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ZeroG

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Everything posted by ZeroG

  1. Yes, I guess one can skip L3DT, as the CRYTEK SDK has all kinds of terrain modifiers in it (just think of the great jungle levels in all the Crysis titles..they were created with this thing) The SDK comes with an terrain-autogenerator as well, though I have found Geocontrol 2 to be better when it comes to automated generation. This thing...is free....and has been there...for years :rolleyes: PS: One can also use the free Unreal UDK to do roads, though I haven't tested it with Visitor 3. Another world builder with road ability is GROME - unluckily not free of charge (190€). Before I found CRYENGINE, I used Geocontrol's feature to do roads, but compared to CRYTEK SDK, it is a torture. PPS: Further tutorials on terrain editing with the SDK can be found HERE.
  2. Has anyone yet tried if the new objects (~ 500) still are not placeable in Visitor 3 i.e. don't appear ingame/appear submerged? Haven't had the time to try it yet and also am using A2 Buldozer...maybe now it works better..with A3 Buldozer? If not, and as we don not know when to expect the SDK, the placeholder method should be continued to avoid time loss. I don't want to be pessimistic, but in case of ARMA 2, 3 months passed after release in May 09 until the SDK was released in August 09. Also take into account that at that time the game wasnt published over steam and DLC marketing was not as common as nowadays. But as 500 objects are quite a lot to check the height level for, anyone here volunteering to help?
  3. Thanks to Snakeman from PMC, I made a very speedy bat that allows conversion of the png files in less than 3 minutes (on SSD). Create a new textfile in the data folder of your map project, copy the code stuff from below in there and save under a name of your choice. I experienced that you dont even have to change island names, just make sure pal2pace is also in the data folder: rem mask - quick, as they are simple images with few colors START "" /D"%CD%" /B "p:\YOURMAP\data\pal2pace" layers\m_*.png rem satellite texture rem 1st START "" /D"%CD%" /B "p:\YOURMAP\data\pal2pace" layers\s_00*.png rem 2nd START "" /D"%CD%" /B "p:\YOURMAP\data\pal2pace" layers\s_01*.png rem 3rd START "" /D"%CD%" /B "p:\YOURMAP\data\pal2pace" layers\s_02*.png rem 4th START "" /D"%CD%" /B "p:\YOURMAP\data\pal2pace" layers\s_03*.png rem 5th START "" /D"%CD%" /B "p:\YOURMAP\data\pal2pace" layers\s_04*.png rem 6th START "" /D"%CD%" /B "p:\YOURMAP\data\pal2pace" layers\s_05*.png rem 7th START "" /D"%CD%" /B "p:\YOURMAP\data\pal2pace" layers\s_06*.png rem 8th START "" /D"%CD%" /B "p:\YOURMAP\data\pal2pace" layers\s_07*.png rem 9th START "" /D"%CD%" /B "p:\YOURMAP\data\pal2pace" layers\s_08*.png rem 10th START "" /D"%CD%" /B "p:\YOURMAP\data\pal2pace" layers\s_09*.png
  4. Normally, everything should be exported, also orientation. Are all objects of that kind elevated? If so, then simply reduce the value in your import script for that object. ---------- Post added at 04:27 AM ---------- Previous post was at 04:21 AM ---------- Sealife, could you open up a thread, explaining how you do that? I feel some guys have problems installing inbuilt 3DE with the shortcut, it is a bit unhandy and What-you-see-is-what-you-get-placement is the way map editing should be in the first place...THANKS
  5. ZeroG

    Altis map size??

    Thanks to holy Mikero, we can bring some light into the case: 820 object types, 4.796.462 objects 30720x30720m size (maybe satmap as well), 4096x4096 x 7.5 heightmap, texture layer 30x30m, Satellite Grid 64
  6. As I got some RL effort atm, I will only be able to add an updated template after the full release. But maybe we get tools right away anyway :)
  7. ZeroG

    Beginner needing help!

    1. L3DT free is sufficient for basic and not too advanced terrains. 2. There are so-called WMS servers on the web that feature satellite images for free (World Imagery, Landsat, US NAIP, etc.) However, they are not "too" detailed on any spot of the world. In 2010, I used the GMaps method, I skipped it. Access to those WMS servers can be achieved through GIS programmes like Global Mapper (pay) or Quantum GIS (free). However, if you plan to use real life sat images, you should think of using real life heightmaps, too. 3. With L3DT free, I recommend you create only heightmaps. Select these options to learn the process of Arma map making: Blank heightmap, 1024x1024, 5m. Thats absolutely enough for starters. If you are done, export the file as xyz and then follow this tutorial and use your heightmap for it. 4. If you decide to recreate that spot however, I propose you also follow my RL map making tutorial after first success with Mondkalbs tutorial. Then you will use L3DT only for correcting/modifying the RL heightmaps, not creating it from scratch.
  8. ZeroG

    In game Textures / Sat Grid

    Experimented around and found out that the (Visitor 3 calculated/proposed!) setting "Satellite Grid 96" was responsible for this grid error appearing on the map and ingame (I use 4096x5 terrain grid, 20480x20480 satmap, 20x20m texture). If I raise or lower that sat grid value manually, I don't have the error ingame. Odd.
  9. You want a flat piece of land to place stuff on and thus you need to create an island like everyone else has to. Follow this tutorial and simply skip the heightmap import - you will have that kind of island in 30 minutes.
  10. ZeroG

    In game Textures / Sat Grid

    I - with some sat images - encounter the same problem with this ugly texture grid when ingame...which value affects it? Is the bit-depth of the sat image also of influence? My texture layer is 40x40, image size 20480x20480, Satellite Grid 96...
  11. Well, you need a raw island and enter its name behind the the dot missions\editor.zgm_test4_a3\mission.biedi If you dont have another island (which I assume), you start on stratis.
  12. Change the shortcut properties by rightclicking it. At the TARGET line, you gotta add these lines (adapt your user, island, mission and directory names ofc): "F:\GAMES\STEAM\SteamApps\common\Arma 3\arma3.exe" "C:\Users\ZeroG\Documents\Arma 3 - Other Profiles\EDITOR\missions\editor.zgm_test4_a3\mission.biedi" -nosplash And yes, you need an empty file (can create it with Windows editor) named mission.biedi. in that directory. If that doesnt help, try the other instructions on YT or the addon from ARMAHOLIC I mentioned before...
  13. ZeroG

    Sky configs

    Maybe try it for yourself and learn what changes cause which effect...
  14. Visitor seems 3 to have some trouble with the new models...core problem is their height..therefore I created this addon. I recommend switching to A2 Buldozer until we get new tools.
  15. ZeroG

    Sky configs

    Have a look at Bs recent addon...his config might lead you the way.
  16. @Gamma: try this addon. Also, there are several instructions to gain access to the 3DE on Youtube. Again, heres my shortcut: "F:\GAMES\STEAM\SteamApps\common\Arma 3\arma3.exe" "C:\Users\ZeroG\Documents\Arma 3 - Other Profiles\EDITOR\missions\editor.zgm_test4_a3\mission.biedi" -nosplash Make sure you have an empty file called "mission.biedi"... @GranQ: Yes, I plan to do so, as I am creating a map myself atm and am sure that we wont get new tools too soon (but hopefully Im not right with that feeling) @Azroul: Do you use A3 Buldozer? If so, then yes, you cant see some of the objects I guess. I havent really tried my template addon with A3 Buldozer because I felt that the A2 version was sufficient.
  17. Really ? Well, the objects I placed to create the pictures in the first post where ingame at the spot they were supposed to be by placement in 3DE - except few standing on slopes. Hmmmm...maybe the recent update changed the models' ground levels a bit? Anyone else having these issues ? Mea culpa for that youtube video :-) Seems I just copied that one from the A2 manual. Regarding Visitor 3 however, I wasnt about to post a direct download link in the first place but just that wiki site. But I will update the template package anyway after the release of the the full version after September 12th...
  18. ZeroG

    Sky configs

    Erm..I suggest you open up any given A3 island config yourself and just look at the classes - they seem self explanatory, yet come in large numbers so that you can spend quite some time with finding the right settings.
  19. @PARA: When coming from 3DE, I always use REL. Tested with a lot of trees, ingame they all were standing where they were supposed to be - not floating etc. (in Buldozer they do). Although on some spots you might experience an offset, especially on slopes. @GOBLIN: no sweat, was worried myself it could be not understandable. How come you were led to A2? I checked the inpackage manual and it only describes A3 procedure to get access to 3DE. Maybe you followed the link in my signature? Well, there are 2 versions of the addon: one for A2 and one for A3. Also, for A3 you should stick and contribute to the A3 resource topic..I havent updated the other thread for a long time (founded 2010!)
  20. ZeroG

    Importing Objects into V3

    Never saw anything like that, always judged out the bug little by little...is often related to difference between template and import classname.
  21. ZeroG

    Sky configs

    I assume its the islands main config.cpp where you have to look at...to be honest: the biggest part of A3 island configs seems to be the lighting.
  22. @Makhno: Nice island! I appreciate your kind words :) @Goblin: There's another thread where access to the 3D-editor is explained step by step. Alternatively, try THIS. Also, you are the first and only person to report my tutorial not to be understandable - I always try to explain in detail. @1PARA: Its not BI PMC, its THIS and its free to use. You dont need A2 at all to use the addon. @GAMMA24: Look at THIS thread maybe or use THIS addon
  23. THIS THREAD WILL SAVE A LOT OF TIME AND NERVES :D Hi everyone! Around Christmas, I got the idea: "Hey, I wanna make a map from my home area for ARMA2". So I went into the web and soon I found out: a consequent documentation for this is somehow still at basic levels...some things are outdated...lots of information is spread through several forums and so on...but map making is actually so fullfilling, isnt it ?! So...for the new year I undertook the idea to write a new, complete map making tutorial for ARMA 2, explaining it just the way how i learnt it: very basic and with a lot of patience. I will finish it when I have my first map ready at MY definiton of "good". As this can still take somewhat longer and I want to encourage everybody new, I will start with posting useful links for every step. This collection is not complete and I hail to all the experienced map makers out there to add their finest links so that we can fill the gap of map making. Actually I for myself started with point 6, the samples or templates. You can learn how it works by changing small values and files wit these maps, get the idea and then slowly you increase the modifications until you are one day able to make a complete map by yourself. NOTE: You can ask me for anything concerning map making, but remember that I'm still learning myself and have to improve my skills on some branches of this topic. 0. EXISTING TUTORIALS MY TUTORIAL PART 1 Big credit to all the authors who spent a lot of time helping the community out. I started here and connected all this knowledge to that from some forums. Be careful though: Some spots do not seem to be up to date..nevertheless it is just right for getting the basic idea of map making with VISITOR. ALEX SWORN'S TUTORIAL http://www.armaholic.com/page.php?id=2006 OPTERYX' TUTORIAL http://forums.bistudio.com/showthread.php?t=62725&highlight=Visitor+tutorial&page=18 DEAD_KENNEDY'S TUTORIAL, TRANSLATED BY KHEIRO http://www.armaholic.com/forums.php?m=posts&p=69878#69878 ALLIE'S TUTORIAL http://www.ofpec.com/addons_depot/index.php?action=details&id=98 http://www.ofpec.com/addons_depot/index.php?action=details&id=99 http://www.ofpec.com/addons_depot/index.php?action=details&id=100 http://www.ofpec.com/addons_depot/index.php?action=details&id=101 http://www.ofpec.com/addons_depot/index.php?action=details&id=102 ftp://ftp.fraghaus.com/arma/satpics/VisitorRC3v2ROADS.pdf (only available via google and html copy) SGT ACE'S TUTORIAL http://community.bistudio.com/wiki/ArmA_2_Terrain_Tutorial UNKNOWN AUTHOR, MAYBE BI http://community.bistudio.com/wiki/Visitor_3:_Making_of_simple_landscape Look for corresponding sample file at point 6. 1. BASIC TOOLS NEEDED FOR MAKING A MAP IN ARMA 2 At first, u will need the BIS tools: ftp://downloads.bistudio.com/Tools/BI_Editing_Tools_2_Setup.zip Just install every program, they are all useful for map making somehow...at least VISITOR, TEXVIEW2, BIN PBO and the BIS DRIVE. This is a small manual, but I recommend sticking to the tutorials and forum FIRST: http://community.bistudio.com/wiki/Visitor_3_Manual This VBS2 reference might be useful to understand the big picture, as the program is using VISITOR3 for mapmaking too: http://developer.vbs2.com/onlinehelp/Content/Terrain_Manual/TM_Terrain_Manual.htm However, there will be a Visitor 4 soon (http://www.vbs2.com/media/docs/Visitor4_leaflet_preview.pdf) Some other useful tools are here: http://www.kegetys.net/dl.php/tools06062009.zip http://dev-heaven.net/projects/mikero-pbodll/news As well as a powerful and userfriendly image editing program: http://www.adobe.com/products/photoshop/photoshop/ (which I recommend) http://www.gimp.org/ http://www.getpaint.net/ So far for the basic setup. Now to the conversion of your ideas.... 2. REAL WORLD OR FANTASY WORLD ? 2.1 REAL WORLD START HERE: MY TUTORIAL PART 1 I like realistic maps the most. Unfortunately, the "normal" user doesn't own VBS2 editing Tools, which would be a great help achivieving realistic maps. http://vterrain.org/ Look at that place for all kinds of data you need for your specific area of the world.... You need high resolution satellite images, which in my opinion can be obtained the easiest way by this well known program: http://earth.google.com/intl/en/download-earth.html Here is a tutorial for getting these: www.och-studios.co.uk/documents/vis3.pdf Another useful tool for downloading GE maps: http://allallsoft.com/gsmd/ THIS program is my recommendation, as it unifies GSMD and GMTD: http://www.softonpc.com/umd/ Of course, there are other programs and sites, too, but I havent tested them yet: http://worldwind.arc.nasa.gov/java/ http://seamless.usgs.gov/ http://www.falconview.org/trac/FalconView Here are some good threads concerning creation of a satellite image and scale issues: http://forums.bistudio.com/showthread.php?t=85114 http://forums.bistudio.com/showthread.php?t=71508 http://forums.bistudio.com/showthread.php?t=65206&page=2 http://forums.bistudio.com/showthread.php?t=66470 To these satellite images, you will need according real world digital elevation maps (DEM) Those 2 are very good and easy to use, as they both provide plugins for GE: http://edcsns17.cr.usgs.gov/EarthExplorer/ http://www.ambiotek.com/topoview/srtm41.kmz Some very detailed Elevation maps can be found here: http://asterweb.jpl.nasa.gov/gdem-wist.asp RECOMMENDATION http://www.wvgis.wvu.edu/data/dataset.php?action=search&ID=261#Download Or u use the counterpart of the upper mentioned GSMD: http://www.allallsoft.com/gmtd/ THIS program is my recommendation, as it unifies GSMD and GMTD: http://www.softonpc.com/umd/ So much for the acquisition..for using and converting the DEM, you will need: http://www.globalmapper.com/ ABSOULTE RECOMMENDATION http://www.usna.edu/Users/oceano/pguth/website/microdem/microdem.htm http://www.ridgenet.net/~jslayton/wilbur.html Small tutorials to get into DEM usage are here: http://www.tt-forums.net/viewtopic.php?t=27052 http://forums.bistudio.com/showthread.php?t=69402 Something also very useful is to create a satelite map out of a heightmap, which is mentioned here: http://forums.bistudio.com/showthread.php?t=65183 The author of Schmalfelden island, Nicholas Bell (source files of his island see point 6), posted a different approach on making heightmaps: http://forums.bistudio.com/showthread.php?t=65563 Here is an excellent explanation of the GRID scale: http://tactical.nekromantix.com/tactical/wiki/doku.php?id=arma:terrain:grid_cell_size Now u got the raw data for creating a real place on earth (or even moon:p)..so lets see whats there for fantasy places. 2.2 FANTASY WORLD The basic need here is the same: "satelite"-image and elevation data, so to speak texture layer and hills, mountains, valleys etc. There are some world creators with easy access and lot of support, while some might cost a "little": http://www.ridgenet.net/~jslayton/wilbur.html http://www.bundysoft.com/L3DT/ http://www.geocontrol2.com/index.htm http://www.quadsoftware.com/ http://www.planetside.co.uk/terragen/productmain.shtml Sometimes fantasy elevation data looks strange in Visitor. There is a built-in tool to fix that, its called EROSION. The guys from PMC managed to demystify it a little: http://tactical.nekromantix.com/tactical/wiki/doku.php?id=arma:terrain:visitor3_erosion NOTE: Of course u can combine real elevation data with a fantasy image or vice versa, in case taking satellite pics is too complicated for a start. I recommend it for your first "map tryouts". 3. CREATING A TEXTURE MASK CORRESPONDING TO YOUR SATELLITE/FANTASY IMAGE The Visitor tools needs to be told which color represents which texture. Unluckily, it DOESNT recognize terrain from the satelite images..which would be just great! User Alex Sworn, the expert tutorial editor already mentioned above, once created something to do this.....but unfortunately discontinued it (search on this board for GARDINAS ISLAND to learn more about it) Anyhow, here is what the program needs to work and how u can do it: http://community.bistudio.com/wiki/Layered_Terrain_Surface_Representation http://community.bistudio.com/wiki/Making_Satellite_Texture_and_Mask http://forums.bistudio.com/showthread.php?t=85511 http://tactical.nekromantix.com/tactical/wiki/doku.php?id=arma:terrain:misc 4. PLACING OBJECTS IN VISITOR There are some workarounds here for making your life easier. Useful links for real vegetation data, roadmaps and stuff. Also useful for the MASK MAPPER tool mentioned below: http://www.maproom.psu.edu/dcw/ http://data.geocomm.com/catalog/index.html Default BIS objects list and, even more useful, IMAGES: http://tactical.nekromantix.com/tactical/forum/viewtopic.php?f=53&t=21956 http://www.armatechsquad.com/ArmA2Class/ http://forums.bistudio.com/showthread.php?t=94999 A tool to save a lot of time placing vegetation: http://community.bistudio.com/wiki/MaskMapper_Tutorial_for_Visitor_3 Fence generator: http://forums.bistudio.com/showthread.php?t=97007&page=2 A script for random object placement: http://members.iinet.net.au/~nrspence/RandomObjectPlacer_V1.1.1.rar Road placement and smoothing: http://forums.bistudio.com/showthread.php?t=97100 http://forums.bistudio.com/showthread.php?t=84535&page=3 http://forums.bistudio.com/showthread.php?t=64747 http://forums.bistudio.com/showthread.php?t=87452 Script library: http://forums.bistudio.com/showthread.php?t=64864 5. FINISHING and FINE TUNING Recommended island config tutorials: http://sites.google.com/site/islandconfigs/home There is a good tutorial from forum user BETON on how to make custom textures ftp://ftp.armedassault.info/armad/docs/Betons_groundtexture_tut.pdf And another texturing tutorial by Soul Assassin: http://www.armaholic.com/page.php?id=4202 RVMATS files demystified http://community.bistudio.com/wiki/ArmA:RVMA Ground clutter for giving life to the map: http://tactical.nekromantix.com/tactical/wiki/doku.php?id=arma:terrain:ground_clutter http://forums.bistudio.com/showthread.php?t=85513 Make island objects function (again): http://forums.bistudio.com/showthread.php?t=87125 Texture sizes, mask and config issues: http://forums.bistudio.com/showthread.php?t=82444 Removing map background (those faraway mountains): http://tactical.nekromantix.com/tactical/wiki/doku.php?id=arma2:terrain Missing textures in the horizon at high viewdistance: http://forums.bistudio.com/showthread.php?t=87675 6. SAMPLE MAPS AND TEXTURES Here are some useful source files for "learning-by-looking-try-and-error-do-it-yourself":) http://forums.bistudio.com/showthread.php?t=84535&highlight=extract+wrp http://www.armaholic.com/page.php?id=3215 ftp://downloads.bistudio.com/Tools/BISampleMap.zip http://armaunderground.com/e107_plugins/forum/forum_viewtopic.php?16 http://www.armaholic.com/page.php?id=3489 http://www.armaholic.com/page.php?id=3719 7. ADVANCED USERS PMC worked out a way to convert files from good-old OFP WRPEDITOR to Visitor and even ARMA 2. I for myself did not get it to work yet, so maybe u might be more lucky :) http://tactical.nekromantix.com/tactical/forum/viewtopic.php?f=29&t=21987 http://tactical.nekromantix.com/tactical/forum/viewtopic.php?f=53&t=21962 Here again the necessary tools for that: http://dev-heaven.net/projects/mikero-pbodll/news So far for now. Phew, 3 hours for 1 thread. I hope for your input to come so that I can finish my project "Arma 2 Map Making Tutorial 2010! :rolleyes: Take care
  24. What is odd is that you get that error ingame..if anywhere at all, then you should get that error in Buldozer, because these placeholder models are just being used for Visitor and do not get packed into the addon pbo/pew (or are they?) If they would become part of the addon, you wouldn't see the A3 models ingame... If I put some objects on the map and remove everything from the addon folder but the island, I dont get any error!
  25. Some self promotion :) for the 3D-Editor section: Toolset for 3D-editor
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