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Nephris1

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Everything posted by Nephris1

  1. You got it again m8. 16bit instead 8bit were used. Changed it to 8bit and it is workin now again. Thx.
  2. Thx for your answer m8. Will try that settz. Up to now i always used n^2 to experiment ang get expieriences in Visitor.
  3. As ido my first stepts in visitor atm, i dont want to step in each trap i could. So after my terraingot textured right now i got the feeling thtthe textures look a bit blurry or unsharp. Of course a terrain looks completely different with objects on it etc But are there any dependancies in which cases texures could look blurry or unsharp?
  4. How do i have to enter the values in case a terrainwould be 10240x5120 ? I am asking for the following values of visitor: 1.terrain grid size 2.terrain cell size 3.terrain size 4.segment size ?
  5. Nephris1

    World Tools forest tutorial

    After i am now finally able to manage visitor3 in tat kind, that i am almostr able to set a few objects and get deeper into how things actually work...thx to a lot forum member....i must say big thx for that tool! Very comfortable and time sparing tool. Thx Shezan!:)
  6. Hi Allie, thx for ya reply. I now also used the google satelite downloader...and jesus yes, after returning from dinner, the downloaded folder was about 15gig big...and it wasnt finished...lol However, i then changed a few settz and got a satelite image that hit my deisres of the "Seeloer Höhen" (east germany). At the end i got a sat_lco of 10240x10240 and also a mask_lco of that px Well neverthelss the sat_lco has a size of 141mb, which is imho quiet a lot. Do u think it is over the top? Is it normal that i ant see the textures in visitor wheni klick the fourth button from left in visitor (which is called "textures")
  7. I am sorry for digging this old thread. But, when i am right it is possible to create a background image in visitor for easier orientation. I read the visitor manual, but i cant find the button to implement it. This thread didnt help me out neither, so any hints, where i can import a background image? edit: Well....got it... for everyone havin the same prob view -> mark "panel of objects" choose "Background images" from the dropdown menu and choose your background.bmp.
  8. Before i give my next attempt a try, i ve got 2 further questions. In what depth should be the sat_lco saved in bmp format? 16, 24 or 32? What do u do with the houses, thatu can definately see on a sat map? Simply choose a region without houses?Or photoshoping or keep it as it is and set in visitor also a house on it?
  9. Thx for your input. What i ve done now, is to download again a sat image via google satelite maps downloader and created a bigmap automatically.The zoomfactor of the tool was 17(if anyone knows sth about it...?). I ll post an extract of it, just to be sure the zoom is fine enough. I ll then use again a heightmap with 1024x1024 sat_lco 10240x10240 mask_lco 1024x10240 the visitor settz terrain grid size 1024 x 1024 terrain cell size 10m terrain size 10240x10240 After the textures got generated i ll post here again,to see what happened.
  10. Yes, you are right i was a bit sloppy i guess un glueing the tiles again. Is the unsharp texture "normal" from that height or do i need to take care for sth here also?
  11. Nephris1

    Arma 2:OA Update 1.50-1.54 To 1.55 ???

    I ant read anything about fixing the assembling deployable weapon bug....that was introduced in the past stable release. I hope they just forgot to mention it. I mean fixxing old bugs has imho more priority than introducing new features, that probably contain new bugs....
  12. I probably posted my question not clear enough. What causes wrong transitions on the textures, like u can see on this screenshot
  13. Reactivating my initial started thread.... I created my terrain from a heightmap with 1024x1024 sat_lco 10240x10240 mask_lco 1024x10240 the visitor settz terrain grid size 1024 x 1024 terrain cell size 10m terrain size 10240x10240 satellite grid 96 texture size (texure layer) 80x80m After i created all the layers the textures and there transitions look very weird.Is it possible that i this strange transitions arnt correct coz i wasnt 100'% correct in glueing the satmap tiles? http://img180.imageshack.us/img180/2989/texti.jpg What is the maximum number u can use as basic texures on one terrain?
  14. Thx for hints and thoughts. I guess i will friggle around with both L3dt and google sats .... Oh the world was so easy in OFP times ....:p Thanx.
  15. Thx again Bushlurker for taking time and anser again :). The satmap,that i created inL3dt doesnt look really "real". I am sure it is easier to arrange the mask later on, on a satmap of L3dt but ingame the map wont lookreal imho. So i would now move to Google Maps and save the satmaps from there. Or is there any function in L3dt i missed ,which makes a satmap(Sat_lco) looks real. I still presume the sat_lco represents also the ingame map a player can choose by using the "m" key. So would be the most reasonable way to get a real terrain looking satmap. To be sure we are not talking about different things satmap google earth http://img819.imageshack.us/i/satmapmaps.jpg satmap L3dt http://img87.imageshack.us/i/satmapl3dt.jpg (this is just the quick generated one, but gives a "kind off view" of what i am talking about)
  16. Hi folks, i followed now your hints and soi anm trying on to get closer to my first real attempt making a map. Right now i am using L3dt and see what comes out of it. I got a few questions, which are probably also basic questions. I created now a terrain in L3dt with 1024x1024,cell grid 10m. So all layers are of same size atm, heightmap and the texture map. 1.So is that seize enough for a height map?What determines the seize of my heightmap? 2.Same question belongs to my texturemap/satmap because i cant imagine that the satmap will be big enough at 1024x1024? 3.Is the satmap also corresponding to the ingame map? Means that map i will later be able to open with "m" ingame? 4.If my heightmap is 1024x1024 (made via L3dt) i would also use the same seize in Visitor as terrain size 1024x1024 with a grif size of 10m. What size should then be a satmap? Although we can always use different ways to get to your target, a beginner needs actually the one working way.Most of the tutorials helped a lot and got me a kind of understandment to visitor, but correltions of seizes seem to be handled in each tutorial different. Sorry for those perhabs "easy minded" question, but i am still not able to understand the point between the relations of heightmap size to terrain size to satmap size. Is there any rule of thumb a noob and beginner cant use.
  17. I am not sure if i understand ya correct. But this setting canbe changed in the skill under option. I guess by default it is disabled for veteran and activated for recruit. I pressume u are talking about the markers u see ingamewhenu move or u shall move to a certain position. Within the waypoin menu in the editor is also anoption to make this marker disappear (show never).
  18. Nephris1

    World Tools forest tutorial

    Thx a lot for that tool, although i am just doin my first steps in visitor (and still think WRP tool in OFP was very luxurios compared to V3), i can survey the time spare due that tool. Idirectly gave it a try,everything worked fine up to the moment i treid to export to a visitpo format. The summary opens, with nothing in there. When i click simulation i can see my 3 different trees in their counts. What is running wrong here? Btw. for testing i used your example mask and just used the green colour. All remaining colours were left without objects. Furthermore i receive several times the "error" my map would contain too much colours.(it is black and white), do i have to take care awhile saving the map? Am using photoshop. If the import then works correct (just red and black map)i get a long list of different red tone colours. See that example http://img24.imageshack.us/img24/7663/unbenanntafr.jpg I am sure i am using "wrong colour mode" or sth like that....
  19. Nephris1

    Cannot load texture

    I guess it blong to all other unpboed files to follow like: p:/CA/buildings2/corresponding data stuff ? Btw it is working now. Much appreciated once again buddy.
  20. Nephris1

    Cannot load texture

    Thx so far for your effort to help me and also a lot of other "noobs" trying to get through the visitor monster. Much appreciated, you take your time to help out! Will try to get it work.
  21. Nephris1

    Cannot load texture

    I spend the compplete afternoon in trying to figure out what i am doing wrong. i can place the objects in visitor3 , open Bulldozer but the objects texutres are not loaded Warning Message: Cannot load texture ca\plants2\bush\data\b_corylus_4_non.paa. Warning Message: Cannot load texture ca\plants2\bush\data\b_corylus_1b_ca.paa. Warning Message: Cannot load texture ca\plants2\bush\data\corylus_avellana_bark_co.paa. So this is the list that shows the CA folder of my working p:/ folder. I loaded the object from thatfolder into visitor (natural objects) http://img696.imageshack.us/img696/9672/83638312.jpg Has anyone an idea what i am doing wrong or where the error is?
  22. Nephris1

    Cannot load texture

    Sorry for diggin this old thread, but my problems refers to the same topic. I got everything working in my first visitor excursion. Right now i started to set forests with the visitor forest tool. Everyting worked fine, i safed my work and loaded Bulldozer. Here i got the message that texture "ca/b....../..." not found (cant post the correct term of the .rpt atm,as i am not at home).It was the texture of all trees, as all of em were white. So i guess sth went wrong when i setup the addons. I followed the tutorial of Sgt ACE but i probably missed sth. Do the addons (plants;trees ...) have to be in my project folder (e,g, p:/nep/ca ) or why couldnt the texures not be loaded? All objects (trees) i placed ,were extracted to p:/CA. So what could be the reason that the textures couldnt be loaded? All objects are default BIS, means Cherna objects, and got imported to visitor3 from th p:/ca folder.
  23. Hi folks, i read the tutoriaös above. Right now i am stuck in creating my satelite mask with PS. The links that i hoped ould help me are down like Alex Sworn Tutorial for the layer mask. So is there anywhere a tutorial that can explain how to create a satelite mask with e.g. PS? edit: sry found the last tut by Allie at Ofpec http://www.ofpec.com/addons_depot/index.php?action=details&id=102 :rolleyes:
  24. Hi guys, maybe iam just too stupid, but to be honest visitor is pain in the a** ! There are so many error sources etc thati really miss good old WRPTool from OFP. So are there any alternatives to Visitor/Bulldozer to create a terrain? I read about WRP coverter but iguess it will al end up in bl**dy bulldozer/visitor.
  25. Nephris1

    Buldozer

    I am getting again errors when starting Bulldozer. I followed the tutorial in the wiki. Following i the bulldozer rpt .......... ......... ...... ....... Warning Message: No entry 'bin\config.cpp/CfgDifficulties/Regular/Flags.Tracers'. Warning Message: []: '/' not an array Cannot evaluate '' - no file Warning Message: []: '/' not an array Cannot evaluate '' - no file String STR_XBOX_DIFF_VETERAN not found Warning Message: No entry 'bin\config.cpp/CfgDifficulties/Veteran/Flags.Tracers'. Warning Message: []: '/' not an array Cannot evaluate '' - no file Warning Message: []: '/' not an array Cannot evaluate '' - no file ErrorMessage: Shaders not valid (mismatch of exe and data?) I replaced the extrated bin folder of my game with the bin content in the P/ folder and also treid to use the original bin folder, that comes after installation of the P drive. For me strange, that Bulldozer created an ArmA folder under my documents with a buldozer.cfg and a user profile. I would expect it to be created in ArmA2 .... but well all possible with Bulldozer i guess.
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