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cross

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Everything posted by cross

  1. cross

    cpp error? Cant get my map ingame

    It worked OK when I disabled "Binerize" in the BinPBO
  2. cross

    Google earth height?

    Open DEM in MicroDem Right click on the Map Load > Google Earth Overlay It will open GE and put a transparent overlay to GE of teh exact area.
  3. cross

    Google earth height?

    If you are using MicroDem you can get the exact GE overlay from within teh program. It will take you to the exact location and will overlay it to GE.
  4. cross

    cpp error? Cant get my map ingame

    well it worked fine before I switched to sara and deleted all the clutter and plant and insect probabilities. BinPBO errors out as well.. posted in pastebin.. earlier it looked like this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define true 1 #define false 0 // type scope #define private 0 #define protected 1 #define public 2 #define ReadAndWrite 0 //! any modifications enabled #define ReadAndCreate 1 //! only adding new class members is allowed #define ReadOnly 2 //! no modifications enabled #define ReadOnlyVerified 3 //! no modifications enabled, CRC test applied class CfgPatches { class SarosA { units[] = {SarosA}; weapons[] = {}; requiredVersion = 0.10; requiredAddons[] = {CAData,CABuildings,CAMisc,CAPlants,CARoads,CARocks}; }; }; class DefaultLighting; class DefaultLighting_CA : DefaultLighting {}; class CfgWorlds {  class DefaultClutter  {   scaleMin = 0.9;   scaleMax = 1.4;  };  class DefaultWorld;  class CAWorld : DefaultWorld  {   class Grid {};  };  class SarosA: CAWorld { access = ReadOnlyVerified; worldId=3; cutscenes[] = {DesertIntro1}; description = "Saros_Alpha_v1"; icon=""; worldName=\SarosA\SarosA.wrp; pictureMap = ""; pictureShot = ""; plateFormat="ML$ - #####"; plateLetters="ABCDEGHIKLMNOPRSTVXZ"; longitude = -40; // positive is east latitude = -40; // positive is south // landRange is stored directly in WRP file //New 6-figure grid system class Grid { offsetX = 0; offsetY = 0; class Zoom0 { zoomMax = 0.6; format = "XY"; formatX = "00"; formatY = "Aa"; stepX = 1000; stepY = 1000; }; class Zoom1 { zoomMax = 1.0; format = "XY"; formatX = "0"; formatY = "A"; stepX = 4000; stepY = 4000; }; }; startTime = 10:30; startDate = 01/05/2008; startWeather = 0.1; startFog = 0.0; forecastWeather = 0.3; forecastFog = 0.0; seagullPos[] = {7500,150,2500}; //default center position centerPosition[] = {1500,3500,300};   class ReplaceObjects {};   // sound sources   class Sounds   {   sounds[]={};   };   class Animation   {    vehicles[]={};   }; // default - no film   class Lighting : DefaultLighting {};   clutterGrid = 1.11;//pred demem to bylo 1.5   /// how far clutters are visible   clutterDist = 300;   noDetailDist = 1000;   /// where ground detail texture is fully visible (begin fading out)   fullDetailDist = 700;   minTreesInForestSquare = 3;   minRocksInRockSquare = 4;   class clutter   {    class GrassGeneral: DefaultClutter    {     model="ca\plants\clutter_grass_general.p3d";     affectedByWind = 0.3;     swLighting = true;     //relativeColor[]={0.8,0.8,0.8,0};     //colorByGround=0.9;     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 = 0.60;     scaleMax = 1.10;    };    class GrassSevenbeauty: GrassGeneral    {     model="ca\plants\clutter_grass_sevenbaeuty.p3d";     affectedByWind = 0.2;     scaleMin = 0.70;     scaleMax = 1.10;    };    class GrassYellow: GrassGeneral    {     model="ca\plants\clutter_grass_yellow.p3d";     affectedByWind = 0.2;     scaleMin = 0.70;     scaleMax = 1.10;    };    class GrassDesert: GrassGeneral    {     model="ca\plants\clutter_grass_desert.p3d";    };    class ForestFern: GrassGeneral    {     model="ca\plants\clutter_forest_fern.p3d";     affectedByWind = 0.1;     scaleMin = 0.90;     scaleMax = 1.10;    };    class SmallRocks: GrassGeneral    {     model="ca\rocks\clutter_stone_small.p3d";     affectedByWind = 0;     scaleMin = 0.90;     scaleMax = 1.10;    };    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 { // fractal component of subdivision // changes are smaller for smaller rectangles class Fractal { // texture roughness factor rougness = 4; // max. value for squares containing road maxRoad = 0.02; // max. value for squares containing track maxTrack = 0.50; // max. coeficient depending on slope maxSlopeFactor = 0.05; }; // white noise component of subdivision // change size is independent on rectangle size class WhiteNoise { rougness = 2; // max. value for squares containing road maxRoad = 0.01; // max. value for squares containing track maxTrack = 0.05; // max. coeficient depending on slope maxSlopeFactor = 0.0025; }; // do not divide surfaces that are under given limit minY = -0.0; // do not divide flat surfaces minSlope = 0.02; }; class Ambient   {    /*  Layer cost and species probability use expressions.  Variables which can be used inside of expressions:     rain: rain intensity.     night: 1 during night, 0 during day.     hills: 0 at 150 ASL, 1 at 400 ASL.     windy: 0 at 0 m/s, 1 at 20 m/s.     trees: tree density.     sea: distance to sea.     houses: house density.     meadow: meadow character.     forest: 1 in the forest.    Any values are continuous/interpolated in the range of 0 to 1.    Values they are independent unless notes otherwise    (meaning meadow and forest can be 1 at the same time).    You can observe these values in real-time using:    diag_toggle "ambient"    */  class BigBirds  {   //Container radius:   //Species are normally spawned at the edges of the circle defined by this radius.   //One exception to this is the initial start of the simulation, where the whole   //circle will be filled.   radius = 300;   //Points allowed for this container:   //Xbox: 1 * (1 - night) * (1 - sea)   cost = "((1 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)";   //Classname in Species corresponds to type name:   class Species   {    class Hawk    {     probability = 0.2;     cost = 1;    };   };  };  class Birds  {   radius = 170;   //Xbox: (1 - night) * (2 + 8 * sea)   cost = "(1 - night) * ((1 + (3 * sea)) - (2 * rain))";   class Species   {    class Seagull    {     probability = 0.2;     cost = 1;    };   };  };  class BigInsects  {   radius = 20;   //Xbox: 1 * (1 - night) * (1 - rain) * (1 - sea)   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;  };  };  };  //The wind is blowing various particles around:  class WindClutter  {   radius = 10;   //Xbox: (10 - 5 * rain) * (1 - sea) * (windy factor [0.2, 0.5])   cost = "((20 - 5 * rain) * (3 * (windy factor [0.2, 0.5]))) * (1 - sea)";   class Species   {    class FxWindGrass1 //Dark green grass.    {     probability = "0.4 - 0.2 * hills - 0.2 * trees";     cost = 1;    };    class FxWindGrass2 //Dry grass.    {     probability = "0.4 - 0.2 * hills - 0.2 * trees";     cost = 1;    };    class FxWindRock1 //Dust.    {     probability="0.4 * hills";     cost = 1;    };    class FxWindLeaf1 //Green leaf.    {     probability = "0.2 * trees";     cost = 1;    };    class FxWindLeaf2 //Dry leaf.    {     probability = "0.1 * trees + 0.2";     cost = 1;    };    class FxWindLeaf3 //Green leaf with a dry spot.    {     probability = "0.1 * trees";     cost = 1;    };   };  };  class NoWindClutter  {  //Xbox: 10   radius = 15;   //Xbox: 1 * (1 - rain) * (1 - sea) * (1 - forest) * (1 - houses) * (1 - (windy factor [0.1, 0.2]))   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;   //Xbox: (9 - 5 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)   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   { #include "SarosA.hpp"   };  }; }; class CfgWorldList { class SarosA {}; };
  5. cross

    cpp error? Cant get my map ingame

    I'm  getting lots of errors in the binarizing log file with the config you suggested. Also textures are not working as well Any idea? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgPatches { class sarosa { units[] = {}; weapons[] = {}; worlds[] = {"sarosa"}; requiredVersion = 1.0; requiredAddons[]={"Sara"}; }; }; class CfgWorlds { class CAWorld; class Sara: CAWorld { class Grid; }; class sarosa: Sara { cutscenes[] = {""}; description = "SarosAwithnewconfig"; worldName = "\sarosa\sarosa.wrp"; plateFormat = "MB - $$ - ##"; class Grid: Grid { offsetX = 0; offsetY = -15360; class Zoom1 { zoomMax = 1; format = "XY"; formatX = "A"; formatY = "0"; stepX = 2000; stepY = 2000; }; class Zoom2 { zoomMax = 0.5; format = "XY"; formatX = "Aa"; formatY = "00"; stepX = 500; stepY = 500; }; }; seagullPos[] = {1272.842041,150.000000,14034.961914}; centerPosition[] = {2500,2500,300}; minRocksInRockSquare = 4; }; }; class CfgWorldList { class sarosa {}; };
  6. cross

    cpp error? Cant get my map ingame

    Thanks for teh example Q.. One question...does it include the default clutter even tho we take out all teh probabilities out of the cpp?
  7. cross

    SAROS Map

    Here is the link to the aplha version of the island... http://www.filefactory.com/file/64cd54/n/Saros_Alpha_v1_7z Its textured etc... but empty.. Let me know what you think.. Feedbacks much appreciated.. In the meantime, I'll try to find a more convenient and accessible home for the files. Cheers, Cross
  8. cross

    Maximum island size

    Sorted now...It was the number in the mapname Numbers in the mapname
  9. cross

    Maximum island size

     Arma crashing  2048x2048x10mcell map. MinHeight= -650 MaxHaight=+700 I edited the terrain in Wibur. Exported as PNG. 16bit grayscale. Easity imported to visitor as image. Fired up the buldozer. Worked fine. Terrain looks great. Created world. Created a pbo for the blank map. Opened Arma -> editor. Map is there. It loads 2D with only one error as I've deleted the ILS information from the config. I can see the map fine with heights etc... I then put 1 soldier to see. And ARMA CRASHES while loading 3D. Any guess why?  It never happened in images I saved in GIMP but happened in ones I saved from Wibur. 16bit issue?
  10. cross

    Maximum island size

    Nick Wilbur is awesome and its all smooth now...looks fab Thanks a lot for the tip.. Lots of nice functions there btw..erosion is very good for creating rivers Now I need to reapply the texture and it should be ready to be handled in 3DE. I guess I'll be releasing one as empty for people to play over it Cheers..
  11. cross

    Maximum island size

    Thanks a lot...I'll try that Nick. I really want top have the map nice as it has really nice features. Thanks again . cheers
  12. cross

    Maximum island size

    Why 1024x20 when you can use 2048px with 10m cells which is perfectly acceptable in ArmA? Performance? Also post a pic, not quite sure what you mean. I'll post a pic when I get home. I'll switch to 2048x10 as well... All my hours of texture import are gone... What I mean is the mountains are fully not round. The edges of the 20m cells are not fully rounded fitting the terrain. When you are driving on the mountain its like you are driving on a bumpy road. I guess this effect should be reduced a bit more when I switch to 10m. Btw I'm losing too much height when I run the erosion on the whole map. max 900mtrs -> max 300 mtrs with onl 8 generations and almost standard settings, some even reduced. Do you have a nice sample setting which smooths out the terrain well?
  13. cross

    Maximum island size

    Guys, I am trying to make a map of the dardanelles and gallipoli area..1024x20. I imported the height map from a dem but I'm having trouble with the rough edges of the vertices. Ran teh erosion but it didn't seem to fix it fully. Should I play with the grayscale file in GIMP? cheers.
  14. Remo, Are your sat and mask maps resized to 2048x2048? If not do so..
  15. cross

    Visitor 3 Quick Tutorial

    for producing height maps...works like a charm.. http://www.tt-forums.net/viewtopic.php?t=27052 get the DEM using GoogleEarth addon. open it with MicroDeM Select the area. You can select a Sub-Area save it as 16-bit .PGM or grayscale TIF You can overlay it to GoogleEarth again to get the exact Satellite Pic of teh sub-area you selected. Open with GIMP Resize and save and PNG Adjust the .PBL there you go...
  16. cross

    Multiplayer

    Option suggestion in difficulties... - In-vehicle sound suppression on/off allows sound effect dampening for MP sessions when using VON / TS.
  17. you can take out everything from teh Arma/addons folder that does not have a matching BIS signature ("bi.sign" files).
  18. It is nothing...it's giving alarm just because it's .exe and runs another program and uses .dll. It's from a known source..ie unless MCPXXL has just decided to release his Mapfact_DeadlyTrojanCommander_v1.2 addon for your PC Â Â
  19. Pause the Avast "standard shield" before you fire up the run.bat. Pause Provider -> Standard Shield
  20. Outstanding job with the editor guys....you nailed it and once again proved that possibilities are endless with this game and engine. Ability of collaboration and many poeople being able to work on an island and merging them later on is one of the coolest functions. Saving object groups to be used by others and in other projects is another. But I loved the randomizations in creating 10-second forrests and abstract-art most . Online workshop was a nice touch and I had some good time even tho it was a bit late and exhausting for you. Thanks for the time and effort. I'll try organize one in the clan just like you did so that this knowledge is passed from father to son   . Re the Run.bat and run.exe. I'm using avast. What I did was; -Ignored the alert and took "no action". ( Set your antivurus to ask you what to do when it finds a malware so that you can ignore it.) -Then, in the AV settings include the folder to exclusions list and it works.. -If you can't, you can disable (not uninstall) your AV software for a brief period.
  21. cross

    Afghanistan Mountains

    Haven't taken a look yet but with the release of 3DE addon, setting up villages/roads/trees and objects on the terrain should be a very easy. So this blank terrain will be a good starting point.
  22. cross

    Custom Files & Warfare

    check the wiki set customfilesize = 0
  23. Saturday 2230 - onwards is all good for me MCPXXL..you have e-mail
  24. No, only the other way is possible: 3DE >>> Visitor. That is why the projects from the 3DE only be imported if they are done. But it is of course possible, to complete a already imported project by new objects from a new project. All objects that are already in Visitor imported, can not subsequently be changed with the 3DE. You can delete objects directly in Visitor and then u create a new project at this point and then import it again. It is also possible to have an older version of the island as a new base version to use, and then to import changed projects. Minor changes may be made directly into Visitor, for example if an object was not exactly placed. The 3DE is certainly not perfect, but it makes it significantly easier to work on a map. The Editor is very effective because projects from different people can be imported, and it makes a lot of fun, to create a new map together with several people  Greeting Silola In 3 months time the face of whole Sahrani will be changed And it will be harder to keep up with all the new stuff...damn you...    1- Create the blank island and elevations in Visitor. 2- Add / Edit objects in 3DE. 3- Export to Visitor and publish. ahahahahaha....Opteryx your glory days are counted now...  *dives into the depths of Arma folder to find totally empty hidef desert island and winter island* PS MCPXXL ...I wouldn't mind using your program to get rid of couple of extra stones I have on me.  ..well 6 tbh
  25. I guess you have 100 mbit connection. Unfortunately, there is a confirmed bug in the server that it does not utilize the whole bandwith available due to a measuring issue in the logic. Announced and hopefully will be solved in teh next patch. 1 - increase minerrortosend to 0.001. There is no point in flooding clients with info. 2- reduce MaxMsgSend=256 again no need to flood clients. 3- reduce MaxSizeGuaranteed to 512 4- Lower MinBandwidth to 10.000.000 5- reduce custom file size ...its in Kb. No need to have 1.6 MB of customfile. redoce to 100000 = 100kb Suggestion..dont max out everything so that you don't flood clients who probably have low performance computers compared to the server, reduce the stress on client CPU as they need to use it both for running the game and communicating with the server. Try them out and post the positive/negative outcomes. See here as well.. http://www.flashpoint1985.com/cgi-bin....1;st=15
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