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Robster

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Everything posted by Robster

  1. @Bush: That blurry you mentioned occurs when using some bis texture... yesterday i took that sand_co.paa thing from bis for the border, same which i was using for steepy hills and placed at IL looked as your roughgrass bottom pic... quite blurry... Blur ground doesn't happen when you use your own textures on IL...
  2. IT'S ALIVE !!!! ---------- Post added at 08:31 PM ---------- Previous post was at 08:30 PM ---------- EDIT: Just one little detail... again, I've got no idea what i did XD ---------- Post added at 08:37 PM ---------- Previous post was at 08:31 PM ---------- I made this into config... But that second line (NBgrass) didn't have any effect... which is ok since my test mask is completely black for now... It just took my one and only surface character with all clutter objects present in there... @PVP: you were right Sir! I still do not understand any sh*t but that really works!!!! alleluya!!!! EDIT2: Dammit!!! I knew it was possible!!! Now I'm going for clafghan... hehehe
  3. Let me put this together... Since I could notice that IL does display only one single object... your current clutter should be : class Bush_RoughgrassClutter { probability[] = {0.5,0.2,0.01,0.22,0.01,0.03,0.01,0.01}; names[] = {"Bush_DryGrassRough","Bush_GrassCrooked","Bush_Dr yGrassBunch","Bush_GrassDryLong","Bush_Heather2"," Bush_WeedSedge","Bush_GrassBunch","Bush_SmallLeafP lant"}; }; Initially I assumed it has to be the first on layers.cfg or cfgSurfaceCharacter lists... but assuming your info as correct, evidence should point at the most common clutter among CfgSurfaceCharacters (probability=0.5) I am not so sure that a change like PVP mentioned may produce some effect, mainly cause I do not understand how that change works... And now I'm going into my lab muahahahaha...
  4. @PVP: We can do these kind of modifications? Damn! i will have to wait the whole day just to sit in front my machine and continue with trial & error...
  5. Robster

    Terrain Detail Problems

    @PVP: Great! but how do we vote? i do not find any green arrow up :(
  6. Robster

    Terrain Detail Problems

    Regarding those "flying trees" I really don't know how to solve such annoying weird thing... I have experienced some visual "distortion" concerning low deep rivers and I solved it using big images... i.e.: for a 20480 sq. meters map I've been using no less than 16384px sat image... Also I've seen that using a second texture layer with same values than base texture layer (usually 40 meters for a 10 m grid size map) sometimes solves glitches or weird graphic blinks specially near overlapping pixels areas... But none of that apply on low graphics mode... I always use highest graphic level... Thus, I conclude that you have to live with it when running on low graphics modes since I couldn't say that those tree models are wrongly made cause their roots are too high upon ground level... Anyways, till now I haven't noticed that running on low graphics mode affects vertices but it sounds logic cause these kind of matrix is drawn with more or less detail just like L3DT does... at this point you should try moving those trees a little bit -not vertically but horizontally away from steepy areas- just to see if this problem is solved... or avoid those rooty trees in troublesome areas... Please, don't forget to tell us all how does it go further... saludos cordiales!
  7. So, you have this trava1 thing without any definition about its surface or character definition, but, amazingly, it displays grass clutter ... if you just copied this from chernarus, then it might have some rvmat info inside... I mean, trava1 knows that it has to display some clutter object from A2...
  8. Robster

    Terrain Detail Problems

    Hey momo: Forget waht I said first... after I was ok... MCO files that's your key matter... Take a look on BIS maps and you'll notice that many mco files are the same... that is what you see as that rough surface at distance... Just try with one base or common mco... you may mix some of those you already have and use only that mixed one... as you might guess some mcos are rough than others... it's a personal choice which one suits the best for your project... Robster out!
  9. very interesting findings... I see that you didn't use any layer as defined on layers.cfg file... { satellite = "Bush\LFA14\Data\bush_satout_co.paa"; enableTerrainSynth = 0; class Layers { class Layer0 { nopx = "Bush\LFA14\Data\bush_trava1_detail_nopx.paa"; texture = "Bush\LFA14\Data\bush_trava1_detail_co.paa"; }; }; } And i do not see any reference to surface clutter regarding that trava1 texture... how should the engine know which clutter object must be displayed on IL ????? Would it take surface character definition from default ingame settings???? EDIT: What does it say in your "cfgClutter.hpp" ????
  10. Robster

    Terrain Detail Problems

    I came back over your doubts... and I guess that maybe you are asking for _mco.paa files... those are related to shadows at distance and sometimes they look weird specially among texture transitions... that's the reason why bis people often times uses one common _mco.paa file with some sort of dirty dry weed... just to obtain a uniform look when you are watching grounds from certain distance and angle (tipically a chopper view usually under 40 meters or so)... It would be nice if you can upload some pics just to understand better what are you dealing with... cheers pal!
  11. Thank you bush, I guess your default layer is that sand texture, i mean, where we see that grassy IL... isn't it? and you didn't add another object in that particular surface character config? If my assumptions are right i'll make some tests based on these guidelines... I assume that you used proper own tagnames so we should be sure enough that there is no "inteference" with former bis configs, textures and objects... EDIT: I would really appreciate if you copy and paste your config.cpp just as it works with IL, you know, i'll try to replicate your mistakes hahahahah
  12. mmm But are you sure that you have infinite land mode on ??? what your layers.cfg. file says? how many colors your mask_lco.png file have? which is your base texture color in mask? is this default color matching some special RGB value? are you using just one base texture layer? are you using bohemia's default textures? sorry... if you say that this is possible, then i begin to get obsessed to solve the puzzle and figure all this out... saludos saludillos!!! edit: A20A Desert map has only one object...a bush btw... and it does seem your project also has just one type of grass object... would that be the key?
  13. Robster

    Terrain Detail Problems

    eee what are you using for mapping vertices? 2048x2048 png file? to me, it sounds as you are using a black'n white png file which is not a real height map... it happened to me when starting more than a year ago... then i thought visitor 3 didn't work... hahaha EDIT: now... we know vis3 is not a flawless editor, but you may get real nice landscapes... http://www.flickr.com/photos/29354888@N05/6119274194/in/photostream/lightbox/ these photos come from real DEM data near kunar province in Afghanistan, but this data was heavily tweaked to match vis standards... i mean, even when you get used to work with digital elevation maps you will want to know how to manage this info, how to edit them with some terrain editor -not vis3- for example those valleys were done with wilbur -freeware- using stages of fractal noise and then applying a filter with real sat pictures in some areas, to enhance some natural topographic accidents... there is a lot of trial and error here just to get closer and closer to desired results... a tip that may come in handy: take a look into pbl file regarding your terrain... if you don't know what is pbl file then open your project, and export your terrain as a file... you will be asked for saving a pbl file which contains data regarding your vertices... you may edit this file with any notepad app... i recommend notepad++ (another freebie) to edit any config file (.cpp, .hpp, .cfg, .pbl, etc) In your pbl file you will find a max and min value that you may change at will to see quick changes... just edit your pbl file and then import terrain from file... always do this with buldozer closed to avoid unwanted shutdowns pay attention: to quickly see changes in vertices do not work with a project with objects... it takes a lot of time to recalculate installed objects position.... always try with a totally empty project and then you may reimport your objects when you are satisfied with your terrain (warning: you lose custom size in the process, every object is imported with default size) so the thing goes like this... open your pew file with no objects -> export terrain as image (generate pbl file)-> edit pbl file in notepad -> import terrain from file (your recently edited pbl file) -> buldozer ... note that your min value may correspond to a negative value--- try with -1.2 to get rivers that may be crossed by walking infantry... IA does not get too lost... in fact you don't change the net containing your vertices but change "span" values in order to stretch/enlarge how this particular net is seeing... acting like this you can enhance slope angles to make them more steepy or lower... this always affects your whole heights matrix so you won't find it useful when working in a delimited area of your map... but that's another story also you will find that there are some max values... thus vis3 can't handle real dem data as it is... extremely high mountains in real world won't work as expected in vis3... it's close to be unplayable... that's one of the the reasons why we left our real kunar province behind and start to build our clafghan map... not exactly the real thing but much more fixed for game sake... Saludines pepon!!!!
  14. Hello mates! I am working on final mask and I read that some people have relatives over current area... it would be great if someone can send me some hi res ground pics to prepare some reliable ground textures... As you might guess I have downloaded HD ground pics from free resources websites and thus is difficult to match colors, forms and overall scale to get reliable grounds... It would be great if someone could gather about 10 HD pics (preferably more than 2000 x 2000 pixels) from a same area, so i can make a good looking composition regarding valleys grounds, middle hills and so... These pics must be taken as if you were standing over the ground -a flying cam just on top of ground-, preferably at high noon to get full color range avoiding unwanted shadows... I just ask for some like this at my own community, but a Venezuelan friend of mine only could send me reddish clay earth... which would be perfect for vietnamese grounds (!) Minimalaco and I want to get different looks for different main valleys... making a nice mask is tricky sometimes but we are doing this with a lot of dedication... we have enjoyed this as much as playing... here you can have a look at what I'm talking about... http://www.flickr.com/photos/29354888@N05/6119274194/sizes/l/in/photostream/
  15. Perhaps, I did not explain myself clear enough... I mean, how do i have to do to see some basic clutter over infinite terrain... I say basic clutter referring to ground texture layer plus some clutter object, i.e.: plants, bushes, stones... This is very possible, and not implemented as a mission script, since you may see this effect on desert map from A2OA... in the ingame editor... just a single desert bush (in different sizes) and just one texture layer all over the place (this would be the satout_co.paa file plus common texture layer, i.e.: de_polopoust_co.paa etc)... In fact, I think I did it once in one of my own experiments... but I couldn't tell what was exactly the procedure... My main layer.cfg file must contain this basic layer as 0,0,0 RGB values? Or it should be mounted over an alpha channel in the mask???? (which I seriously doubt) Or be the first mentioned layer in layers.cfg ??? ??? Or I have to leave an empty space in surrounding borders, width size of overlapping pixels, specially heading SE ??? and ??? EDIT: Test 1... with no infinite terrain ... Test2: infiniteeeeeeeee.... Concluding: My next map will have no infinite land and will have plain borders having smooth colors and blur to catch that neverending A2OA desert feeling... BTW it looks like a script surrounding camera solution... Saludines Saludetes!!!!
  16. Robster

    Fuel can texture missing

    x2 same problem here...
  17. Robster

    Texture Error

    x2 this happens in our current project...
  18. Robster

    maps under construction:

    We got some problems regarding details... but here you have some pics of main valley into the mountains... There's a lot of funny beautiful stuff here... that's for sure... We hope to release within this month, si es que a Minimalaco no se le ocurre andar webeando con algo más... nunca se sabe con este wn!!! XD Saludines desde arma2la.com :D EDIT: xuxa sorry!!! ----> http://www.flickr.com/photos/29354888@N05/6111457826/lightbox/
  19. and then... voila!!! Limnos hahahahaha
  20. Robster

    Dumb map size question

    Did you see the uploaded pic? it's a tipycal 512x512 px frame, you know, from vis... Well, i have an awkward empty space, I mean, "no painted", at south and east borders... it's annoying since I am stuck with these kind of details just for release this one... there goes an ingame view... as you may see still can view placed objects over there, but my sat pic does not cover that part ... wtf!!! http://i53.tinypic.com/xgehyd.jpg EDIT: BTW that's not a satout pic fail... cause these tiled images begin to appear with no objects... ---------- Post added at 12:30 AM ---------- Previous post was Yesterday at 11:04 PM ---------- eee http://forums.bistudio.com/showthread.php?t=111131 http://forums.bistudio.com/showthread.php?t=116247
  21. Robster

    Dumb map size question

    ...A noob strikes again... :( As we are close to release our map, I have this issue with borders regarding size of my sat_lco picture, which I've never undertood... Project Parameters Terrain grid size = 2048 Terrain cell size (meters) = 10.0 Terrain size (meters) = 20480 x 20480 Satellite grid calculator Satellite Image Image size (pixels) = 4608 x 4608 (i tried with this size this time) Image resolution (m/pixel) = 4.444 Segment size (pixels) 512 Segment size (meters) = 2275.556 Segment overlap (pixels) = 16 Segment overlap (meters) = 284.444 Satellite Grid Calculated =199.111 Proposed = 192 Segment overlap (proposed) = 80.000 Base (active) texture layer = 40m x 40m When displaying an image of 4608*4608 and i have unsharp borders with 42px and 186px margins left on both sizes (total = 228px off) Here you can see an image of NW border with 42px unwanted margin... http://i56.tinypic.com/14ne0ix.png So, can anyone tell me which size may fit at this size? I already have a 20480x20480 sat pic but I do not want to use such big image, so I would really appreciate any suitable more tiny size, and this map looks fine with 4096x4096 pic... Perhaps I am doing something wrong here. but before I've tried with 4096x4096, 5120x5120, 8192x8192, 16384x16384... and still viewing ugly borders... :( Greetings! :)
  22. Robster

    The Ingame map

    I forgot to mention EarthSculptor... just like aforementioned programs it also can work with real data in some PNG format (i.e.: DEM exported as PNG). Saludos!
  23. Robster

    The Ingame map

    oops! sorry... here is your link pal! EDIT: hahahah ;) recommended: l3dt, wilbur, daylon leveller...
  24. Robster

    sat map color

    We know that PS can manage color according its source, i.e., RAW cameras... and ArmA2 manage color according hour and climate settings... As you mentioned, it should be possible to get some "frame" that works the best for game... I mean best possible choices dealing with contrast, tone and color... so far I've discovered that is better to set some min and specially max values for colors when applying into sat pic... i mean pure white and specially pure black should be avoided almost everytime... this way the whole tonal range is "clipped" and thus hard transitions of colors on grounds should stay fixed... but getting a good overall looking pic it's often tricky since pic turns too grayish, darkened or desaturated... you know what i mean... That's our life... so, I guess we should keep trying just by mere "instinct" ;) just like an artist!!! hahahahah
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