Jump to content

SRS

Member
  • Content Count

    36
  • Joined

  • Last visited

  • Medals

Everything posted by SRS

  1. SRS

    flat terrain 6x6 km

    Well you could create the terrain in Visitor. using the elevation tool. But you would still need sat and mask and texture files. You may find Bryce to be fun for many other things. As I said its well documented and supported by its community.
  2. SRS

    flat terrain 6x6 km

    Ok you will need something better than paint or should I say at least supports 16 bit greyscale images. Paint at least supports .png files nowadays. But I don't think that's enough. I don't know of any free paint programs that support 16 bit. That doesn't mean there aren't any I just never looked for such a beast. Maybe a different approach more to follow let me check something at daz 3d see if they still have bryce 5.5 for free. ---------- Post added at 01:31 PM ---------- Previous post was at 01:20 PM ---------- Ok it looks like Bryce 5.5 is still available at daz3d for free you will have to register with them to get tyhe serial. Here is a link. http://www.daz3d.com/i/support/downloads?product=bryce&_m=d You can create your terrain with this export it as a dem then use microdem to save it in .xyz. You can even create your sat. I don't remember if it supports png files though. But a png converter well irfanview can do that. Yea get bryce 5.5 and irfanview. I remember bryce well enough to help you there. There is also allot of tuts on Bryce out there. You may not even need my help. I can help you with all that easypeasylemonsqueezy. Yuk can't believe I just typed that.
  3. Ok thanks I can square it pre clutter etc... and wait till I get Arma2. Which will probably be when arma3 comes out and there done patching and improving arma2.
  4. I have a small island less than 5km. I made it to check out this new to me, texture tool, I ran across. But in the last few days. I have thought about going ahead and making an island for the game. Thing is I am in Arma not Arma2. What would be a good point for me to break at and upload the island for usability in Arma2. Or would you be able to use it in Arma2. Even if it were completed for Arma?
  5. Try putting the unpoed addon folder in your P:\ca folder. Then unrap the config.bin files in the addon. If the unpboed folder has subfoldders check and unrap any bin files in those folders Create the same folder structure in your P:\OLDBR\CA folder and copy just the cpp and hpps created from the unrap. to the foldeer structure you just created. Then add the path to your addontext folder. also add it to the requiredAddons[] in your CfgPatches.hpp or config.cpp under cfgpatches. I think that will get it.
  6. SRS

    Big Islands

    153x153 thats allot of details, should keep a soul busy and out of trouble for awhile.
  7. SRS

    flat terrain 6x6 km

    the armalib problem I had to search. I found this was a mod, no actually, an addon, no really a pretty nice extention good work kegetys. I downloaded it according to the readme you need to add -noarmalib the bulldozer or arma.exe command line. for arma that would be a desktop shortcut. But in Visitor its in the system preferences. The command line for bulldozer. Yea I just installed it and tested adding the above works for bulldozer. So here is an example of the line from my copy of visitor you will have to alter to fit your directory structure, what window size you want to use. I don't really know if the addontext is required for what your doing but you pry want to add one anyhow. Its expalined in the Visitor manual. e:\ArmA\ArmA.exe -noarmalib -window -x=1024 -y=768 -addons=P:\armaaddons.txt -cfg=p:\Dozer.cfg -buldozer more to follow I wonder if I can paste a flat xyz file in one of these posts? DO you have an image editor or paint program that supports 16 bit grayscale. Or do you have a terrain editor.
  8. Thanks for the info kju. Where would I look at your clutter replacement? I'm kinda new around these parts. I'll search "clutter replacement" in a moment. Long story short it doesn't make sense to me. I might want to use the same texture in several areas and different elevations. Like here around my house. I live in a national forest so there are nice little signs pointing out what grows here and there along the trails. The clutter in the meadow at my house is different from the clutter a half mile up the hill but the dirt or ground texture is the same. So if I were making an Island for a few km around my house I could use the 1 ground texture. But I would need different clutter in various areas. So I would need to keep changing the texture name and copy the image to a new file with the new name to use a different clutter. I wonder why they didn't use a mask for clutter. I haven't really looked into clutter that much I was mainly using visitor and arma to wrap my brain around creating ground textures with mapzone. I will probably look into this clutter thing now. Maybe there is a way to point the layer config at a null texture or something so you could add more than one surfacecharacter to a texture by slight of hand. Or maybe not, now that I think about it. bulldozer or the game will probably sneeze from the smell of it.
  9. Hi all, I was just over in the Arma visitor thread. Looking for some info on rvmats. Anyhow there was a fellow joske asking for help on a flat terrain. So I was trying to help him out. When I started looking into clutter in the process. I found a thread about clutter reading it. It appears that clutter is mapped via texture file names. Is it also this way in Arma2.
  10. SRS

    flat terrain 6x6 km

    Hi joske, I understand the tuts confusion and that after having a look around here. The tuts all are helpful. So I think your problems might be elsewhere. Probably what might be a helpful reference is the one by syn. It is a pdf Armabuildenvironment.pdf. I just looked it up. I know you don't want any links. But keep reading please. I did things a little different from syn. But not different enough to write or explain. It would just be making a Wagon wheel with a different number of spokes. He explains the scope of an arma mod or addon well. I don't do it exactly the same as he did, I handled the ca space differently. But his way or my way endup with the same results. The key thing is, his manual explains how arma works. I am looking at it now. If you follow it to the letter, starting from scratch. You should be fine. If you don't plan to use Oxygen2 you won't need the sample models. I would install all the tools though just incase you might want to model later on. For just a terrain no buildings or anything you really don't need all the pbos unpacked and setup. But it would only take a little while longer to do it. It would also be there for the future. I didn't unpack all of them myself. But I ran into a building that used a texture in the weapons.pbo. So I had to unpack it and add it. So I may end up unpacking all of them sooner or later anyhow. Yea reading his pdf here. He explains the folder layout and purpose well. Honestly until you have or understand whats in this pdf syn wrote. I don't think any tutorial would do you any good. All an Island is? is a height map. There's a dozen different ways to do a heightmap. The mask and sat are explained well at the biki. You can download the detail textures off the internet or use Bohemias. Thats about all visitor uses for an island with no plants or buildings. You could use clutter for the grass. Anyone here could help you with that when you get to it. It is added via config files. It appears to me that it maps to the mco file. Or maybe any texture files with near enough names. I'm looking at a thread about clutter now. I wonder why they didn't use a mask for clutter? I must be wrong about how clutter and the texture files work. Otherwise you would have to keep adding textures to add different clutter. That can't be right. Its decomposed granite for miles where I live. But the plant life varies from where I am compared to a half mile up the hill. The dirt texture is the same but the plant life varies. If I did an island 75 miles in diameter around my house I could use the d.g. texture for dirt but I would need different types of clutter from the 4000 ft. 9000 ft. elevation. I could use just the one texture though d.g. is d.g. I was just using visitor and arma to try out this procedural texturing software. I guess I will go abit further now and look into the clutter. all i have now is an Island with a few buildings on it for there shadows. Just to see how these procedural textures look on the terrain. I guess I will add some clutter on the other side of the island and see how that works. I can't believe it is mapped to the texture file names. Who know though maybe there is a reason. They had to do it that way. Reading this thread it sure looks that way.
×