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Everything posted by smokedog3para
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Vegetation Texture Pop-Ups Still Ugly
smokedog3para replied to Donner's topic in ARMA 3 - BETA DISCUSSION
Can this be altered to test out frames on the lod popping in A2 i got most of the popping gone by getting a ssd that worked, now in a3 its worse that a2 was I havent tried it yet but might do and see if i get a better result through upping the frames in the config. language="English"; adapter=-1; 3D_Performance=100000; Resolution_Bpp=32; Windowed=0; Resolution_W=1280; Resolution_H=1024; refresh=60; winX=16; winY=32; winW=800; winH=600; winDefW=800; winDefH=600; Render_W=800; Render_H=600; FSAA=0; postFX=0; GPU_MaxFramesAhead=1000; GPU_DetectedFramesAhead=3; HDRPrecision=8; lastDeviceId=""; localVRAM=520978432; nonlocalVRAM=2147483647; vsync=0; AToC=0; PPAA=0; PPAA_Level=0; serverLongitude=2147483647; serverLatitude=2147483647; -
Which island/map would you like to be ported to A3 First?
smokedog3para replied to zukas3's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Sangin is already in a3 and looks sweat i will be adding new models to it from a3, as soon as all the models work when placed all islands do work at the moment in a3 just with some texture errors on a couple of oa buildings they go black on the 1st lod -
A3 :p\ drive setup info
smokedog3para replied to smokedog3para's topic in ARMA 3 - TERRAIN - (BUILDER)
you know what they say great minds think alike m1lkm8n maybe mikero will see this and feel sorry for us and come to our rescue lol -
A3 :p\ drive setup info
smokedog3para replied to smokedog3para's topic in ARMA 3 - TERRAIN - (BUILDER)
Cheers guys been stressing me all day how to set it up,@Zerog funny you should say about modding the arma2ptool just been trying to editing it with no luck changed all the a2 refs to a3 and paths for steam directory but i may still keep going with it lol -
got my a2 islands working in a3
smokedog3para replied to smokedog3para's topic in ARMA 3 - TERRAIN - (BUILDER)
fromz feel free to use this for any islands updates intel or know hows to help out for terrain creation for a3 i will be just unpacking the tools and ill be bang on it getting a3 into my existing islands. @giorgygr lol love the sig -
got my a2 islands working in a3
smokedog3para replied to smokedog3para's topic in ARMA 3 - TERRAIN - (BUILDER)
@flax hi ya mate hope your all good the BRF have just got an a3 server top spec so jump on and catch up with the guys when you feel like it. @ Rob no worries mate will do an a3 sangin using the new models so hold tight hope your doing ok mate ill jump on and see you soon @fromz very nice looks like you have been busy too great job there. to all the a2 islands work in game and oa if you move all related .pbo's for the islands i did notice 1 thing the game alters the rivers and makes them flat i can walk across sangins main river now waist deep so it messes with minimum terrain height for some reason but hay it ain't no game breaker. -
DX11 Error - Unable to start game at all.
smokedog3para replied to Jinef's topic in ARMA 3 - TROUBLESHOOTING
are you trying to run steam online as dx would error and shut the game down, as soon as i went to offline mode for steam my game worked on both pc's and fired up using dx like nothing had been wrong took me a week to figure that out after fresh os installs and gfx driver installs and dx installs on both machines just to get it working. steam is a pain in the arse for me so much simpler with a disc or sprocket dlc to install and work correctly -
Lets just hope that BI treat us by joining arma2 and oa into A3 like was done for TOH that way keeps both camps happy.
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seeing as minimum specs are vista sp2 then it would make it as the above post 10.1
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Alpha modding, what help will we get?
smokedog3para replied to slatts's topic in ARMA 3 - BETA DISCUSSION
as long as oxygen accepts its file system .p3d or.obj .3ds they will work models should stay around 20k faces for bulldozer to work or if your model has more faces you need to proxy it make it into 2 .p3d's to show up when viewing with bulldozer. -
Hi all I have been getting an error when trying to start the alpha I have vista with sp2 and my pc has the specs required to run A3. I have installed it with steam and checked integrity of the files they are ok but when launching I get this [arma 3.exe unable to locate component] This application has failed to start because d3d11.dll was not found Re-install the application may fix this problem. I have reinstalled 5 times now and it just comes back it points towards Direct x i have dx10.1 that came with vista sp2 I have reinstalled DX and done diagnostics on DX it says its fine I have also downloaded the missing file and placed it in the system32 folder of vista with no luck so, I am out of idears can any one help to solve this problem. cheers SmokeDog
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hi ive gone to microsoft to download dx says its up to date so i ran the arma3 dx install in steam folder and still says the same, now i have updated some windows updates but it stopped updating on the 46 file and crashed now i can no longer get in my operating system as it keeps trying to uninstall updates its been going 4 hours now so think vista is going to need an install again.
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Alpha modding, what help will we get?
smokedog3para replied to slatts's topic in ARMA 3 - BETA DISCUSSION
Same here Ihave tried to make an island with the take on helicopters models but its just to much hassle as bulldozer wont open as the toh models are not the same as arma2\oa and with the shaders and such just can't seem to get it working for me so I binned it off. After asking in the toh forums for any knowledge on how to convert toh models and shaders and getting no reply put me off trying but I would love to get a couple of islands over to A3 that I have made at some stage and when I fix my hard drive ill have a few more unseen terrains to add to the mix to keep me busy again. How will the models be handled by the old tools will bi have a conversion tool to allow visitor and bulldozer to open and work with the new models as I have not seen anything tool wise for TOH yet from the community or bi. -
Request for revision of the "Supporters Editon" offer
smokedog3para replied to Von_Emmy's topic in ARMA 3 - GENERAL
cancelled post -
Difficulty of Creating New Animals?
smokedog3para replied to dinoboy123's topic in ARMA 2 & OA : MODELLING - (O2)
Wasn't their a tiger and wolf and donkey model from ofp days also crocodiles for arma2 not sure if they were animated or not might be worth asking the authors for some advice -
Key Points do not show up ingame
smokedog3para replied to freakjoe's topic in ARMA 2 & OA : TERRAIN - (Visitor)
take momo's advice had this a few times copy and past will sort it out -
WIP satellite, mask, heightmap creation tool WIP
smokedog3para replied to ylguf's topic in ARMA 2 & OA : TERRAIN - (Visitor)
looks good, we always can use more tools for making terrains quicker good job -
ARMA2OA Map step by step Guide using Arma2p tool
smokedog3para posted a topic in ARMA 2 & OA : TERRAIN - (Visitor)
I think now is the time for an updated quick and easy guide for making a map for ARMA2 OA with Baf and Pmc content Now i will go through my process for map making and what's needed tools for set up and making of map BI Tools http://community.bistudio.com/wiki/BI_Tools_2 Install is straight forward it will create a virtual hard drive that acts as your work folder for all addon and map making for source material once they have been dpboed and added to the p:\ ca folder this P:\drive is your work space for making maps and addons. After setting up your BI Tools Drive go in your CA folder and copy the roads and roads 2 folder as you need to replace them back in ca folder after the arma2p has converted files to ca folder as it overwrites the original roads and roads2 wich we need the mlods to work roads . so if you don't it wont show in Visitor or game or be used with road painter You need to download some kit from mikero @ devheaven these tools are an all in 1 dpbo convert package to change model versions for Vis3 to see and binpbo to binerize easyest way to do it as it batch files the whole lot from your game to your p Bisdll http://dev-heaven.net/projects/tdt/files Dpbo.dll http://dev-heaven.net/projects/mikero-pbodll/files Convertp3d all the rest from the second link Arma2p Extractpbo Make a folder I called mine convert now put all downloaded kit in here for it to work then put the convert folder in P:\ drive And click the arma2p exe now a dos box will open and delete some folders but will refill them with oa content as well as arma2 now it will convert and rename OA content the p3d models for visitor to see it will also put the arma2oa bulldozer exe in so will work in visitor Now after some time it will complete now look in the P:\ca folder make a folder on desktop called textures copy takistan\data folder put in the folder you just made do for cheranus\data utes\data desert\data proving grounds\data if you have bought pmc Now we have all the textures we need for map making . this will be your main texture source folder for ground and sky textures Now delete all but these files in your p:\ca folder buildings buildings2 misc misc2 misc3 misc fix plants2 plants_e plants_pmc roads roads2 roads_e roads_pmc signs2 signs_e structures structures_e structures_pmc UI also Now if its like mine your buildings and like will show in Vis3 and bulldozer Thats the bis stuff and converting models done now These tools are for image capture and manipulation Google earth full version pref as you have high quality save option 4800x4800 CS5 Photoshop were you see PS i mean photshop These are for terrain editing if needed. lL3dt you cant export unless you get the trial 90day key play with this then when ready do the trial key pump out all the maps you need in 90 days. Wilbur You need to think about map size not to big to start as you will be there for months 5x5 km will do for a first map for us. Now open up google earth and select the region you want get out the ruler mark a 5120 square around the map area you want zoom in so that the box fits your screen take out all roads buildings compass and stuff so you just have the google logo. Save as sat_lco Dont write png make sure you save as a png file and you want quality at 4800x4800 in save options. Make a note of height above sea level and top height of your terrain on this map it is a flat area so my terrain is 1 meter above sea level and max height is 10 meters but for mountains you need a real height theres many proggs out there for it but im not going there just google for more info we will need the height later for the terrain.pbl Now this is the main photo we make 4 others from this 1 pic 1 we need a sat_lco.png 2 mask_lco.png 3 terrain.png 4 background image for visitor3 To make these we use photo shop ill do the order above Open Sat_Lco.png pic in photo shop resize to 5120x5120 play about with the brightness and contrast till it looks right also get rid of the google badge use magic brush or what ever method you prefer in PS then save as Sat_Lco.png that's the 1'st 1 done look at my example sat_lco pic 5120x5120 Now we need a mask for the textures to match our sat_lco photo so we make a mask of the sat _lco Now put the sat_lco image in PS make a new layer on the sat_lco on my map i will pick yellow for my desert area take down the RGB numbers top right of PS screen these are vital so get it right now colour the areas that are desert on the top layer when done move on to the grass areas pick a green take down RGB numbers mask over the green area we will do just 2 as a guide so now you should have this Take out the bottom sat_lco delete it from layer now you will have 1 layer like mine flattern image check image size for 5120x5120 then save as Mask_Lco.png file has to be saved in png format Next up is the terrain.png load up your Sat_lco in PS go to image \mode click 16bit then click on greyscale now your image should of turned grey thats good now as there is a river it gets tricky firsly the river we need it white so magic brush or paint it do what ever to make the river white once you are happy with it go to the invert colour button and click now your river will go black great thats what we want should be like mine Now Resize to 512x512 save image as terrain.png Now load your copy of Wilbur and open it load in your terrain.png and just adjust what you need terrain wise and save it. it is a 16bit image already save as terrain.png Again load up the Sat_lco image in PS Now save as terrain.bmp file this will be your guide for placing stuff in Visitor 3 This map is sangin so ill make a folder called hellskitchen this is my main work folder check make and name a map\work folder in your new p:\ drive call yours what ever you want dont copy mine. Now make a folder called source and another called data put them in your work folder the 1 you just made also make a terrain folder put that in the source folder so now folders should be like this P:\YOUR MAP NAME \source\terrain \data put the sat_lco and the mask_lco image in the source folder P:\YOUR MAP NAME\source\Sat_lco Mask_lco Then put the terrain.png and terrain.bmp images in terrain folder inside the source folder of your map\working space folder P:\YOUR MAP NAME\source\terrain\terrain.png we still need some bits for folder set up we need Config.cpp Cfgclutter.hpp Surface.hpp These are below we will do these just before binpbo for binerize our map for testing All files config and .hpp can be opened with note pad for altering later in my tut just copy paste from below when needed. Map legend basic colour chart for game get 1 from here. http://community.bistudio.com/wiki/Visitor_3:_Making_of_simple_landscape A Terrin.pbl file for telling vis the heights from the greyscale image Use mine below Also going to need a config.cpp for the map and a cfgclutter.hpp and surface.hpp file use mine below just open note pad copy paste then save as cfg clutter.hpp cfg surface.hpp config.cpp terrain.pbl here's mine below class cfg { PNGfilename="terrain.png"; squareSize=10; originX=0; originY=0; minHeight=-1.3500004; maxHeight=10.6462; }; Copy the terrain .pbl above remember the sea level height and max ground height enter heights into the bottom field were minheight and max height are save file then place in the terrain folder in your work space So in the terrain folder now you will have terrain.png terrain.bmp terrain.pbl Right now we need to know what textures to use All textures will be in texture folder on desk top inside them there will be 1 rvmat and 4 others relating to that rvmat all named the same we need to change all names to that of your ofpec tag before we use them look in the takistan\data folder on desk top cr = cheranus ut = utes tk = takistan Texture Description ---------------------------- cr_sterk Sand/dirt, rocks poking out of ground cr_asfalt Packed gravel and dirt, roadside texture cr_beton Large concrete paving blocks (runway, etc.) cr_hlina Humid earth with small weeds and cracks cr_les1 Ratty grass, with leaves and rocks poking out of ground cr_les2 Forest floor with forest floor debris and rocks in background cr_oranice Plowed earth with stones cr_skala Large-scale rock face with moss cr_strniste Trampled, bleached grass cr_trava1 Fairly lush grass cr_trava2 Lush grass cr_travad1 Dying grass with stones and earth showing cr_travad2 Long grass, slightly brown cr_vres Large, angular rocks and stones poking out of ground, some brown grass in cracks ut_hlina Packed dry earth with gravel and stones ut_trava Large rocks, sticks and forest floor debris ut_valouny Packed black rocks in dry earth/dirt ut_vres Angular rocks jutting out of ground, green & brown grass in cracks tk_asfalt Asphalt poured over gravel, with dirt tk_beton Fragments of stone/cement pavement packed in dirt and stones tk_dlazba_old Rock pavement packed in cement tk_forest Large rocks and stones in dirt, some plants tk_hlina Dirt with stones tk_mountain Lots of stones and rocks in dirt, some plants tk_plevel Green plants mixed with brown grass in brown earth tk_pole Lush, patchy grass, intense green tk_polopoust (Same as tk_mountain) tk_skala Large-scale rock face, light brown rocks tk_skalni_sterk Average rocks poking out of ground with lots of stones and dirt tk_sterk_na_dno Flat dirt with lots of stones on top tk_trava Very patchy browning grass in dirt tk_valouny Few large rocks in dirt with lots of stones To check the texture you can use the tex view to look at the type of texture just drag the paa of texture and drop in tex viewer once happy with texture note its name we need 2 textures desert and grass so tk_hilna tk_pole are the textures ill use also note that we need all sky and cloud textures from the takistan data folder to be copied aswell Now we need to copy the required texture from our desk top textures folder takistan\data Put it in p\ (yourfolder name) data folder we now need to rename these textures for no conflicts with other maps and tags. Ofpec tag get 1 here by registering http://www.ofpec.com/tags/index.php?action=register My ofpec tag is smoke so my tag is smoke_ now rename all files you just copied to what ever your new ofpec tag is So my texture name now shows smoke_hilna. for desert and smoke_pole for my grass now you have renamed your textures you see the top 1 is an rvmatt now you have to edit its path so it no longer looks to the game engine for texture but looks in your work\map folder So double left click on the rvmat and it opens an editor scroll down till you see the 2 texture source paths we need to change them to that of our named associated textures in our work\map folder so it will look here for the textures named in the layers config that we do later. Before texture path looks like this ca\takistan\data\tk_hlina_nopx.paa ca\takistan\data\tk_hlina_co.paa After it will look like this now YOUR NAME MAP\dataYOUR OFPEC TAG_pole_nopx.paa butwill be your ofpec tag YOUR NAME MAP\data\YOUR OFPEC TAG_pole_co.paa Smoke is my ofpec tag Now bulldozer and visitor will load the textures from your map data folder but not yet more todo first Now copy the layers config.cpp from below and edit all the smoke_tags to that of your own tag and textures like this class Layers { class YOUR OFPEC TAG_pole { texture = "YOUR MAP NAME\data\YOUR OFPEC TAG_pole_mco.png"; material="YOUR MAP NAME\data\YOUR OFPEC TAG_pole.rvmat"; }; class smoke_hlina { texture = "YOUR MAP NAME\data\YOUR OFPEC TAG_hlina_mco.png"; material="YOUR MAP NAME\data\YOUR OFPEC TAG_hlina.rvmat"; }; }; class Legend { picture="YOUR MAP NAME\Source\mapLegend.png"; class Colors { YOUR OFPEC TAG_pole[]={{12,118,0}}; YOUR OFPEC TAG_hlina[]={{235,208,0}}; } }; Notice at the bottom an RGB scale this is where the RGB numbers from PS come into play mine are already in this sample. You need to write in the numbers you took earlier not mine example pole was grass which was our green colour on our mask 12.118.0 hilna was desert which was our yellow colour on our mask 235.208.0 These colour numbers match our mask so have to be right for the texture to mask on our map doesnt matter what colour you use just take down the numbers for each texture your going to use. Max is 4 textures you can have more but thats another topic involving breaking down the mask into squares then using for colours in that square so can have many squares on mask but only 4 colours in 512 tile area at a time and also have overlap conflicts well leave that here and carry on . Thats the layers config out the way next step is to actualy load all bits we have made in to visitor Lets do a folder check so your drive will look like this P:\YOUR MAP NAME\data\ all sky textures and renamed rvmat and texture files \Source\ layers.cfg Sat_lco image Mask_Lco image map legend \Source\ terrain\terrain.pbl terrain.png image terrain.bmp image If yours are set like that your good to go Start with your new Visitor 3 project 1: Open Project -> New (or press Ctrl+N). 2: In the next Project parameters window select the values for: Terrain grid size 512x512 Terrain cell size 10 3: Go to Tools -> Project parameters. 4: Open the Calculator. 5: Set Image Size (Pixels): 5120. 6. Hit apply and close only the calculator. 7: Open Tools -> ProjectPreferences. 8: Enter the path to your data folder (textures), like: P:\Yourmap\Data\. 9: Click ok and close. 10: In the Project parameters window click on Base (active) and press the Edit button. 11: Choose 40x40m texture size. 12: Apply and close the Project parameters window. Import the terrain data 1: Go to Open -> Import Terrain from Picture. 2: Browse to P:\YOUR MAP NAME\Source\terrain\terrain.pbl. Mine is P:\hellskitchen\Source\terrain\terrain.pbl Be sure you set the view to elevation color style (hit the 5th button from the left) to see the contours. Save after each step Goto Poject -> SaveAs and save your map as YOUR MAP NAME.pew. Try to keep all names the same for 1 map I.e hellskitchen is my map folder also my hellskitchen.pew is my save name Add .pew to your filename. Otherwise Visitor 3 will not recognize the file in the future. Import Satellite & Mask 1: Go to Tools -> Import Satellite + Mask.. and browse to P:\YOUR MAP NAME\Source \layer.cfg. 2: Select binerise mode for saving the rvmats in the next window. 3: Visitor asks now for the SAT file, so browse to P:\YOUR MAP NAME\Source\sat_lco.png. 4: Same with the Mask - point it to P:\YOUR MAP NAME\Source\mask_lco.png. 5: The import process begins right after you hit OK. 6: That may take some minutes and Visitor might not respond until process has finally completed. 7: Point the mouse somewhere in the middle of the map and hit the center mousebutton (wheel). 8: A white square appears right at this position (point of view). 7: Start Buldozer via Project -> Connect to Buldozer (or hit the ! icon in the top bar). 8: Buldozer will now automatically convert the textures from png to paa (shown in the command line window). 9: After the conversion process has finished you should be able to see the landscape in buldozer. If your map is all pointy and unuseable close bulldozer open terrain menu make a box over the whole map and press on erosion button reopen bulldozer and check to see it erode down to some thing useable some times it takes 3 goes for it to be right on this map i only done the erosion 1 time 10: The textures will appear so more you zoom onto the surface. 11: Switch back to Visitor by hit Alt+Tab (don't close buldozer). 12: Go to Project -> Export World. 13: Save your world as P:\YOUR MAP NAME\YOUR MAP NAME.wrp. mine is P:\hellskitchen\hellskitchen.wrp Now we need to alter our main config use mine just copy and paste to note pad and alter to YOUR NAMED MAP folder asso you can take out sangin in the descript part call it your world name same for author and email { class YOUR MAP NAME { units[] = {}; weapons[] = {}; requiredVersion = 1.03; requiredAddons[] = {"Utes"}; version = "2009-9-1"; fileName = "YOUR MAP NAME.pbo"; author = "SmokeDog[3PARA-GU]"; mail = "[email protected]"; }; }; class CfgWorlds { class CAWorld; class Utes: CAWorld { class Grid; class DefaultClutter; }; class hellskitchen: Utes { description = "Sangin Afghanistan 5x5 km"; worldName= "\YOUR MAP NAME\YOUR MAP NAME.wrp"; pictureShot = ""; centerPosition[] = {2720,2462,500}; seagullPos[] = {2720,2462,500}; longitude = 30; // positive is east, in degrees? latitude = -45; // positive is south, in degrees? class Clutter { #include "cfgClutter.hpp" }; class Names { #include "YOUR MAP NAME.hpp" }; }; }; class CfgWorldList { class YOUR MAP NAME{}; }; class CfgMissions { class Cutscenes { class hellskitchenIntro { directory = "YOUR MAP NAME\data\scenes\Intro.YOUR MAP NAME"; }; }; }; //SURFACES #include "cfgSurfaces.hpp" Now its time for clutter.hpp Use mine just alter yours as needed the clutter is arma2 clutter so you will have to look in your ca\plants_e folder for the oa Clutter models change to the new p3ds of your choice and enter them in where the plants 2 bits are below also use the ofpec tag you have not the map name folder here in naming class YOUR ofpec tag NAME_AutumnFlowers: DefaultClutter { model=ca\plants2\clutter\c_autumn_flowers.p3d; affectedByWind = 0.4; swLighting = true; scaleMin = 0.7; scaleMax = 1.0; }; classYOUR ofpec tag NAME _GrassCrooked: DefaultClutter { model=ca\plants2\clutter\c_GrassCrooked.p3d; affectedByWind = 0.3; swLighting = true; scaleMin = 0.7; scaleMax = 1.4; }; class YOUR ofpec tag NAME_GrassCrookedGreen: DefaultClutter { model=ca\plants2\clutter\c_GrassCrookedGreen.p3d; affectedByWind = 0.3; swLighting = true; scaleMin = 0.9; scaleMax = 1.3; }; class YOUR ofpec tag NAME_WeedDead: DefaultClutter { model=ca\plants2\clutter\c_WeedDead.p3d; affectedByWind = 0.3; swLighting = true; scaleMin = 0.75; scaleMax = 1.1; }; last of all we need our surface.hpp use mine just alter to your map name class CfgSurfaces { class Default {}; class YOUR ofpec tag NAMEgrassSurface : Default { files = "YOUR ofpec tag NAME_pole_"; rough = 0.1; dust = 0.1; soundEnviron = "grass"; character = "smoke_grassClutter"; }; }; class CfgSurfaceCharacters { class YOUR ofpec tag NAME_grassClutter { probability[]={0.79,0.1,0.1,0.01}; names[]={_YOUR ofpec tag NAMEGrassCrookedGreen,YOUR ofpec tag NAME_GrassCrooked,YOUR ofpec tag NAME_AutumnFlowers,YOUR ofpec tag NAME_WeedDead}; }; }; Now we have a working config.cpp a working cfg clutter.hpp and a working surface.hpp Lets do another folder check P:\YOUR MAP NAME\config.cpp cfgClutter.hpp cfgSurfaces.hpp $pboprefix$ YOUR MAP NAME notepad file and YOUR MAP NAME.wrp inside \data\ all sky textures and renamed rvmat and texture files inside \Source\ layers.cfg Sat_lco image Mask_Lco image map legend inside \Source\ terrain\terrain.pbl terrain.png image terrain.bmp image if there all right then lets binerize Next step is binarizing your world 1: Start BinPbo O:\BIS TOOLS 2\BinPBO Personal Edition\BinPBO.exe. 2: Choose the P:\YOUR MAP NAME in the addon/source directory field. 3: Now go to your ArmA2 Main folder and create a new folder called @YOUR MAP NAME. Open this one and create another one which is called Addons (F:\Games\ArmA 2\@YOUR MAP NAME\Addons). 4: Back in BinPbo we set F:\Games\ArmA 2\YOUR MAP NAME\Addons as destination directory. 5: Open the BinPbo options and remove *.wrp out of the list of files to copy directly 6: In the path of temporary folder we set P:\BIN_TEMP 7: Now remove the hook from use source path and enter p:\YOUR MAP NAME 8: We are ready to binarize our Island. Close the options tab and click on Pack. That may take a while, wait until Ready appears at the bottom of BinPBO. 9: After BinPbo has finished you should see in your F:\Games\ArmA 2\@YOUR MAP NAME\Addons\ folder the tut_samplemap.pbo and the logfile. 10: Add the @YOUR MAP NAME Mod folder to your ArmA2.exe shortcut ("F:\Games\ArmA 2\arma2.exe" -mod=@YOUR MAP NAME -window -nosplash) or use one of the meanwhile available ArmA2OA launchers. Check out your map Ingame :-) Then just add buildings roads and vegataion and your there check out the roadpainter tool and world tools for an easier way to populate your map use mask's like we have made for population. If you need to redo heights that's were L3DT or wilbur come in Export terrain to them then alter what you need then pop them back in visitor reload textures and see the difference. This is for larger earth movement as visitor is only good for smoothing roads and small riversnot altering mountains . going this way will get your map in game and work with OA Baf and Pmc Content just need to sort ladders and doors will add to this when ive cracked thanks all hope it helps you out Thanks to Sgt Ace guide half helped me and also pasted a bit of his tut to save time hope he dont mind and also allies guide so simple to do. Thanks to the guy that made this link couldn't find a name but check out his site for a more detailed way to alter and change stuff after we have made a map http://sites.google.com/site/islandconfigs/home 1 more thank you to Bushlurker who helped me get my map working it took 4 weeks to work out the set up and config and bin process as arma2p copys things you don't need that mess binpbo up as you can read in my posts Also wanted to add more pics but limit was 5 images so sorry all wanted to have as easy guide as i could PM me if any thing is missing or wrong but it worked this way for me -
ARMA2OA Map step by step Guide using Arma2p tool
smokedog3para replied to smokedog3para's topic in ARMA 2 & OA : TERRAIN - (Visitor)
hi mate there is an export option in google earth pro select the highest pixels 4096x4096 and export then open in what ever image editing prog you use -
Proxy objects in Visitor 3 not showing up
smokedog3para replied to Zachary's topic in ARMA 2 & OA : TERRAIN - (Visitor)
in the config maybe add the proxy model to the config to make both your model and proxy model to show in game think i read that's how its done -
Why can i walk through my walls
smokedog3para replied to quincy's topic in ARMA 2 & OA : MODELLING - (O2)
There's enough guides out there that give you specific instructions on how to do a geometry lod or just do a search as I am sure there is plenty of posts to read on the forums that ask similar questions, or even take a look at the arma sample models bis gave out to look over a building model to see how it's done. -
Flattening Ground, T-intersections, and gaps in roads.
smokedog3para replied to defrager's topic in ARMA 2 & OA : TERRAIN - (Visitor)
still working on it lol -
Flattening Ground, T-intersections, and gaps in roads.
smokedog3para replied to defrager's topic in ARMA 2 & OA : TERRAIN - (Visitor)
If it is just 1 compound use visitor tools wont take you long saves messin with l3dt i done all height adjustment in visitor for sangin can be time consuming and soul destroying this way. -
A Noob's experience of creating a new terrain with a bit of advice
smokedog3para replied to daringd's topic in ARMA 2 & OA : TERRAIN - (Visitor)
If your building a terrain for day z why not wait till it is released that way you get all the new building content for dayz and the new engine, as the buildings are being overhauled for better detail. That's what I would do as when you want to play on the new dayz when its released will your island work is the question as you will be using buildings from A2 and they may not be the same in dayz as in class names so might not work out how you think it will if this is just for arma2 dayz then forget what i said above but arma2 dayz will be left by many when the new shiny game is out. -
looking for a custom building I can use to understand how to build one myself.
smokedog3para replied to daringd's topic in ARMA 2 & OA : MODELLING - (O2)
arma sample models for buildings is what you want