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ZeroG

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Posts posted by ZeroG


  1. Hello folks!

    As this took me a whole Sunday to figure out, I thought I'd release it so that you guys save some time. First of all: credits to Atsche and M1lkm8n who were my precedessors in this case. Now, lets start:

    Global Mapper was used with these sourcefiles! The whole road creation process is possible with the free QGis as well, yet these files are meant to be used with GM

    1. Open up ZGM_A3Roadpainting.gmw with GM. You will see:

    ?di=5136419730910

    It is a 20480 x 20480m and a 32768m x 32678m template map, georectified to the coordinates A3A is using atm (I haven't figured out a way to do it with other (my original project for example) coordinates - yet. But for the game, it doesnt matter - its just more work and time I try to save you here :j:)

    So, to use your own map or reference image, simply open up 20480x20480RECTIFIED.png and paste your own image on top of it.

    If you have a smaller map (10240x10240 or 5120x5120 etc.), just make sure it still fits into the initial measurements, while the origin gotta be in the left bottom corner. Simply leave the unused part of the map blank white:

    ?di=5136420040914

    If you change the name of the reference file, the GM project will ask your for the file's whereabouts.

    What also is enabled in my project is the geogrid which helps to orientate. If you keep it enabled, A3 - funnily - will paint dirt roads along it (as it identifies the grid as an undefined line/road). You might not want this in game but for georectifying an image, it is (was, because you can use my file now) very helpful!

    2. You can immediately start with painting your own roads. You will see one example road named 1, spanning over the whole map (yeah, it is one of the famous Autobahns with no speed limit which all of you guys except Germans are jealous about ;))

    I created it by clicking on the DIGITIZER and then CREATE NEW LINE FEATURE (VERTEX MODE). When completed, after the rightclick, GM will ask for the attributes, while you have to enter the following 4:

    ?di=013641978540

    __LAYER : Haven't seen the influcence for now, can be Roads, City Roads, Path (or something else?). Seems to be a Visitor 4 shape layer description

    ID : The type of the road, 1:1 of what is defined in roadslib.cfg:

    class RoadTypesLibrary
    {
       class Road0001
       {
        width = 30;
        mainStrTex      = "a3\roads_f\roads_ae\data\surf_roadtarmac_highway_ca.paa";  // lowercase!
        mainTerTex      = "a3\roads_f\roads_ae\data\surf_roadtarmac_highway_end_ca.paa";
        mainMat         = "a3\roads_f\roads_ae\data\surf_roadtarmac_highway.rvmat";
        map             = "main road";
        AIpathOffset = 3;
       };
       class Road0002
       { 
     width = 15;
        mainStrTex      = "a3\roads_f\roads_ae\data\surf_roadtarmac_main_road_ca.paa";  // lowercase!
        mainTerTex      = "a3\roads_f\roads_ae\data\surf_roadtarmac_main_road_end_ca.paa";
        mainMat         = "a3\roads_f\roads_ae\data\surf_roadtarmac_main_road.rvmat";
        map             = "road";
        AIpathOffset = 2.5;
       };
       class Road0003
       {
     width = 7.5;
        mainStrTex      = "a3\roads_f\roads_ae\data\surf_roaddirt_road_ca.paa";  // lowercase!
        mainTerTex      = "a3\roads_f\roads_ae\data\surf_roaddirt_road_end_ca.paa";
        mainMat         = "a3\roads_f\roads_ae\data\surf_roaddirt_road.rvmat";
        map             = "track";
        AIpathOffset = 2.5;
       };	
    class Road0004
       {
     width = 10;
        mainStrTex      = "a3\roads_f\roads_ae\data\surf_roadconcrete_city_road_ca.paa";  // lowercase!
        mainTerTex      = "a3\roads_f\roads_ae\data\surf_roadconcrete_city_road_end_ca.paa";
        mainMat         = "a3\roads_f\roads_ae\data\surf_roadconcrete_city_road.rvmat";
        map             = "track";
        AIpathOffset = 2.5;
       };
    class Road0005
       {
     width = 5;
        mainStrTex      = "a3\roads_f\roads_ae\data\surf_roaddirt_path_ca.paa";  // lowercase!
        mainTerTex      = "a3\roads_f\roads_ae\data\surf_roaddirt_path_end_ca.paa";
        mainMat         = "a3\roads_f\roads_ae\data\surf_roaddirt_path.rvmat";
        map             = "track";
        AIpathOffset = 2;	 
       };
    };

    So, currently possible are values from 1 to 5, the first giving you a Highway, the latter a Path.

    If you want to change the width, you can! As the config seems to be something like a road painting instruction for A3, you can easily play around with the width value and create new types of roads, like I for myself created a bike lane with the Highway texture :cool::

    ?di=813641986018

    ORDER : Thanks to Milkman, we now know this value determines which road gets laid on top at crossroads. A smart idea would be to give the biggest roads the highest numbers, like: Highway > City road > Path (1 > 2 > 3 > ...)

    __ID : Enter a number here that allows you to identify the road and separate it from the others, especially later when there are lots of them. You may also enter that value at the NAME spot on top.

    3. Now, when you are done with road painting, you gotta export them to your A3 map. Simply click FILE > EXPORT VECTOR FORMAT > SHAPEFILE > EXPORT LINES and then select a filename which has to have the same name and path as in your map config line you have to add/modify:

    newRoadsShape = "\YOURMAP\data\roads\roads.shp";

    After selecting file and path, you can just press OK. Don't worry about the other checkboxes yet, I have played around with them and for the method we are using here, you can use the default setting.

    4. You are almost done - just pack the island now. You can also use cpbo for that instead of BinPbo, as I found out. That is especially great if you want to change only small things regarding the roads, thus it packs the map in seconds.

    5. Enjoy your roads ingame. I posted some example pictures of how exact road placement is (don't wonder about the odd texture colors: I use a topography map for object placement):

    GLOBAL MAPPER:

    ?di=5136420175214

    A3 EDITOR SCREEN, TEXTURES ON:

    ?di=413642006437

    INGAME:

    ?di=513642006759

    DOWNLOAD ZGM Roadpainting source files V2 for Global Mapper


  2. Ok, progress report:

    1. What I can do is open up the A3 Stratis road shapefile and delete/edit existing roads as well as create new ones. That works with TM and UTM projection.

    2. I seem not to be able to create a new shapefile from scratch on another spot of the world - although corresponding ro my map, they do not appear there! My map is 20480 x 20480 and I had to georectify that although it is RL data...not optimal :(

    A3 Stratis road shapefile again, the base of the X and Y Axis at those coordinates: 0° 0' 0'' NORTH (Equator), 6° 18' 18'' EAST and I havent yet found a hint to change this in the config. I changed the mapzone value etc, yet still this area seems to be the one we have to use and rectify our images to so that proper road painting with shapefiles can happen. Anyone else better luck? Is it sth with the shapefile metadata?

    For defining the road type, the ID value is the attribute value you have to look at. It is the same as in roadlib.cfg and by inspecting that file, adding additional road types seems to be fairly easy. What also is easy and nice: changing road width is just a text value - so get ready for 8-lane Autobahn!

    ID 1 = Highway, tar

    ID 2 = Country road, tar

    ID 3 = Dirt road, gravel

    ID 4 = City road, concrete

    ID 5 = Path, gravel


  3. Odd. I just tested it again and it works. That is my shortcut:

    "STEAM\SteamApps\common\Arma 3\arma3.exe" "C:\Users\xxx\Documents\Arma 3 Alpha - Other Profiles\xxx\missions\xxx.stratis\mission.biedi" -nosplash

    While XXX are variables for your own names.

    Make sure there is a "mission.biedi" file (just create an empty textfile) in the folder the shortcut points to, else you will get main screen.


  4. But if you can get the downloaded shape files of your area then I guess all you would have to do is just rectify

    That, actually, is the benefit of them shapefiles: they ARE georectified!

    Oh also I don't see any rivers in stratis so do you think it's safe to say that's still an issue in arma?

    Hm, why not just try? Maybe just place an A2 bridge with an A3 road leading over them (or maybe only a bridge). There is that dry riverbed in the one Stratis town (which name I don't remember atm)...and AI passes over the bridge without any problem afaik (which is basically all we want but didnt get very properly in A2)

    I looked for grand manan which of course isn't mapped out :(

    :)

    There are your https://hotfile.com/dl/199638184/7cc7592/NewBrunswickShapefiles.rar.html"]New Brunswick Shapefiles[/url] for Download, here is the result:

    You can use the Geofabrik *.OSM files in GM too, just look for them in the list. Furthermore, I found shapefiles on another site I found by lookking for "Download OSM shapefiles".

    ?di=213641094107

    Roads Shapefile (more shapes like natural objects etc. included in the package, allowing even more accurate placement)

    ?di=14136410948415

    All stuff in a pot, so you have to delete the rest you dont want to use.

    Furthermore, I realized that 10m resolution data from USGS is available as WMS layer in GM - I assume you are already using those?


  5. well im currently waiting on the "African Foilage" addon to be ported to arma3 via the author as my island is very tropical.

    Yeah, like B say..if A2 addons wouldn't work, I wouldnt have republished that addon :)

    Just put the trees into a modfolder and you will see that you can place them normally and they also get affected by the new weather module...


  6. Yea sucks cause otherwise I would at least get my forests in place

    Use A2 or "Summertrees" for now and simply replace them later when we get proper ones.

    Another thing to try could be to change the World Tools output file with Notepad++:

    "00_trees_00_t_picea3f";4984.688;20473.478;0;184.000;

    "00_trees_00_t_picea3f";4996.119;20473.393;0;108.000;

    "00_trees_00_t_picea3f";5037.783;20475.608;0;279.000;

    "00_trees_00_t_picea3f";5042.978;20473.226;0;2.000;

    So replace z value ";0;" with ";1;" or any other value higher than 0, depending on how the output looks like in Buldozer...there gotta be a value which elevates the trees out of the earth just on groundlevel..though I believe it might be more than 1 - try and error.


  7. ZeroG,

    I noticed that you dont seem to have any of the Arma3 object models for the 3DEditor (only A2 ones) so i compiled a list of every single model in arma 3 alpha so i could update it myself BUT i like sharing so here:

    http://puu.sh/2lTfn

    NOTE: i have my Arma3 P Drive correctly configured so all you have to do is take off the "P:\" from the front of the path.

    EDIT: here is the main amount of objects that need to be added (i removed all the un-necessary ones) : http://puu.sh/2lVw1

    Thanks for the work, yet I fear you might have done that in vain...:eek:

    The main reason I did not add any A3 stuff is that a lot of the included models either way are not placeable at all or will get placed submerged (try with the trees or radio towers for example) - at least with OUR Visitor or game version. What you could do is see which of them models get placed properly...to add THOSE would make sense. As I had the A2 library already at hand, I just rewrote the addon to be used with A3 editor.


  8. I think this is the only hint...to go to 3D Editor...but how to go there? This is not explained

    RTFM! ;)

    a) Create a folder C:\Users\YOURNAMEHERE\Documents\Arma 3 Alpha\YOURNAME\missions\YOURMISSION.YOURISLAND\

    b) In that folder, create an empty textfile named "mission.biedi"

    c) In A3 root, create a shortcut from Arma3.exe by simply right clicking it

    d) Rightclick the shortcut, add behind \arma3.exe: "C:\Users\YOURNAMEHERE\Documents\Arma 3 Alpha\YOURNAME\missions\YOURMISSION.YOURISLAND\mission.biedi" -nosplash (PLUS -mod=@YOURMODFOLDER if you use A2 objects)

    h) Rename the shortcut to your liking, start it

    There is no key combo anymore, you have to use the shortcut to directly access 3D-Ed.

    Is there a easy way to export items from 3D editor to normal mission?

    ie. if iv build a base

    Download 3De Converter. Drag the mission.biedi onto it to create a mission.sqm you can then open with 2D editor


  9. Ok...inspired by a YT video posted in another section, I adapted the 3D-editor-mapmaking process from A2 to A3, which was basically very simple. At the current stage of A3, non A2-owners can use the 3D-Editor as well, yet it makes more sense if you plan to use A2 BI or custom A2 addons like me...

    a) Create a folder C:\Users\YOURNAMEHERE\Documents\Arma 3 Alpha\YOURNAME\missions\YOURMISSION.YOURISLAND\

    b) In that folder, create an empty textfile named "mission.biedi"

    c) In A3 root, create a shortcut from Arma3.exe by simply right clicking it

    d) Rightclick the shortcut, add behind \arma3.exe: "C:\Users\YOURNAMEHERE\Documents\Arma 3 Alpha\YOURNAME\missions\YOURMISSION.YOURISLAND\mission.biedi" -nosplash PLUS -mod=@YOURMODFOLDER if you use A2 objects

    Skip the next three hidden steps if you don't have ARMA 2:

    e) Put the ARMA 2 addon pbos you want (can be all) into A3 addon or modfolder

    f) Put ZGM_VisO_EditorObjects_A3.pbo from my package into A3 addon or modfolder

    g) Put UIFonts.pbo and ui.pbo into A3 addon or modfolder

    h) Rename the shortcut to your liking, start it

    i) When A3 is done loading, you are in the 2D map editing screen. Close any error messages, for map editing purposes they are not interesting atm.

    j) Create a Center [F10], create a group [F2], create a unit [F1], Switch to 3D (you can stay in 2D but where is the use of that if you can go 3D)

    k) Now you can place objects with [F5] like there is no tomorrow. Use WASDQY, ALT, SHIFT, RMB & MMB for moving around map, camera and objects. Note that if you dont have A2 or did not put ui.pbo into the modfolder, you can only manipulate objects in the center square limited by the "raw given UI" (note the selector circle turning red if pulled to the modification area) Full screen editing is only possible with A2 files (veterans will note the corresponding UI of A2 3D-editor in the next picture, which seems to override the yet rough A3 Alpha map-UI)

    ?di=513637340679

    l) Go back to C:\Users\YOURNAMEHERE\Documents\Arma 3 Alpha\YOURNAME\missions\YOURMISSION.YOURISLAND\ folder

    m) Enable Windows Powershell (Windows 764 process):

    1. Click START button

    2. Select ALL PROGRAMS.

    3. Select ACCESSOIRES.

    4. Select WINDOWS POWERSHELL.

    5. Right-click WINDOWS POWERSHELL, select RUN AS ADMINISTRATOR.

    6. Enter “Set-ExecutionPolicy unrestricted†(can do a copy & paste W/o q-marks)

    8. When the question appears, press Y => Powerscript execution is enabled!

    k) Now, put the file ZGM_VisO_biedi2csv.ps1 from my package into the folder and run it; a file called ZGM_VisO_biediEX.csv will be created:

    ?di=413637357762

    j) In Visitor 3 and with your project island loaded, A2 users should load the template ZGM_VisO_A2VisitorTemplates.pew from my package, which is 1:1 corresponding to the addons you previously put into the A3 root/addon modfolder (also compatible with Shezans World Tools 1.8 from A2, which also works brilliantly with A3)

    l) Use the import objects script from Visitor 3:

    ?di=11136373589710

    m) Open up Buldozer (I recommend using the A2 version, as the A3 version is not really ready and not needed for packing):

    ?di=113637359289

    n) You are done! :yay:

    DOWNLOAD >>> ZGM Visitor objects template library and toolset for A2/A3 v3


  10. That is a nice idea but I doubt that too many persons will be able to run an island that complex. Just go to Armaholic and count the MB used for each of those maps taken for themselves together...you will easily create a file that is several GB big , containing 5+ million objects (Cherna alone has about 1.5 million)...and there we are at the basic problem again: an island that lots of people can't run on their machine and that even a strong server can't sustain for 8+ hours....


  11. 1. Copy Arma3.exe to P:\

    2. Copy all the files that are in Arma3 root folder to P:\ root folder (steam_api.dll etc)

    3. Depbo bin.pbo and core.pbo from A3\Dta folder and replace the A2 pendants on P:\ (backing A2 core.pbo and bin.pbo up in to a separate folder is a good idea) => Remember to do that everytime Steam updates Arma 3!

    4. In Visitor 3, simply exchange buldozer.exe to Arma3.exe in System Preferences, rest can stay the same. I use:

    "p:\arma3.exe" -window -buldozer -exThreads=8 -noPause

    5. Create a folder called a3 on your P drive, put in all necessary pbos, unpack them and move them until they look like a3\data_f\xxx.p3d etc.

    6. Copy that just created a3 folder to ARMA3 ROOT DIRECTORY.

    7. Add objects to the object list and place them on your map like you please. You can also use A2 objects! Just make sure the addons you use are in the island folder when you start the game and you don't change their given path (ca\plants2\... for example) on p:\

    8. Import Satellite and Mask, as well as convert them to *.paa (I use a cmdline tool for that purpose). When that is done, copy the whole project folder to ARMA3 ROOT DIRECTORY. If you don't, Buldozer will start but give an error message on missing layers. Still, it will work ingame I noticed.

    7. When hitting the exclamation mark in Visitor, Steam gets launched and you are asked for full screen or window, while you should select the latter..

    8. Buldozer will open and is usable like in A2

    9. Save pew

    10. Export world

    11. Write an A3 config. Or take mine as an example.

    12. Binarize with bin.pbo or cpbo

    13. Put into a modfolder and select a starting method you prefer => Remember to put the other addons you might have used (because of the current lack of placeable objects in A3A) there as well

    14. Test!

    15. Be happy!

    16. Be patient if there are error messages and verify your steps - you will succeed!

    Maybe some smart person can overdo Arma2p tool to make it easier for all of us?!

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