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Everything posted by luki

  1. Thats why there isnt such a function within xcam, that is missing since ever with this workflow, i dont know if 64bit precision could help solve this problem, in the end it is something bi has to fix.
  2. Exactly this. Xcam is for terrains not missions. And you dont have to watch all tut videos, memphisbelle made a great index on the xcam page for all the different functions ect.
  3. Collision Model Issues

  4. Tried Mudbox years ago but did not find it that usefull. Imoh were not at the point (yet) to do such detailed terrain stuff. Theres so many ways to do dem editing. In the end its about what you personally like most to work with. You can use globalmapper,l3dt,worldmachine,wilbur ect to convert to valid data. Afaik mudbox can export to obj wich can be converted to elevation file formats.
  5. I like the improvements, ingame it looks way better than on the screens. Would be great to get some insights on that.
  6. Bush's "Strange New Worlds"

    Flag it within steam so it gets removed.
  7. Congrats to the update!
  8. The lack of custom buildings is sadly the biggest problem when it comes to specail themed terrains. Anyway, keep up with the amazing work, it looks beautifull!
  9. setup a forest ??

    As Aussi said, and the fact that rocks are working seems to be indeed binarize whats causing it. I dont have old tools backups so i cannot reproduce.
  10. More Information would be usefull. Are you using a3 objects? and did you have your pdrive/tools content up to date? It sounds like your templates properties arent setup correctly. Temp folder cleared?
  11. 64-bit Executables Feedback

    From a Terrain Builders and Pilot PoV im very happy for that, and how well the engine handles huge terrains now. Some tests with 8k heightfield 30x30km map with 3m cell grid and 40k viewdistance
  12. setup a forest ??

    Same here. Seems something changed in bis binarize again or whatever. I wouldent bother to much at the moment. Prior last tool update it worked with mikero tools. Afaik this was once a problem in early A3 days.
  13. Shocked! He was an inspiration, motivator and always there when i had questions. My sincere condolences to his family and friends. The Community lost a true Hero! May he remain in our hearts and minds forever.
  14. Dont trust doctors! It was indeed a pure prototype to show off what can be done with xcam, nothing more. Don't expect any changes anymore, it was never meant to be a functional playground at all.
  15. X-CAM PROTOTYPE 1.1 Released Steam Workshop http://steamcommunity.com/sharedfiles/filedetails/?id=837413362 Manual Download https://drive.google.com/file/d/0B0D3bqw1j4r7MTBPTkwxTU9RVHc/view?usp=sharing Enjoy
  16. Finalizing the update including CUP support
  17. Exactly this, why should i put effort in something what may never will be played. Such a project would make more sense with a Team who would like to actually build this specific terrain.
  18. I rather would like to see a stable season system than just a fixed snow map.
  19. 4096px Textures ok?

    Question yourself better if it is really worth the filesize/performance impact ect. compared to the detail you can get out with it. I would rather use multimateral tech on big surfaces.
  20. Oh i almost forgot that map. I did updated the config, pm me if your intrested in testing it, so we can do a full update.
  21. Simple, its a pain in the ass! I can only underline this, the effort and time needed to create a usable amount of environment objects is huge, especially for the vegetation. One strong aspect of arma is its terrain and environment, without it, there is no place to use your m4s, t80 ect. So i hope and wish more people jump on the object train ;) Bi set the bar high when it comes to detail and polycount, i for myself tend to more performance and gameplay friendly objects. some old low poly tests