Robster
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Everything posted by Robster
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No matter the terrain's grid size, until now we can't use 4096x4096 px heightfields, since V3PE does not let you to place objects all over the place... it's a bug that hasn't been addressed yet... will ArmA 3 fix that ? let's hope so! Regards!
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Clafghan Map 20x20 Beta Release
Robster replied to minimalaco's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
erm... gentlemen, if you excuse me... ya poh suelta la weaita xtm!!!!! -
@Ice: Tiny grids are not so troublesome but base texture layers are FPS killer, so don't set them too low... keep at least a 4x ratio between terrain grid and base texture layers... cheers!!!!
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ATM this is a very WIP, but my pal Minimilico and I enjoy to make beautiful maps and this shouldn't be an exception... today I made some round stones to see how they would fit over a riverbed but this is a relatively slow process, you know, anyways you should expect to visit what you see in aerial photos... smooth roads... erm what is that? nah! I just advance 1 km per day... avoiding brain damage ... this terrain has a 2.5 meters grid... really nasty ... hahahaha
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Hi there OC! You might like this one we are making for PR:ARMA2 :p http://www.flickr.com/photos/29354888@N05/6991933775/in/set-72157629243864096/lightbox/ This 5x5 area is located between Razani and Asad Khel in Pakistan Saludetes peponson!!! hahaha
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erm... this seems a bit off-topic gentlemen... hold this debate somewhere else if you mind...
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Take On Helicopters: Rearmed - Official at last
Robster replied to jedra's topic in TAKE ON HELICOPTERS - GENERAL
On the other side, if we are on a A2OA / A2CO server will we be able to "hire" a TOH pilot to accomplish our ongoing missions???- 76 replies
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- arrowhead
- compatibility
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(and 3 more)
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Tonight we were finishing a mission in Tora Bora, and I could notice how may sound a 5 min time activated satchel charge upon a weapons cache... I felt how floor was moving around me... jizzz! that truly was an explosion ... A couple of minutes later, air extraction was called and suddenly I started to hear an UH-60 coming our way... It started with a far gentle sound that turn into a boombastic punch in my ears... my headphones were beating seriously and I could felt how it was a huge display of horse power in the air... But above all you taught us -in a rough way, certainly- that we shall not like to be near a support guy when firefight begins... since we both -my MG mate and I- ended up definitely deaf!!! I've never been astonished as I am with these sounds... thanks for all your hard work Mr. Lord Jarhead! PS.: Changing magazines on a grenadier adapted G36 model sounded a bit overdone on the reverb level... I was at base outskirts and it sounded as beeing inside some hall or big room... I could notice this precisely because all other surrounding sounds felt as natural as expected... please do not bother with me, this is my own personal perception and is expressed as such... I´ve always used a mainboard's sound chip (this is 5.1 or 7.1, whatever) and an average headset (I use it on a 2.1 basis, since I do not like that home cinema effect sound... it's so hollywood style... just like sillicone airbags you know :)
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This could be awesome even with "simple2 tasks just like dragging a fallen mate who is heavily wounded but not dead... I'm almost seeing his legs loosely driven ... as the real thing :O
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Carraigdubh, County Leitrim. - A 5x5km Geotypical Irish Terrain
Robster replied to bushlurker's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Kudos!!! This certainly is a finest quality map... which grid size did you use this time Mr. Bush? Bajanding!!! :p -
German Forces next Generation
Robster replied to fluttershy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Since I play a medic a lot, I would suggest avoiding any trimetilxantina dose, avoid eating red meat, drink a lot of water upon a regular basis (at least eight glasses of water, one every hour daily), and a blood pressure check, just to gain a healthy change... and pay a visit to a real doc also! cheers! -
I was shocked by a near grenade in a i44 TVT... camera was moving uncontrolled and my ears were whistling, it would be nice to see that players were restrained and loosely pushed half, one or two meters away in such non lethal situation... but I guess it must be something quite difficult to achieve ...
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it's quite weird... I wouldn't say it's related to model or terrain, but perhaps both of them... did you tried with BIS boats, just like RHIB... if it doesn't work, certainly should be related to your terrain...
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ATree3d free 3ds max plants generator (great for low poly)
Robster replied to mikebart's topic in ARMA 2 & OA : MODELLING - (O2)
beautiful :) -
not much info, but I might think it's related to LC model itself but not terrain... Did you check those Geo LODs???? perhaps your LC is in the right place, i mean, it is landing where it's been told to do so or it's clashing on terrain at some LOD... saluditos amiguito! EDIT: i f you think your LC model is OK, you should pay attention to your underwater coast line... is it smoothed enough? Did you try with a different angle, more steepy???? give it a try and tell us...
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I had forgotten to tell about these news... looking forward to be surprised as usual :p
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I used Arma.ini by default and only made some tweaks over curves as seen on liquidpinky's pics... It works smoothly and flawlessly but it doesn't hold steady when looking up/down... anyways it's not big deal since I use mouse as always also... after a while I was accustomed and I think I will use it regularly since it provides more freedom of movement without even touching any key... My specs:
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Visitor can't read Layers.cfg
Robster replied to drift501's topic in ARMA 2 & OA : TERRAIN - (Visitor)
pfffff definitely you're gonna break up the machine!!!! do not use such big sat image... try with 2048 for all of them (sat & mask)... once you get that thing working just go for a bigger image sat or mask... in fact, you can change sat_lco and mask_lco size -in project parameters submenu- anytime you want, so for drafting and first testing purposes there is no meaning to use such big files, but a waste of time... EDIT: Just use this file as a template (it's a standard rvmat file for terrain)... change only red text and apply cooresponding changes into "layers.cfg" also. Remember this rvmat file must be placed inside data folder altogether with *_co.paa, *_nopx.paa and *_mco.paa files: -
Resourcelink collection: How to make a map, beginning from the idea in your head
Robster replied to ZeroG's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Dear green beret: me da una paja terrible hacer un tuto... pero pásate por acá y pregunta por Minimalaco ... es tÃo es una máquina del follón hahahaha -
Visitor can't read Layers.cfg
Robster replied to drift501's topic in ARMA 2 & OA : TERRAIN - (Visitor)
@driftyboy: First: I strongly recommend to Use Notepad++ download it for free and set default language as C++ which correspond to all ArmA series... Then, you can associate files such as *.cpp, *.hpp, *.pbl, *.rvmat, *.rpt, and the like for fast and comfortable reading and editing... Second: Did you edit rvmat files into your data project? I mean, as you say, if you took those files from another place you MUST edit them to point at your own project and corresponding paths... at this stage, Notepadplus will become a handy tool to make semi-automatic replacements into files and whole directories... once you get accustomed to it you will never return to use native notepad... Also double check system parameters and system preferences inside V3PE, just to be sure that your sat size file match terrain size, to this purpose try with binary like sizes: e.g.: 8192x8192, 5120x5120, 4096x4096, 2048x2048, it gives better and predictable results... Edit your base layer texture to a 4x ratio over your grid size terrain: If you are doing a 10 meters grid terrain set your texture base layer to 40 meters at least... this mantain a good performance... Third: If you can't view those graphic *.paa or *.png files with tex2view (right clicking over them and navigate to "send to" tex2view) probably those files you are using do not have correct format which is RGB 8 bits per layer (no alpha channel) for sat_lco.png and mask_lco.png or grayscale 16 bits for *.png heightmaps... And (hope) last: "Wild West\source\mapLegend.png" I see a different folder arrangement here which I do not understand -I do not want to- so I would suggest to stay on the safe side and keep using standard path and folder arrangement. Besides this will assure that your terrain won't ever clash with others maps or addons... Tell us about any report on error if any... well, just in case you haven't broken your PC into pieces yet!!!! hahaha Saludetes! -
Aleluya bro!!!!! EDIT: Now we will be getting even closer to real data on DEMs... ATM I was using Google Earth to compare my reference peak heights, so this comparing process will be much easier if we can keep elevation data as "clear" as possible, I mean clear for ourselves assuring that we won't get any undesired or uncontrolled change... many thanks Sir!
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Afaik visitor does not have a native XYZ file export function but import only, if you can manage that somebody would be tempted to make a statue in your honor Mr. Johnston :P
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@Gnat: I see your point, but L3dt does not import a new heightfield... so vis3 breaks the XYZ pipeline and l3dt wouldn't even recognize something like that... that's our mapper life :( Anyways, that gradient tool available on PS can help with slopes & smooth and does a perfect job on a beach shore... it just requires some tests to be sure everything will be ok... I get best results applying "soft light" -"luz suave" sorry I do not have english version of PS- at 10% opacity with some gaussian blur around 1 px... just for not touching min & max presets I get sure that former layer is blocked and always visible... and never work over the whole image... just that part that need some fix and that will never be that most deeper or higher area... for this very reason I can't use Wilbur since it always recompute the whole thing -even when you just change a tiny place- and thus bridges, roads and other objects begin to appear misplaced... @IceB: I usually have an empty copy of pew for quick reference... once I am satisfied with results I apply permanent changes... There you have a proof of concept... We see some cracked slope in the horizon when taking a short fly over this map... And this is getting closer to what we would expect to see when approaching that area... Saludillos!
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erm My dear friend IceB: I should tell that you can import quickly your new heights... I mean it does not take 8+ hours to import new terrain from image using this simple method... taught by -who else- Mr. Bushlurker (!) This is how this quick import method works: 1. Open your pew and make everything visible on it (objects, locations names, roads...) 2. Select all and Copy 3. Delete all... yes delete all (be sure to make a previous backup just in case) 4. Import your new PBL (it will take just a few seconds) 5. Paste absolute (shift+V) Voilà ! :p EDIT: As a tip: is important to work within max and min heights frame if you do not want to alter your terrain shape... I mean if you do not want to alter span like function as Wilbur would actually conceive it... ATM I go for DEM to get my main draft -> L3dt/Wilbur/EarthSculptor to get better resolution on noticed natural accidents (riverbeds, strong slopes, cliffs, terraces...) -> PS to get finer details where everything else doesn't suit ... this process comes as a mix when you can import quickly as I already told you... Saludos pepón!!!! EDIT2: Gnat: you can export from l3dt to XYZ... I guess you have to look for some free to install plugin... I bet you don't guess who told me ... yep Mr. Bushlurker hahaha
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Many thanks for your quick answer... our clan managed to fix current clashes with ACE... we have played an epic battle for two and a half hours in winter Marderet (arma2la.com vs. ust101.com = latinamerican vs. european) We "reconfigged" keys and we used that @contact fix to get ACE nades worwing... Everything was superb... nobody got total victory so we will have our "day two" in 15-20 days more... awesome gameplay!