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stormridersp

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Everything posted by stormridersp

  1. stormridersp

    ZGM Mapmaking Tutorial

    I´m currently trying it with L3DT, there I can export and resize to png. But one question remains, when we are setting in GM the area for cropping and then to export, we can set the resolution, which we do to 10. Whats that means exactly? When it comes to L3DT, I then change the horizontal scale to 5 (to squeeze it in half) then export as png to 4096. Is it right so far? Is there anything else I should edit for to work out just right, like for example, terrain.pbl or... thanks mate
  2. stormridersp

    ZGM Mapmaking Tutorial

    I have one question: Following your tutorial part I, I figure that we´ve created an 1:1 map. But what if I want to create instead, an 1:2 or 1:3 map, that means, 10km ingame represents 20km in reality. What should I do?
  3. how to show fps count?
  4. stormridersp

    ZGM Mapmaking Tutorial

    GREAT JOB! Thank you!
  5. stormridersp

    river in height ?

    Is there anyway to control the "tidal effect"?
  6. Ok, so I´ve finished the Tutorial, but when running BinPBO, after setting it up as stated by the tutorial, and running the prog, it soon crashes. Following is the logfile located at @TUT\TUT_Samplemap Curiously, Arma2 Tools are installed my old ARMA2_OA folder at Program Files (x86), which was then uninstalled when I freshly installed Arma2 and Arma2_OA to Program Files. Should I reinstall BIS Tools, this time setting its path to Program Files? Cannot load font core\data\fonts\lucidaconsoleb8 Fonts file \core\data\fonts\lucidaConsoleB8 not found Cannot load font core\data\fonts\lucidaconsoleb11 Fonts file \core\data\fonts\lucidaConsoleB11 not found <world = "p:\tut\tut_samplemap\TUT_SampleMap.wrp"> Cannot open object core\default\default.p3d Cannot open object core\skyobject\skyobject.p3d Cannot load font core\data\fonts\tahomab16 Fonts file \core\data\fonts\tahomab16 not found No entry 'C:\Program Files (x86)\Bohemia Interactive\Tools\BinMake\Binarize\bin\config.cpp/CfgWorlds/TUT_SampleMap.Weather'. No entry '.Overcast'. No entry '.Lighting'. No weather defined in .Overcast No lighting defined in .Lighting No entry '.ThunderboltNorm'. No entry '.model'. '/' is not a value Cannot open object No entry '.soundFar'. Size: '/' not an array No entry '.soundNear'. Size: '/' not an array No entry '.ThunderboltHeavy'. No entry '.model'. '/' is not a value No entry '.soundFar'. Size: '/' not an array No entry '.soundNear'. Size: '/' not an array No entry 'C:\Program Files (x86)\Bohemia Interactive\Tools\BinMake\Binarize\bin\config.cpp/CfgWorlds/TUT_SampleMap.midDetailTexture'. '/' is not a value No entry 'C:\Program Files (x86)\Bohemia Interactive\Tools\BinMake\Binarize\bin\config.cpp/CfgWorlds/TUT_SampleMap.seaTexture'. '/' is not a value No entry 'C:\Program Files (x86)\Bohemia Interactive\Tools\BinMake\Binarize\bin\config.cpp/CfgWorlds/TUT_SampleMap.Rain'. No entry '.texture'. '/' is not a value No entry 'C:\Program Files (x86)\Bohemia Interactive\Tools\BinMake\Binarize\bin\config.cpp/CfgWorlds/TUT_SampleMap.seaMaterial'. '/' is not a value No entry 'C:\Program Files (x86)\Bohemia Interactive\Tools\BinMake\Binarize\bin\config.cpp/CfgWorlds/TUT_SampleMap.shoreMaterial'. '/' is not a value No entry 'C:\Program Files (x86)\Bohemia Interactive\Tools\BinMake\Binarize\bin\config.cpp/CfgWorlds/TUT_SampleMap.shoreFoamMaterial'. '/' is not a value No entry 'C:\Program Files (x86)\Bohemia Interactive\Tools\BinMake\Binarize\bin\config.cpp/CfgWorlds/TUT_SampleMap.shoreWetMaterial'. '/' is not a value No entry 'C:\Program Files (x86)\Bohemia Interactive\Tools\BinMake\Binarize\bin\config.cpp/CfgWorlds/TUT_SampleMap.terrainMaterial'. '/' is not a value Cannot load material file . Cannot load material file No entry 'C:\Program Files (x86)\Bohemia Interactive\Tools\BinMake\Binarize\bin\config.cpp/CfgWorlds/TUT_SampleMap.clouds'. []: '/' not an array No entry 'C:\Program Files (x86)\Bohemia Interactive\Tools\BinMake\Binarize\bin\config.cpp/CfgWorlds/TUT_SampleMap.clouds'. []: '/' not an array No entry 'C:\Program Files (x86)\Bohemia Interactive\Tools\BinMake\Binarize\bin\config.cpp/CfgWorlds/TUT_SampleMap.clouds'. []: '/' not an array No entry 'C:\Program Files (x86)\Bohemia Interactive\Tools\BinMake\Binarize\bin\config.cpp/CfgWorlds/TUT_SampleMap.clouds'. []: '/' not an array No entry 'C:\Program Files (x86)\Bohemia Interactive\Tools\BinMake\Binarize\bin\config.cpp/CfgWorlds/TUT_SampleMap.clutterGrid'. '/' is not a value No entry 'C:\Program Files (x86)\Bohemia Interactive\Tools\BinMake\Binarize\bin\config.cpp/CfgWorlds/TUT_SampleMap.clutterDist'. '/' is not a value No entry 'C:\Program Files (x86)\Bohemia Interactive\Tools\BinMake\Binarize\bin\config.cpp/CfgWorlds/TUT_SampleMap.noDetailDist'. '/' is not a value No entry 'C:\Program Files (x86)\Bohemia Interactive\Tools\BinMake\Binarize\bin\config.cpp/CfgWorlds/TUT_SampleMap.fullDetailDist'. '/' is not a value Cannot open object ca\plants2\clutter\c_autumn_flowers.p3d
  7. Thank you Bushlurker!!! Im using Extractpbo v1.76 and DePBO as suggested here: http://community.bistudio.com/wiki/ArmA_2_Terrain_Tutorial Looks like its duplicating the folder structure when extracting.
  8. Ok, right. Dont know really. I´m a bit confused about Setting up my P:\ drive and its folders using the terrain tutorial or allix guide. 1- I have a P:\ 2- Inside I create my tag folder: P:\STR\ 3- Then I extract from Arma2\Addons\ a file called plants2_Bush.pbo using <Open with> ExtractPbo and a new folder is created: Arma2\Addons\plants2_Bush 4- Then, I rename this folder to just Bush\ and move it to a newly created folder under P:\CA called plants2 P:\CA\plants2\Bush 5- Curiously and confused enough, inside this extracted Bush\ there are many repetitive folders: P:\CA\plants2\Bush\ca\plants2\bush and inside the last bush folder; Data\ and a few .p3d files Question: Is the folder structure above correct? or should I ignore the first ...\CA\plants2\Bush and move from the 2nd repetition? P:\CA\plants2\bush and then inside: ...\Data\ and those .p3d files?
  9. Screenshot3 l3dt by rider.storm71, on Flickr Screenshot l3dt by rider.storm71, on Flickr One question. Im taking the river at sea level path to simulate rivers, but in L3dt I set my heightmap to be from 0 to 600m and set the heightmap to be at 1m and dug the river to 0m. Will this work with Visitor3?
  10. stormridersp

    maps under construction:

    Great topic Shezan, this may work as an index for other Map/Producer specific topics. I´m currently working on 2 projects: - Afghanistan Triangle of Death (Helmand Province), comprising Kajaki, Musa Qaleh, Now Zad, Sangin, Gorak and maybe Gereshk. The map is compressed into a 20x20km square. I´m currently trying to solve the "river on slope" problem. So I´m basically still on Heightmap development. I´ve already have the sat map geo cropped and ready to use. -Southeast Lebanon and Golan Heights. Thats where the latests Israel-Lebanon war took place. I´ve got some hi-res heightmaps but still looking for sat images.
  11. That sounds good to me. Separating objects could be used as crossing tracks.
  12. stormridersp

    river in height ?

    We pray for rivers!!!
  13. Thats what I was afraid. Any suggestion on how to modify a real heightmap to remove its slope? Better if its automated. Options I have in mind: 1- Photoshop clone tool or Color replacer... 2- L3DT raising ground 3-Photoshop, cutting out and then pasting back in mountains and terrain into a new levelled ground 4- Suggestions? If I use Photoshop as my tool, what settings should I apply in order to be able to import directly into Visitor3 or at least compatible with L3DT, to export later? Cheers
  14. Since I'm out of visitor editing for the next few days/weeks/months til my arma2 copy finally ships, I'm back to the drawing board: heightmap editing and theorical planning. I have been wondering for some time now about rivers. Searched the forum and found some old posts, usually without any recent update, so no conclusions taken. Status Quo. What about rivers? Is it possible? How? Did anybody checked the river at Zargabad map? That looks exactly how I would like Helmand river to be. If the problem was not already too much, Helmand river runs downhill, with a difference of almost 60m in altitude (ingame resized) from Kajaki located at the northeastern edge to Lashkar Gah near the south western edge. Is there any definite updated solution for this problem? If not, I can only think in only solution. Re-designing the heightmap, so everything stands like 1 metre above sea level, with no altitude difference, basically, a flat map, with few mountains and relieves along the map. To think is easy, to make it happens is another story which I can't tell and need help there. That's it for now. Cheers mates
  15. stormridersp

    river in height ?

    any news here? does it works?
  16. Lol, thats why we brazilians make fun of portuguese ppl...lol
  17. This is the result of a multilayered image containing the srtm elevation map, a sat land coverage, rivers/roads and landcover shapefiles. The question now is how to use this to automate our effort in importing to Arma2. ShapeMaps Layered by rider.storm71, on Flickr The bad news is that I screwed up here. I was having problems with Buldozer not showing names at buttons, and messed with files. Now for some reason, not even my ingame mission editor is working properly. Cant doble click to create objects....wierd! OA Standalone, sorry BIS, but it *&@#%. I dont recomend it to nobody. And the original Arma2 or even Combined Ops is not found anywhere here in Spain. I've ordered then from amazon my arma2 copy, but due to some unknown reason, its now 1 month since i've being waiting for the shipment to arrive from the UK to Spain........ Hard times... Meanwhile, my Global Imager expires and L3DT pro is on its way too.
  18. stormridersp

    Buldozer

    I´m having problems with Buldozer. I have OA Standalone. Buldozer was working after I set everything up as listed by the bis editing wiki, but when running I could not see anything writen in the menus buttons when pressing F1 or anything. After that I tried to alter the program preferences: path to realtime viewer to arma2oa folder to c: and using arma2oa -buldozer command line. It opened buldozer, alright, working menu buttons but could not load the textures to my custom map located at p: now I have problems with shaders and everything else. Buldozer wont load anymore
  19. Thanks Bushlurker, that seems very promising indeed. I'm startingmy research on that now. The more we can automate our workload, the faster, easier and better our maps will get. After downloading some of the shapefiles provided at the link you recomended, I found out I don't know how to open and/or use a shape file so I get to this website. It can be very useful for anybody willing to follow this path too. http://landtrustgis.org/technology Yesterday I tried the Map Editing Starter Pack, but I could not make it to work cause I still only have OA Standalone here and many of the texture or objects included in the config file relates to Arma2. So I'm one step back now. I need a working config file related to Takistan map and data only. Any suggestions?
  20. Thanks mate, I can say I'm still improving my skills, while not letting my motivation falls on the way!!! http://afghanistan.cr.usgs.gov/flash.php this is afghanistan's published resources by USGS. It contains almost its entire area covered in different types of maps and resolution. Just click on the drop down button, choose the type of map you're looking for, select the squares and quickdownload.
  21. Thanks for the answer guys, I succeded in some different ways, but still stuck in others. What I did: 1- I've downloaded a Photoshop CS4 plugin called Avenza Geographic Imager 3.2, which allows me to import Geotiff elevation maps (SRTMs) and Georeferencing. The problem is that it is a very expensive plugin, 540+ € to register, so I stick with the time trial which is already almost expired. 2-Downloaded from USGS the 2 quads containing Helmand elevation (SRTM, in geotiff format, geo, not UTM (srtm_49_06 and srtm_50_06). Downloaded the 2 quads of land coverage for the texture, (Sat Imagery, again, geo, not UTM. (Q3164_28m_GEOG_NC and Q3264_28m_GEOG_NC). 3- Opened it using Geographic Imager, tiff/srtm and merged the two quads using Geo Mosaic. Specified the Coordinate system to Geodedic Herat North. Did the same with the Land Coverage. Now I have 2 big images, one containing the merged elevation and the other them merged sat image. 4- Using Geocrop, I cropped the sat image region containing Helmand. Using the same tool, I geocropped using the "crop to another documents extend" to crop automatically the same area that I cropped the Sat Image. It is important to note that Both Geotiff elevation and Land Coverage be downloaded using the same referencing: Either Geo or UTM. 5- Exported both to Geotiff (1024x1024 for the heightmap) and (2048x2048 for the texture) and Opened in L3DT Pro trial and Changed the vertical limit to 0-400m (dont know if this is necessary but I did so). 6- Created the terrain.pbl and edited the Min and Max Height to 00.000000 and 400.000000 (correct me if I'm wrong here) class cfg { PNGfilename="terrain.png"; squareSize=20.000000; originX=0; originY=0; minHeight=00.000000; maxHeight=400.000000; }; 7- Extracted Takistan's pbo to my Data folder, inside P:\ and choose the 4 textures I would like to use while I'm still in testing phase and just want to make it work now, trying later to grid the map and trying 4 textures per square grid. 8- Created a layer.cfg using Opteryx Visitor 3 Quick Tutorial Example and edited them RVMATs. 9- Created a new layer on top of the Land Sat and painted it using the color pallet configured by layer.cfg. Is there any error from the begining to this point I should be noted for before continuing??? Cheers
  22. Hi all, recently I bought a new computer and in the meanwhile, I was eating from Patrick Bishop to Eds Macy and Mark Urban to Colonel Tootals books for breakfast, lunch and dinner, metro entertainament... Ive read them all. Then, I decided it was time for me to get finally back into the scene since a long time away, since times when we were still playing ofp,the original. So I bought at FNAC the standalone version of AO. The thing is, Im completely lost here, within CBAs and ACEs mods, folder structures, shallow instalation documentations and so on. Without knowing what CBA was I dived into it and could, with a spark of luck get to ace2 install/update run process. Tried a mission editing or other just to feel it. But from the point Ive first started it, error messages started to pop with missing pieces. Then Ive found a good addon guide here somewhere, and went directly into them...gl4 slx zeus mando.... Them install documents are either too shallow or too complicated not to say confuse; like Mando Missiles explaining in very few words (fewer as possible), where to copy everything....but how about the Keys folder? As if I knew what that it....pfff what a mess im into... Feels like its being directed to another pro....not a newbie. Now at this very moment, I load up the game and Im greeted by "Addon 'acex_sm_c_sound_wep_shotgun' requires addon 'CAWeapons_Saiga12K' error message. The game still loads tho, but soon after, anything about us ammo dump missing, something like that. Lost track of it, because its sort of a random....few moments ago, it was another file which was missing. Somehow it was found this time!?!?! Oh, tried again...it is Addon 'Extended_EventHandlers' requires addon 'Catracked2_AAV' and inside the game as soon as it loads: No Entry bin/config.bin/cfgvehicle/Land_fire_barrel_Scope I need help. Im lost.
  23. stormridersp

    Problems getting the kicks again...

    You guys both right. For example, to run GL4, it is required to have a addon called UTES, which i got to know yesterday is an Island included in Arma2. With no delay, I've already placed an order for Arma2. Would like to get BAF too, but my credit card was denied for an unknown reason at sprocket. Anyway, my objective is to re-create the 2006 3 Paras Campaing at Helmand, including maps from real elevation and satellite coverage, real missions like for example, Operation Mutay (Patrick Bishop 3 Paras and Colonel Stuart Tootal Danger Close) or a few good contacts and the emotion by Doug Beatie TFH books). No far, some by Ed Macys Apaches book would be just great aswell. But as far as Im concerned, Im still way too far accomplising that....
  24. Thanks for your quick answer Shezan74, my troubles resides on the map programs themselves, at least for now given Im still in this phase of develpment. Can I use ASTER maps or should I stick with the lower res SRTM 90m for the elevation? Regarding sizes, given the fact that the maps I currently have, which are pretty big, 60x60km per quad, what should I do? Correct me if I'm wrong. I was thinking of merging multiple maps together and then crop in smaller quads. 1- How can I crop them and edit? Should I convert it to PNG, photoshop it up, and then convert back to DEM/XYZ for use in Visitor3? Any special settings, hints or tips on that? 2- One other idea, but I dont know whether its possible or not, would be to resize the entire map area for game balancing purposes. What I mean is, reduce the map lenght, for example, from 60km to 20km, thus convoy mission wont get too boring either for driving huge distances, and I could merge the entire map into one single island instead. The thing is, I'm not sure that this would fuck up coordinates or references or anything inside excluding the possibility of importing back or converting forward to XYZ or any visitor3 supported data. Any thoughts? You'd mentioned a pbl file, but can you link me to what tutorial file youre refering to? thank again, stormrider
  25. I reintalled Arma2 OA (Standalone), copied @CBA, @CBA_OA, @ACE, extracted userconfig, moved the folder to userconfig at main arma folder, copied @ACEX, @ACEX_SM. Loaded using: "...Bohemia Interactive\ArmA 2 Operation Arrowhead\arma2oa.exe" -nosplash -mod=@CBA;@CBA_OA;@ACE;@ACEX;@ACEX_SM after CD check, just before starting, i get the following error message: ACE2 (Addon 'acex_veh_air_wep' requires addon 'ace_module_easa' ... the game then loads and inside, i get another error message: No entry 'bin\config.bin/CfgVehicle/Ace_USBasicAmmunitionBox.scope' and this keeps bumping from time to time, like for example after loading the editor..... @CBA_OA - .version 2 @ACE - .version 399 @ACEX - .version 272 @ACEX_SM - .version 47 Please Help!
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