Nephris1
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Everything posted by Nephris1
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Visitor crash - Sat_Lco import
Nephris1 replied to Nephris1's topic in ARMA 2 & OA : TERRAIN - (Visitor)
You got it again m8. 16bit instead 8bit were used. Changed it to 8bit and it is workin now again. Thx. -
Dependancy: texture - cell/grid size
Nephris1 replied to Nephris1's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Thx for your answer m8. Will try that settz. Up to now i always used n^2 to experiment ang get expieriences in Visitor. -
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?
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Dependancy: texture - cell/grid size
Nephris1 replied to Nephris1's topic in ARMA 2 & OA : TERRAIN - (Visitor)
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 ? -
World Tools forest tutorial
Nephris1 replied to shezan74's topic in ARMA 2 & OA : TERRAIN - (Visitor)
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!:) -
Dependancy: texture - cell/grid size
Nephris1 replied to Nephris1's topic in ARMA 2 & OA : TERRAIN - (Visitor)
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") -
Problem with background picture
Nephris1 replied to [aps]gnat's topic in ARMA 2 & OA : TERRAIN - (Visitor)
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. -
Dependancy: texture - cell/grid size
Nephris1 replied to Nephris1's topic in ARMA 2 & OA : TERRAIN - (Visitor)
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? -
Dependancy: texture - cell/grid size
Nephris1 replied to Nephris1's topic in ARMA 2 & OA : TERRAIN - (Visitor)
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. -
Dependancy: texture - cell/grid size
Nephris1 replied to Nephris1's topic in ARMA 2 & OA : TERRAIN - (Visitor)
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? -
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....
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Dependancy: texture - cell/grid size
Nephris1 replied to Nephris1's topic in ARMA 2 & OA : TERRAIN - (Visitor)
I probably posted my question not clear enough. What causes wrong transitions on the textures, like u can see on this screenshot -
Dependancy: texture - cell/grid size
Nephris1 replied to Nephris1's topic in ARMA 2 & OA : TERRAIN - (Visitor)
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? -
Terrain creation/editing programs to import into Visitor
Nephris1 replied to El Mariachi's topic in ARMA 2 & OA : TERRAIN - (Visitor)
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. -
Terrain creation/editing programs to import into Visitor
Nephris1 replied to El Mariachi's topic in ARMA 2 & OA : TERRAIN - (Visitor)
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) -
Terrain creation/editing programs to import into Visitor
Nephris1 replied to El Mariachi's topic in ARMA 2 & OA : TERRAIN - (Visitor)
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. -
avoid 2 yellow crosses
Nephris1 replied to panda123's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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). -
World Tools forest tutorial
Nephris1 replied to shezan74's topic in ARMA 2 & OA : TERRAIN - (Visitor)
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.... -
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.
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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.
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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?
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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.
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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:
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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.
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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.