Jump to content

LoRo

Member
  • Content Count

    93
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by LoRo

  1. Nuevas versiones de desarrollo de terrenos de Malvinas / Malvinas West Sector: Isla Borbon / Pebble Island (32km) * Estrecho de San Carlos / Falkland Sound (40km) * Pradera del Ganso / Goose Green (24km) East Sector: Top Malo House (24 km) Montes Isla Soledad / East Falkland Mounts (20 km) Fitz Roy (24 km) Puerto Argentino / Stanley Port (24 km) *Próximamente Incluyen caminos y ríos de piedras. Descargar: https://steamcommunity.com/sharedfiles/filedetails/?id=2041997442 Capturas de pantalla IMPORTANTE: Esta versión es solo una muestra de los terrenos funcionales solo con el satélite, la máscara y el mapa normal, no incluye objetos todavía, ni tabla de cadenas, en el futuro se agregarán los nombres de las ciudades de acuerdo con el idioma inglés o español. El siguiente paso es corregir las nubes y la costa oscura en el satélite, y ajustar las texturas HD. Los terrenos, además de su extensión, tienen profundidades reales (la mejor información satelital que encontré), es perfectamente navegable, hecho, el propósito de los terrenos es el poder de las misiones aeronáuticas y aerotransportadas históricas. Son 2 terrenos de Malvinas / Malvinas de 80 km x 80 km en escala real 1: 1 TALLER (Mapa SC): http://steamcommunity.com/sharedfiles/filedetails/?id=1084942536 [SC] OESTE - Estrecho de San Carlos (Falkland Sound) : incluye Pradera del Ganso (Goose Green), Darwin, Cerro Alberdi (Mount Usbourne) e Isla Borbón (Pebble Island) [PA] ESTE - Puerto Argentino (Stanley): incluye Top Malo House, Monte Longdon, Dos Hermanas (Two Sisters), Tumbledown, Sapper Hill, Fitz Roy, Bahia Agradable (Bluff Cove) y Monte Agradable (Mount Pleasant). Objetos: En este momento solo hemos modelado el edificio del aeropuerto de Puerto Argentino / Stanley : INFORMACIÓN DE DESARROLLO: # DEM: AlosPalsar ( Superficie ) + Topo15 ( Profundidad ) GlobalMapper (Corte, Ajuste de altura y Capa Fusion / Export DEM 1x81920 en .TIF 16bits para TB y 4x4x20480 en .ASC para L3DT) L3DT (Generar mapa normal 4x4 / Fusionar en PS ) ___________________________________________________ # Imagen satelital : Bing - Zoom = 18 (+ Google y Aquí para borrar nubes ) SASPlanet: Descargar a formato .ECW Georreferenciado (Proyección : Geográfica) Geomática: Para borrar nubes ( Próximamente) Photoshop: Máscara (Modo de imagen: indexado Color / Guardar .BMP) GlobalMapper: Cortar Mosaicos (Exportar en 4x4 mosaicos .TIF formato 32bits sin comprimir ) ___________________________________________________ # Terrain Builder Tamaño de cuadrícula: 8192x8192 Tamaño de celda: 10 Tamaño de terreno: 81920 Tamaño de satélite: 40960x40960px Resolución: 2m / px Tamaño de mosaico: 1024x1024px Superposición deseada: 16px Teture Layer 40.00x40.00m Objetos de mapa SC : 0 Objetos de mapa de PA : 0 ___________________________________________________ # Sistema: AMD FX 8150 + 10gb RAM DDR3 Windows 8.1 64bits ___________________________________________________ ___________________________________________________ GRACIAS : Instituto Geográfico Nacional de la República Argentina theSinGLoT: Tutorial (Canal de Youtube) ___________________________________________________ Mapa MLV Taller: http://steamcommunity.com/sharedfiles/filedetails/?id=1084942536 Taller de Modificación de MLV : http://steamcommunity.com/sharedfiles/filedetails/?id=1266670664 Publicación en el foro del BIS: Traducido por Google
  2. Tried contacting him on discord, he was having trouble binarizing the .WRP I could upload it so you can test it and see if it works for your project
  3. Update - General change of lighting, weather and sea in all areas - Replace medium detail texture between HD textures and satellite texture (midDetailTexture) - Replace HD textures in stone rivers / streams - Added Names of Cities, Mountains, etc. on the terrains of Top Malo House and Puerto Argentino / Stanley - Correction of coast line inside area of Puerto Argentino / Stanley
  4. This mod aims to recreat the argentine-british conflict of 1982, known as the Falklands War, we aim to have a good graphical quality, but overall have historical accuracy... MLV Mod Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1266670664 MLV Map Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1084942536 BIS Forum Exclusive Post:
  5. First post update New Alpha terrains available: https://steamcommunity.com/sharedfiles/filedetails/?id=2041997442
  6. contact foxtrop in steam: https://steamcommunity.com/sharedfiles/filedetails/?id=715135712 regards
  7. thanks, I can't, just comparing with photos of air reconnaissance missions of that time I guess, at the moment my maps have current satellite textures, and the respective roads matching the texture
  8. I imagine the hard work of recreating real terrain at that time, today there is very good DEM information, and it is relatively easy to create a real map in ARMA, which took me a long time to combine two height maps to add depth to the ground I do not get good results with Buldozer to correct the coastline, I find many imperfections just when I open it from the game, I have to keep trying ... The project is planned for 1982, I am aware of the increase in the infrastructure, even a lot of mining activity is also appreciated to correct in the satellite, I must say that the amount of corrections that I should make, obviously in the Stanley and in the Airport is where there was more growth.. As for roads I am using openstreetmap vectors that I manually corrected 100% for the locations that I am going to recreate: Although most of the current streets certainly did not exist at that time, I do not know if it is necessary to be so historically rigorous in this aspect, except in the most important locations, I knew that I will evaluate it as I move forward. Although it would be helpful to have the largest number of aerial photographs of recognition of that time. I have been with these lands for 3 years (not full time), I am trying to prepare an alpha version of the new land to upload next month, with an improved clutter, stone rivers and roads, I also have a very basic port of buildings that you made for OFP, including your boats (static), which you planned to upload also if there is no problem, it would be possible to see that it can be improved or replaced. However, I would like to be able to devote more time to this project, so any collaboration is appreciated! Regards
  9. AI tries to avoid it and surrounds it, I would think it is the most logical. I clarify that it is not clutter, they are objects placed with SFlora
  10. I started to make my map zero, using the same height map, and I found this error at the bottom of the map, in the lower right corner. Mapframe: probe erasing grid.000.v4w and reloading the height map, and generating layers again, but the problem persists, never before had it happened to me. The map of heights seems to be fine, it looks good in the 2D view of the editor without satellite texture, and I can walk on ... But on the other hand there is also no missing texture error (the white ground would have to be anyway) also try making a smaller mapframe in that sector and it looks good from the buldozer Could it be a rvmat problem? I want to emphasize that the pbo is packaged with the mikeros tools and I got no error * only disable the option: rebuild requiered addons add screenshots:
  11. Same, I had worked before with that configuration without problems, but I was 99% sure it was a rvmats problem, surely some TB update, I found the solution in discord, but I think it would be nice to have a record in the forum
  12. Is there a method to binarize the rvmat files? I'm trying to add more detail to my map (80kmx80km) using a smaller cell size and I currently have 32812 rvmat in my layers folder, so when I open it in the mission editor it takes almost 1 minute to load the textures correctly, and I wanted to test if load faster binarizing the files. addon builder directly excludes them
  13. also ported and upload the objects of the Flashpoint in the Falklands mod, courtesy of @cbfasi many of them look really good to be OFP addons
  14. updated obscured the satellite texture add clutter surface and roads and some rock areas
  15. I was able to solve the bug regenerating surface mask layers in 2048px, the process generated approximately 5000 rvmat files less, so I only replaced the rvmat, and preserved the textures of the 1024px mask (1gb vs 3gb) and it works fine
  16. LoRo

    Binarize rvmat files?

    Can I binarize all the rvmat with the mikero tools?
  17. LoRo

    Binarize rvmat files?

    try to install it and use it multiple times, however an error always occurs, mikeros should consider offering their entire program suite with a single installer, I think
  18. This method is the one I use, I do not know if someone else uses it, that's why I share it, I see that many people do this task manually with a brush, in my project I have a really big satellite texture, separated into 16 tiles of 27526x27526px, so I needed an agile way to automate the process, and to match each of the tiles The solution was to use the indexed color mode of PS, summarize the satellite to 5 or 6 basic colors to which it comes closest, and I can use the Magic Wand and Paint Bucket tools to create new layers with the colors of the layers.cfg (Tolerance = 0 / without Contiguous) Satellite Image > Mode > Indexed Color (You can use some extra colors if you want to differentiate something) Indexed Overlapping colors Zoom Another improvement I got is to work with 2 different resolutions for satellite and mask, initially because of the size of the map I worked with m / px = 2 with 1024px tiles but I was not satisfied with the ingame result of the mask, so I changed am / px = 1 and doubled to 2048px (we must keep the same amount of "Tiles in Row"), but only regenerated the mask (and with it new .rvmat files) In this way I improved the resolution of the mask and kept the files of the satellite and normalmap (and I kept the size) You can download the following 2 images to compare the difference of definition and therefore of hd texture assignments Mask 1024px Mask 2048px
  19. I think you do not understand the point, do not confuse resolution with definition, you can work with the resolution you want (satellite and normal), but if you have an imported mask of higher resolution you can work double alone with it mine is just an example not a recommendation, if you work with 1m / px and 512x512, you could generate your mask at 0.5m / px and 1024x1024, the amount of tiles would be the same, and the area of each tile would also match with its satellite and normal (and the number of colors), but its resolution would be double, and its definition more precise. the result within the game is very noticeable, you get a separation of materials softer, and not so square download the 2 images, zoom and compare
  20. Ok, but I'm not ignoring the mistakes, it's not sure that there are ... the reality is that I have to separate the land in several addons, I can not re upload 2gb of textures every time I make a change in the field, I have 13,000 rvmat files, maybe the tools of mikeros need more than 5 hours to analyze them all , I do not know. What I do know is that in the log file, it says that mikeros uses the BIS tool to binarize the WRP, and in a previous test without the rvmat I can binarize the wrp (I copy it from the Temp folder and it works), but crasheo al final because there were missing files ... I have to update my satellite texture (to make it darker), so I'll probably go back to doing the whole process from scratch, and maybe try with mikeros once more. At the moment I have no more questions so I do not bore you anymore, again thanks for the help
×