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Posts posted by luki
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Looks amazing, respect!
Keep it up
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1 hour ago, BobTheHunted said:rotation/pitch/bank export
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.
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7 hours ago, RoF said:If you want to use x-cam then USE x-cam, not eden and try and import into it. You are doing it all arse about face lol
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.
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QuoteGeometry objects should have a thickness of at least 0.5 meters in order to work properly.
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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.
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I like the improvements, ingame it looks way better than on the screens.
1 hour ago, PuFu said:would you be so kind and once you have figured the optimal contrast for the ADS(HQ ?) bakes, to share the bake settings as well, so the few that have WIP structures adjust as well?
Would be great to get some insights on that.
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Flag it within steam so it gets removed.
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Congrats to the update!
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5 hours ago, 4Chains said:It does weigh heavy on me that I can't pull off a like for like realness of Ukraine. I appreciate all the input. I'm going to continue on as is. If people are actually interested in modeling these buildings then I would do everything I could to support them but it's a very niche project and I highly doubt I'll find someone who would.
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!
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On 18.1.2017 at 2:11 PM, Elias Vinther said:Or is pboproject outdated ..
Any one who got a solution?
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.
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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?
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3 hours ago, nikiforos said:Really not hyped with the 64 executable , 32 is far better at least for now.
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
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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.
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29 minutes ago, ineptaphid said:Is there some way we can organise something to update and repair this and his other work so that it is not lost for ever?
Im up for this task.
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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.
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On 10.1.2017 at 5:12 AM, YanYatCheng said:who's idea, to put a non concrete runway, without runway lights. And hills plus tall trees right on the two ends of the runway?? that really need to be re-mapped, it's 100% impossible to land on the main airport with a correct landing glide
recommending a runway extension towards the sea, and remove all trees on the hill side at the end of the runway, and put landing lights and turn signal just like the old Hong Kong Kai Tak airport
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.- 3
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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
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Finalizing the update including CUP support
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7 hours ago, haleks said:That's not it. As Mondkalb said, the way this is suggested will lead to a lot of wasted efforts - map making is not the easiest part in modding, and it is very time consuming.
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. -
2 hours ago, tupolov said:BIS has covered Woodland with Chernarus, Desert with Takistan, mediterranean/island with Altis, Jungle with Tanoa, think its time they went with Mountains/Snow environment. Urban needs better building/furniture tech! :)
I rather would like to see a stable season system than just a fixed snow map.
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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. -
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.
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Simple, its a pain in the ass!I have always wondered why there is a minority that chooses to create custom structures
I can only underline this, the effort and time needed to create a usable amount of environment objects is huge, especially for the vegetation.As for vegetation:
This is a very difficult technical area to make, as you are fighting the engine on every bit. Random/Early LOD switching, simply bad or inferior LODs that are noticeable, the shaders themselves, differences between Buldozer preview and ingame preview just make the entire process very tedious and tiresome.
There are indeed various tree-creation software packages out there, but those will only help you with the shape, not with the integration into the game.
Again one must look at the "package size" to make this meaningful: 2-3 variants per tree, 3-4 different trees? Then what about shrubs, grass, flowers and rocks?
Easily you reach another project scope worth years of time when done alone, including the research and "figuring out" phase.
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
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Global Mobilization
in ARMA 3 - ADDONS & MODS: DISCUSSION
Posted