Robster
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Everything posted by Robster
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Easter Island a.k.a. Isla de Pascua Tweaking textures (many thanks Bush!), airport almost finished, and then begin to place some forest and objects... Used a mask already prepared... Y porsupuesto le vamos a agregar unos cuantos Moais :)
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Appreciate your quick answer and support... I'm gonna give'em a try... Have a nice Sunday!
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@Bushlurker: Did you make the greycliff and sand textures in Falklands project??? They look awesome !!! How did you come to get those fine nopx files...??? these ones don't look like any other normal map i have done yet using software pieces like xNormal or nDO on PS, normalmap plugin for gimp or CrazyBump... and still can make it work as expected... I have an extinguished volcano on Easter Island and actually I am stuck on a sort of lava rocks ground where I can not take away the false "bumpiness" of this ground, sometimes it's too bright to be a ground or too flat as a mosaic like ground... I did not manipulate RVMAT at all, I am using a default terrain one... Since I am not satisfied with the results I would like to listen to you on how to get there when dealing with normals... I read that you use PS Nvidia Plug-ins for that job ... is it that important to obtain good results ??? I own a nice NV GPU card but i haven't found any standalone sotware from Nvidia to build my terrain textures... I already check out Beton's tutorial for GIMP and NormalMap plugin and it does not work as well as expected because 3D preview is not working for me... Do you know of some tutorial on making proper Normal Maps for terrain that you may recommend??? Cheers!
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Did you make the layers in the falklands source??? The sand and greycliff ones are really impressive... the nopx file is not made as every other normals i've been reviewing to learn how to do a good terrain texture... could you tell us more about it... ??? :D
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As it says... binmake program may not be properly installed... inside the "Bin Tools 2" folder. Have you checked all the stuff dealing with Folder Structure ??? It is a bit frustrating at the beginning, while you learn the basics about how all these things work... I spent about 20 days trying to catch up with all this technical stuff to get everything running fine... my island yet looks fine, my textures including color map are worth looking and -till now- I can turn on the automatic pilot for pretty safe landings at the airport... :) By now I will have to ponder seriously which is the best array of tex/clutters for my mask... a lot of work ahead I guess...
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I've seen this on config.cpp and haven't found what this stands for? Does anyone knows something about it?
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s_satout_co.paa ??? what is this???
Robster replied to Robster's topic in ARMA 2 & OA : TERRAIN - (Visitor)
When you say "there can be only one" (just like the highlander movie hehehe) you mean only one per map ??? It is tweakable... how it suppose to look... the satout I've seen its odd... and I do not understand how it was built... just an ugly texture graphic... :( -
Tante grazie, sei troppo buono‎! But haven't tried it yet cause I'm too busy with previous mapping stuff... making clutter and mask to understand each other... now solving probability issues ;)
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Y-axis starts at about 25.5 on coordinate system? What the h...
Robster replied to icebreakr's topic in ARMA 2 & OA : TERRAIN - (Visitor)
And which value do yo have on "landGrid = " I am seeing my actual config and I have offsetY and offsetX = 0 ... Is it fine? -
Airport Runway (noob strikes again)
Robster replied to Robster's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Thanks shez... I just wnted to post that I made it work! XD And you are right, those are my coords I was using an older version of the same xls... :P -
Hello fellows! First of all I wish to thank to Bushlurker and Shezan74 cause their valuable past help to other members of this community have truly been helpful to me... Yet I have binarize a couple of realistic maps (West Kunar valley and Easter Island) using SRTM DEM and a sort of "Photoshoped" like sat images... For Easter Island I actually set ils position and would like to place the airport stuff... but I do not know how to do this... I am begining with objects placement and I don't know which file or object I have to manage to see the airport departures in my map, in other words, I would like to know how to build the airport in Visitor 3... Hope not to be so noob... I know how to put trees and rocks but it seems to be easier than put an airport runway... http://img139.imageshack.us/img139/3933/airport.png Please refrain from posting images over 100 kb. Above is > 1.5MB!
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Y-axis starts at about 25.5 on coordinate system? What the h...
Robster replied to icebreakr's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Did you check the value "grid =" on your config.cpp ??? Does it match with your "project parameters" cell size? I mean is the result coming from dividing those values an integer number ? And what about zoom Level ??? Does your map has some dependency on BIS terrains, like Chernarus (a big one) or Utes (little)? In that case is convenient to adjust to the size of the island relating those especific measures... For the sake of truth, I am just trying to give some hints about this issue because I could not know exactly what is happening... Hope you can resolve that and tell everybody what was that... cheers! EDIT: One more: Have you ever manipulate the "blue edge"? Could that be weirdly related to grid or coords system? -
Airport Runway (noob strikes again)
Robster replied to Robster's topic in ARMA 2 & OA : TERRAIN - (Visitor)
You are right Comm! In fact I use the mask method with no definition for no clutter and works perfectly... its a little bit of extra effort because every time I need to retouch the mask I have to export map as image with new "no clutter objects" pattern ... At this time I am trying to make my ILS position work out, but... This f***ing airport is facing 118 degrees south and... It can't handle direction between 50-130 degrees and 230-310 neither !!! As a visual proof I attach a pic with ils directing 130 degrees that works from start place as supposed to be... Now what the hell do I do ??? ... moving Earth to gap my map ???? -
I can not make PBO file... already check every path and folder... Am I missing something on my config file??? can anybody help ? Here is the code on config.cpp: and here is the result coming from data.log : Any clue?
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My only chance to fix this whole mess was to start all over again... and BINPbo is working ok at this time
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Airport Runway (noob strikes again)
Robster replied to Robster's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Did it!!! But invisible roads recipe works this way for me... -
Airport Runway (noob strikes again)
Robster replied to Robster's topic in ARMA 2 & OA : TERRAIN - (Visitor)
oops!! I did override my open p3ds roads files overwriting them as noted here But I got the trick ... tomorrow I will report for further reference... good night -
Airport Runway (noob strikes again)
Robster replied to Robster's topic in ARMA 2 & OA : TERRAIN - (Visitor)
It does not let me to import roads from "roads2" so I got them from roads folder (CAA1 I guess) but buldozer says some .paa data not found I have a data folder in my "roads2" folder In my roads folder there are only p3ds files and nothing else... ??? I have to decompress the p3ds... ??? why it does not let me to place roads from roads2 folder? ??? -
Airport Runway (noob strikes again)
Robster replied to Robster's topic in ARMA 2 & OA : TERRAIN - (Visitor)
I just used that and Vis3 says that: "This script requires that you select at least a road before you run it. Please select a road and then rerun the script." I just laid down the runway as Commander said, I took it from "Roads2" folder... I selected every part of the runway holding CTRL key pressed and went for the script ... what do I have to do? or what am I doing wrong? Cheers! EDIT: I got you!!! I understand that I have to enclose the whole area with a road and that will do the trick... hope my understanding is right ... recordemos que soy chileno :) -
Airport Runway (noob strikes again)
Robster replied to Robster's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Allright! I just set a basic airport runway and it looks "bumpy"... the runway is subject to height variation and I need it to be as smooth as plain... am I right? So, how do I get this straight runway to be plain? Any help pleeease!!! -
I really appreciate your kind attention guys... As you may expect, I've taken care of everything said with no success. I came back over Vis3 and deleted all the PNGs, RVMATs and PAAs from layer folder to start again and another issue came out... I imported again the sat and mask maps and went to buldozer for making layers... it went OK: layers folder got fullfilled with the same files I deleted Then, I removed my background image (bmp file) to set it again... and it did not load at all... so I took a look over properties and guess what... it changes the folder path!!!! My bmp background map is located at the "Source" folder (let's remember it was ok and I deleted it for testing purposes) and this time Vis3 seems to expect the file to be in "GolMap" folder... and thus it does not accept the path I set to "source"... In other words, Vis3 is told to change a path but no change is made to this respect... As always I will be grateful for your wise advice...
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I had that issue once... unrecognized maplegend.png... Try to restart PC ... as far as I can remember that worked for me... never knew what was the problem EDIT: NOV.1st.2010 During a time I had a problem related to proper use of BINpbo.exe cause I was following too literally this tutorial. I mean that I mentioned as the "project source" folder that related to \DATA folder exclusively, and thus I got a non working data.pbo file. Since I realised that the project source was related to path directory regarding my whole project (both Data and Source folders) I could resolve the binarizing problem... So, where this tutorial points to "data" folder at BINpbo we must understand that data is not excluding other folders pertaining to our current project... Example: Addon Source directory P:\MyTAG\MyMapProject Where MyTAG = My Space Name folder MyMapProject = My terrain name folder containing "data" and "source" and .wrp file as stated by BIS folder structure
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More silly questions for my map
Robster replied to mugaben's topic in ARMA 2 & OA : TERRAIN - (Visitor)
I see a space in that line ... pictureShot = "MUG\favslev\data\ui_selectisland_favslev_ca.p aa"; It says : .p aa Must say: .paa (I am newbie too... My beta version island is ready but I can not binarize it... I presume it's an issue with config.cpp ... Cheers! Besides, I do not have in my config.cpp file this code inside "class Utes : CAWorld" cause I am not sure which function it enables... anyway you may give it a try... -
Missing clutter... could be related to texture?
Robster replied to shezan74's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Problem solved... but why does it happen? It seems just like Visitor 3 does not make any changes at all in some circumstances... Anyone knows why? -
roads put in the mountain?
Robster replied to minimalaco's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Would you be so kind to tell us exactly which script is that you refer... Thanks a lot edit: already found :D