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Everything posted by jacknorrisuk
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The best way of tidying up satellite image after object placement?
jacknorrisuk posted a topic in ARMA 3 - TERRAIN - (BUILDER)
So, object placement on my terrain is coming along (slowly but) nicely, having painfully aligned many objects with elements visible on the satellite image. It's almost time for me to start thinking about ironing out the remaining inaccuracies from the satellite image that I simply can't sufficiently smother with the right objects - all sorts of weird colours and shapes, things out of scale etc... So, the mask tool in Photoshop is obviously a good place to start for removing things in the satellite that aren't there - but what about the other way round? Ie, re-photographing my terrain with placed objects from above, so that my sat image reflects the object placement, and road textures too - as closely as possible. Is there an official way of doing this? Or do I need to hack it with some screenshot aerial photography in Eden? :p- 2 replies
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- terrain builder
- satellite
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(and 1 more)
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Yikes - yes, I also had many problems caused by Run as Admin...but for that, I'm going to blame Microsoft! I have one more question for you regarding your terrain build...did you make your own ground textures, or somehow use the Tanoa textures? I've managed to make the objects work with Mikero's dummies, but I'd like to get my hands on those ground textures too...
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Hmm, I haven't tried that - and yet, I don't think I've had any problems with manual mounting, same as you...
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Ground textures generation: 6 Materials per cell being forced to 4?
jacknorrisuk posted a topic in ARMA 3 - TERRAIN - (BUILDER)
Hey guys, I've been working on my terrain for a few months now, and I haven't had this problem before...not sure if it's caused by a recent update to the tools or something, but when I select the 6 materials per cell (Arma 2) ground texture generation mode in Terrain builder, it approximates my colour palette into just 4 colours, and the result is of course a complete mess! I would understand of course if I had been doing something wrong from the beginning, but it has been absolutely fine with 6 textures previously, then yesterday I made a small change to a texture and regenerated for the first time in a few weeks, and now I can't seem to get 6 textures working again...any ideas? Will post screenshots tomorrow if that helps. Thanks in advance! -
Ground textures generation: 6 Materials per cell being forced to 4?
jacknorrisuk replied to jacknorrisuk's topic in ARMA 3 - TERRAIN - (BUILDER)
According to Bushlurker on this topic: https://forums.bistudio.com/forums/topic/176617-is-this-really-what-our-mask-should-look-like/ "Black, Red, Green, Blue - plus TWO Alpha Channel "intensities" = 6 colours maximum (32bit image)" Which would explain the weird 'half blue' colour and white that I can see on my generated thumbnails. -
Ground textures generation: 6 Materials per cell being forced to 4?
jacknorrisuk replied to jacknorrisuk's topic in ARMA 3 - TERRAIN - (BUILDER)
Thanks guys - I think I might have had the wrong idea about the problem - I didn't realise that 2 of the layer values are actually represented as alpha channels rather than additional colours - will see if I can figure out what's up! Cheers -
Ahh, gotcha! didn't realise Mikero's dummy Tanoa objects pack also had that config for X-cam, thanks a lot :)
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Hey buddy - The island's looking awesome, gonna try it out at the weekend! I'm also waging a war at the moment with Terrain Builder and X-cam, and have a question you might be able to help with...I just can't seem to find any way of getting Tanoa vegetation into my X-cam library...? I've got all the Tanoa structures and objects in there fine, but no vegetation except vanilla Arma 3 (loaded as XCam_A3_Trees), and CUP trees. Any ideas?
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Just in case anyone else had the same problem I did with xcopy, turns out it was the Windows environment variable path under System Properties/Advanced/Environment Variables. I just had to add C:\Windows\System32 to the list, and then everything worked fine after that.
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Advanced Train Simulator (ATS)
jacknorrisuk replied to duda123's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Haha, true...I suppose it does raise the question then of how Tanoans do control their railway properly? I have noticed too that the default positions of terrain-placed trains and carriages on the railway network seems rather odd, with a very large number of locomotives scattered very randomly. I can imagine there have been some serious scheduling mishaps and near-misses on this network... Perhaps being able to control the points on the map, and see train positions on the map - Signalman-style - would be something awesome to aim for! -
Advanced Train Simulator (ATS)
jacknorrisuk replied to duda123's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Brilliant addon! I've had my eye on your videos for a few weeks, and it's every bit as awesome as I was hoping it would be. Seems to me you should be taking Paypal donations for your excellent work :) The feature requests listed on the Github are all great ideas that will push this into DLC-quality! My only suggestion would be a more advanced mode in which track points can/must be switched manually at the trackside. This could create some fun missions of maliciously re-routing scheduled trains... :D -
I think you're right...don't wanna clog up the thread with my Windows woes...cheers guys!
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I've tried wrangling this for another 3 hours and still can't seem to get anywhere! Just for the process of elimination - My Steam is running non-admin, my Arma 3 Tools is running non-admin (although I still get a UAC 'Do you want to allow this app to make changes to your device?' when I mount the P: Drive), and I'm running pboProject non-admin too. I've checked permissions for all folder locations to make sure they are all writable by all users. Since doing all this, the packing log simply says: ...So, doesn't get very far... Do you still think this is UAC? Should I disable it completely?
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Which folder? Mikero install location, or mod location? Probably had both open in WE...is that not a good idea? @mikero Should I always ensure I don't run your programs as Admin? It doesn't look like the path is wrong, after all, in my last attempt the packing log detailed everything correctly even though no file was created. So, is starting to sound like a permissions issue.
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@.kju Interesting, so it is...typical! Thanks for point that out. Could this be something to do with permissions, or different hard drives (ie. install location of Mikero Tools vs. Mod location)? Or just my Windows...
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Okay, I think my Mikero files are installed correctly this time - but I am still getting an error, although a different one now. Now it's 'xcopy' which isn't recognized? Although the packing log doesn't report an error. Any ideas? Thanks again...
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Hmm, okay - well, I didn't get any errors when I installed any of the tools. I just reinstalled them and the installers finish quite happily. Although, when you say the dll - there are only two dll's in the folder - deOgg64.dll and DePbo64.dll. Do I have files missing? @richie I've tried running MikeroUpdate, but it won't accept my email and password for some reason... Thanks for your help! Edit: My bad, I downloaded the wrong Updater version...d'oh! Should have some more luck now. Will report back shortly. :)
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Hi Mikero, First of all, thanks for the tools - I subscribed because I plan on taking my terrain creation seriously :) Nevertheless I am a complete beginner at this, which is why I'm following the PMC Ultimate Terrain Tutorial. However, I have encountered an error at the pboProject stage which I can't seem to get around: And then in the log: 17:48:05: Extensions: "</texheaders>" 'rapify' is not recognized as an internal or external command, operable program or batch file. The only difference between my project and the PMC Tutorial is I am using real world map data which I have prepared - could this be caused by heightmap issues or something? There are some different naming conventions too, but I've checked everything over a good few times to the best of my knowledge... If I just had some steer on what this error meant, I'm sure its source isn't too complicated...but however much I have searched, I can't find any mention of this anywhere. Version of pboProject is 1.94. Any ideas you might have would be very much appreciated :) Thanks!
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Unfortunately I have to chime in and say I'm having this same problem too - on waypoints, only have 'set waypoint activation' option, no 'synchronise to'.
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Zombies & Demons 5.0
jacknorrisuk replied to ryandombrowsky's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I've been having some real PhysX fun putting loads of empty vehicles around my populated areas and having the zombies throw them all over the place... What are the chances you can make them do the same thing with other placed objects? Would be lovely to have fire extinguishers, portaloos, traffic cones and power generators flying all over the place, knocking people down and breaking fences! -
Zombies & Demons 5.0
jacknorrisuk replied to ryandombrowsky's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Progress on this mod is fantastic, keep up the good work. Just wanted to pipe in with an interesting photo gallery on The Guardian today - creepy scarecrows... http://www.theguardian.com/artanddesign/gallery/2016/mar/29/colin-garratt-scarecrow-photography-geddes-gallery?CMP=fb_gu Thought it could make a pretty sweet (and frightening) addition to the zombie lineup, to have a scarecrow that stays perfectly stationary until you get close to it, or perhaps it only moves when you're not looking at it, etc... :D -
Zombies & Demons 5.0
jacknorrisuk replied to ryandombrowsky's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey guys, This addon is coming along really nicely, the true successor to Charon's zombie mod of the Arma 2 days. The main question I have at the moment is if it's possible to make humans turn into zombies after just being 'bitten', instead of actually being killed and resurrecting? Ideally with an adjustable timer as well, or timer dependant on how many times the person was bitten. This could really enable some great situations of infected soldiers returning to base before turning, etc... With Charon's mod in Arma 2, I created some really interesting situations with this mechanic, including a police patrol which carried the infection from one town to another. The first time I saw the police, one of them was bitten before they got back in the car...the next time, I simply stumbled upon the damaged police car, surrounded by blood, in a freshly-infected town... -
Terminator Rising (WIP)
jacknorrisuk replied to liukang168's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
The models are looking great! Very much looking forward to this. I do hope that AI is taken into account too, in order to achieve a proper Terminator experience. All the machines ought to function pretty much how the zombies do in DayZ I guess, (patrol, then seek and destroy) but perhaps with more wandering, and cross-group communication, like a more advanced GUARD function... -
I backed the Kickstarter project, and will have the full 17-sensor motion suit heading my way in the summer :) When it arrives and I've had a chance to get to grips with the software, I'll post on here to see if anyone wants to try and integrate some groovy mocap animations into their Arma3 missions...
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So, I thought I better mention that this product has been re-launched on Kickstarter, and this time it's exceeded it's funding goal - https://www.kickstarter.com/projects/yeitechnology/priovr-suit-up-game-on I've looked into the quality of the motion tracking, and for the price this really is better than anything else on the market. It even comes bundled with motion tracking software, so indeed it would be great for recording animation that could in theory be used in Arma 3? - Can anyone confirm that this would work? (I might order it if it's true. Free recordings for everyone! :)) In regards to space, it would of course be a problem in any game situation where you have to navigate a large space if the suit takes your physical movement 1:1 into the game - you'd need a massive warehouse just to explore an Altis village! However, I believe there are many ways you can get around this with clever mission design. For instance, find a reason to ensure that the player has to stay in a limited area - a sniper mission in a building could be amazing. I think this has far more milage than those weird treadmill systems currently coming out - sure, you can explore wider areas, but there certainly isn't any 1:1 motion tracking, so it will just look plain weird and wrong if you happened to look down at your legs (which, in VR, you will). What are the chances that it's possible to get the full body motion tracking working in real-time in Arma 3, like in their promotional Unity game? They have also said they are developing an SDK for CryEngine. It would be incredible in the Arma 3 engine...