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jacknorrisuk

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Posts posted by jacknorrisuk


  1. I've added a few new screenshots to the Imgur album to give you a taste of my object placement progress!

    (Looks like Imgur has now decided to add new images at the bottom instead of the top, so you'll just have to scroll down until I can be bothered to rearrange them...)

     

    I'm excited that things are progressing well and hoping to finally release that Alpha sometime over the next couple of months... :D

     

    BKx1hbh.jpg

     

    a9drlMW.jpg

     

    • Like 11
    • Thanks 1

  2. Looking awesome! Sure is ambitious to make a whole real world city, particularly in this region - I'm working on a terrain based on a section of Essex and that's hard enough...

    I see you've chosen some of the same 'sort of British' 3D models as I have, let me know if you want to trade ideas. I've made some pretty good terrace housing rows and pelican crossings...

    • Like 2

  3. 12 hours ago, jeg0r said:

    Ha, a Bristolian terrain maker, that's rare;) The terrain looks nice, best of luck to you Sir!

    Come over to King St. anytime and I will buy you a pint;) 

    Best

    Well, I'm actually from Essex, which is where this terrain is modelled on, but have lived in Bristol for 10 years :)

    I would attempt to make a West Country themed map, but I just don't think Arma's existing object library would hold up well enough...

    Presumably by King St you are referring to Kong's? :D 

    • Thanks 1

  4. 21 hours ago, Breaker12312 said:

    Is there a way to test the map or have a look at it?

    Hey, not just yet I'm afraid! Still working towards some kind of Alpha test release.

    Will post some new images soon. Rest assured I am still chipping away at this almost daily (what better way to spend your lunch hour than placing trees?) - Approaching 100k objects placed, most roads down, and some nice new features like a couple of busy high streets and supermarkets.

    • Like 3

  5. Have to revive this little thread - I had the same issue yesterday and glad to find others have had it and it wasn't just me!

    I guess I had a corrupt save from the moment the supplies were dropped, as I restarted to that point many times and the mission still got jammed after I fought off the guerrillas. 

     

    It's a shame things like this happen. It seems like the guerrilla attack is a particularly buggy situation for some reason (sometimes they don't turn up, other times they are really slow, one time they all just ran away!) But I'll try a different drop point as you suggest...


  6. On 2018/06/11 at 2:00 PM, B. McFly said:

    Was worried how quiet this thread had gone as I am very interested but Oooh baby, its looking very saucy. 

     

    Sauuuccyy is exactly what I thought about how well these Arma runway lines work as double yellows, m8

     

    gY0YBXE.jpg 

     

    Generally only the UK, former UK colonies and Ireland use double yellow lines at the sides of roads to indicate no waiting at any time, so they feel quite essentially British to me.

     

    This is part of an urban area I'm building at the moment which is a fairly new bus terminal, taxi rank and short-stay car park for visitors to Woe-on-Sea...

     

    • Like 5

  7. Don't worry, I'm still chipping away at this...had a bit of a roadblock in development recently, a tiny bug that took me literally days of dev time to identify, and about 2 seconds to fix, sigh.

     

    Anyway, I've added some new screenshots to the Imgur album, more coming soon. First up is something that feels quite different:

     

    SzNKgWO.jpg

     

    This is the Pirate's Cove swimming pool, part of the pleasure pier adventure park at Woe-on-Sea, a traditional seaside town now in the middle of the Woexit crisis...

    (Safe to say AI units don't enjoy navigating the theme park very much)

     

    Aside from that, I've been populating various farms around the map, and ground detail textures are starting to look good too:

     

    hoAA8ng.jpg

     

     

    Next up, I'll show you my progress on some very British junctions and crossings!

     

    • Like 14

  8. 1 hour ago, Cosmo_D41 said:

    Maybe you have to recreate your template libraries in TB. They are propably pointing to the old (wrong) locations of the cup objects.
    By that time, perhaps try those: https://pmc.editing.wiki/doku.php?id=arma3:terrain:terrain-builder-templatelibs

    As they are pretty well sorted and include A3 and CUP objects.

     

    And yes, Discord #terrain_makers will get you help faster then here.

     

    Thanks man, I didn't know there was a good ready-to-go template library for TB. I have rebuilt it myself a few times in my troubleshooting, but it's always a pain in the ass so good to know.

     

    Will be trying my latest to-do list when I'm back on my PC tomorrow, so will update then...


  9. 4 minutes ago, RoF said:

    X-cam and Eden export is crap. Everyone should be using E2TB now, there is no reason not to https://steamcommunity.com/sharedfiles/filedetails/?id=1174073713

    Yes, I did figure that...but unfortunately I don't have the luxury of jumping ship on a tool I have already invested many hours of work into. I would rather figure out how the problem can be fixed, seeing as it worked fine before?


  10. So, looks like I'm gonna be the guy to revive this thread, because it's just about the only one I can find that addresses this problem...only the previous solutions above didn't work for me!

     

    I have tried exporting from Xcam/importing to TB with both relative/absolute, but my objects are still floating up in the air. Previously I haven't had any problems at all, even with the exact same Xcam export file, always setting to 'relative.'

     

    What I find particularly weird is how this buggy floating height seems to be exponential. For example, small bushes near sea level are now just about exposing their roots, whilst a building that's supposed to be on a slope is up at aeroplane altitude!

     

    Any ideas?...  


  11. Hi guys,

     

    I've been having this problem at least since January but wanted to eliminate all possible remedies before wasting anyone's time on the forums - safe to say I am now at a complete loss as to why this is happening and need your help!

     

    In short - I cannot build my terrain into a PBO if there are CUP objects placed on it. Here's what happens:

     - Prep terrain, WRP, shapes, layers etc. in the usual way, by the book.

     - Run pboProject (now on v2.37)

     - pboProject scan and copy/crunch proceeds as normal, but then crashes without fail about 30 seconds after <Bis Binarise...> with an 'Arma 3 has crashed' dialogue box, followed by a 'Packing failed' dialogue box

     - Output/binlog reveals nothing, except that Binarise crashed

     

    Here's everything I've tried/eliminated:

     - Full re-extraction of all A3 and latest CUP PBOs fresh from Steam workshop to my P drive

     - Checked extracted PBOs appear to be in correct directories

     - The same thing happens if I use Addon Builder instead of pboProject. It says 'Build failed. Result code=-1073741819'

     - Everything DOES work fine if I use ONLY vanilla+Tanoa objects on my terrain (ie. no CUP.), so that does at least narrow down the cause. Although I haven't tried eliminating certain objects within CUP as I wouldn't know where to start with that.

     - UPDATE - Also works fine if I just remove 'ca' objects, but keep 'cup' and other folder objects on the terrain 

     

    Are there some CUP objects which are known to cause problems since the January update? Any way I can at least identify any particular objects that are causing this problem? Would appreciate any ideas...

    Thanks!

     


  12. (100% fictional/Fake News/For entertainment purposes only)

    5AmE0qS.jpg

     

    Extract from AAN World News

     

    Is far-right isolationism in Woe Betide leading towards 'Woexit'?  

    19th June 2021

     

    The Woe Betide region voted for Brexit more than any other region in the UK; with a mere 14% voting to remain in Europe.

    Euroscepticism is rife within the predominantly white, working-class population of the Woe region - who are defensive of their strong, local identity. Woe Island, in particular, had become a political hotbed for hard-right isolationism; seemingly spurred by the geographical isolation of the island. In the years following the Brexit vote, the island gained a new status as a super-Brexit mini-state, with the local elected council dominated by hard Brexiteers and local businesses voluntarily boycotting European imports. 

     

    But the latest development in this political situation has come as a surprise to outsiders: Hard-liners on Woe Island have started discussions about a possible 'Woexit'.

    Activists have made no attempt to hide their disgust at the negotiation stance of their government; viewing the latest round of trade agreements as a slap-in-the-face to those who were seeking their so-called independence day. Eager to stay true to their dream of self-sufficient independence, they are now moving to reject the position of the mainland and 'pursue their own destiny.'

     

    This is evidenced by the first major unexpected move by local politicians - Last Thursday, the publicly-owned Woe Island golf course and sports grounds were unexpectedly requisitioned by Council bailiffs, accompanied by a statement declaring that the park was 'unfit for use' and would be converted back to agricultural land. The Thymes Estuary Parks and Leisure Department expressed serious concern after the incident, but their comments were swiftly redacted.

     

    A spokeswoman for Thymes Estuary Police said "We want to reassure all residents and visitors around the Woe area that we are acutely aware of current political tensions, and working hard to ensure that everyday activities are not disrupted in any way."

    An AAN journalist asked the spokeswoman to clarify why police checkpoints had been established on the two access routes onto Woe Island in recent weeks, but she declined to comment.

     

     

     

    • Like 10

  13. Haha, this is amazing! 

    Not gonna lie, one of the first things I did when Eden came out was to try and make an Armaverse interpretation of Minecraft. I hand-placed loads of rock formations to create caves, and laid some tracks, added the A2 minecart, zombies and some explosives...I think your cave system will bring it to the next level!

     

    Related...do you think it would be possible to 'fill in' half of the walkable spaces in your cave with a 'diggable' material, so the player can feel like they are mining their own way through the tunnels? :eyeheart:

     

    With AI pathfinding, I wonder if it would be possible to override the overcomplicated default navigation with a super simple 'walk straight towards player' sort of thing? They would hit walls half the time but at least they won't be standing still like AI units normally do indoors. 


  14. On 22/12/2017 at 2:55 PM, aussie battler said:

    @jacknorrisuk can you post the full rpt error in spoilers. Looks like other people are having problems with Arma3 plants since the update. Can you change the plants to a different type to fix it?

     

    I confirm that the complete list is:

    b_ficusc1s_f.p3d

    b_ficusc2d_f.p3d

    b_ficusc2s_f.p3d

    b_neriumo2d_f.p3d

    b_neriumo2s_f.p3d

    b_neriumo2s_white_f.p3d

    b_thistle_thorn_green.p3d

    Obtained through recursive usage of dep3d on a fresh install of P:\A3 using Arma 3 Tools' Extract Game Data from Project Drive Management.

    I found that here: https://feedback.bistudio.com/T127302

     

    Okay, I'm giving this another go now, with the latest versions of Mikero's tools today, and am now getting a different error - could this still be related to the plants issue?

    During pboProject crunch, I get a Windows error box 'Arma 3 has stopped working' about 10 seconds after the console window reaches <Bis Binarise...> .

     

    Here's the final chunk of data from the packing log:

    Spoiler

    "<Bis Binarise...>" 
    ""D:\Program Files\Steam\steamapps\common\Arma 3 Tools\Binarize\Binarize.exe" -targetBonesInterval=56 -textures=p:\temp -binPath=P:\ jnuk\jnuk_terraintest1 p:\temp\jnuk\jnuk_terraintest1" 
    "binarise crashed" 
    "jnuk_terraintest1.pbo not produced due to error(s)" 

     

     Any ideas would be greatly appreciated! 

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