspect the p3d itself
-
Has anyone had more luck than me so far?
luki replied to freakjoe's topic in ARMA 3 - TERRAIN - (BUILDER)
Like Zero said, its possible but not recommended if you dont know what your doing. One thing on the a3 Buldozer is great, it converts the layer textures now really fast after sat map import. -
But then you dont use a3 Bulldozer when you load them?