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hiddenzone

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About hiddenzone

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  1. @RoFThank you. What is the recommended cell size, and how should I obtain such rasters? Many of the geographers I've consulted argue that it's meaningless to re-sample a lo-res raster to a hi-res one. It was jakerod's "The Atlas: Guide to ArmA 3 Terrain Making". Well, a bit outdated now. I suspended working on that terrain in 2015 when Terrain Builder crashed every time I tried to export layers. Thank you for your info. I didn't notice that. I'd try divide the terrain to four 4096x4096 raster and have a look.
  2. L3DT standard cannot open any terrain bigger than 2048x2048, you know. Can you have a look at it? I have PM'd you the raw terrain and the pbo packed by addon builder.
  3. Thank you very much for the comment. I could have cut a smaller piece with Global Mapper. However, I wonder if the game Arma 3 is smart enough to take my addon (packed with unbinarized wrp) off the map list for the reason that it is too large. Arma 3 won't try preload wrp, will it? I have no idea how to generate convincing noise to make smaller cells from 1 arc second raster(the best definition to obtain outside the United State I guess). If I scale it down 10 times it will be too dainty, with mini hills and valleies. Can you give me some advice? BTW, since Buldozer can load wrp that is not binarized(though I find it not ascii either), is it possible to disable pboProject from binarizing WRP and let it copy WRP directly into pbo?
  4. 30 meter grid resampled from ASTERGDEM V2. 8192x8192 raster. aka 245,760 meter. A bit too large, i guess. No, buldozer has been loading forever. The most recent terrain builder works fine (it depends on which specific machine it runs on though).
  5. Thank you. It works amazingly now. When it tried to binarize wrp, it freezed with a full-speed-running cpu core. The same problem goes when I use addonbuilder which calls binarize.exe, too. Some source says that the terrain may be too rough. Mine is a large terrain imported from DEM. I don't know if I can figure out where the problem is.
  6. @RoF No, pboProject doesn't work. I have installed all the tools in the folder, and pboProject threw an error. Console: Tools installed:
  7. Thank you for the reply! I will try pboProject later today. Class UTM was generated by Terrain Builder > Map Frame > MCE. No idea of its usage. I merged this config with PMC's config template.
  8. Thank you for the reply! I will try pboProject later today. Class UTM was generated by Terrain Builder > Map Frame > MCE. No idea of its usage. I merged this config with PMC's config template.
  9. I have built a terrain, packed by AddonBuilder, which Arma 3 loads without error, but do not display in the map list. I wonder if I made some mistake with the config. I'd appreciate for your help! $PBOPREFIX$ Config.cpp BIS_AddonInfo.hpp cfgClutter.hpp cfgSurfaces.hpp sino_ChengtaiRailway.hpp File List:
  10. The default elevation angle (vertical) of a deployed rifle with official bi-pod would be about -10 ~ 10 degrees when prone, or -20 ~ 20 degrees otherwise. How to config that in 3rd-party mods? I'm pretty sure that, unlike turning horizontally, elevating is not restricted by collision detection, since a soldier lying on the edge of a building with his upper body suspended in the air still cannot aim more than 10 degrees up or down against the platform he is lying on. BTW, the deployed bi-pod is much closer to the ground when prone, than to the objects deployed on when kneeling or standing. Is that configurable?
  11. The default elevation angle (vertical) of a deployed rifle with official bi-pod would be about -10 ~ 10 degrees when prone, or -20 ~ 20 degrees otherwise. How to config that in 3rd-party mods? I'm pretty sure that, unlike turning horizontally, elevating is not restricted by collision detection, since a soldier lying on the edge of a building with his upper body suspended in the air still cannot aim more than 10 degrees up or down against the platform he is lying on. BTW, the deployed bi-pod is much closer to the ground when prone, than to the objects deployed on when kneeling or standing. Is that configurable?
  12. Very glad to see you guys porting HIP to ArmA 3, and thank you for the enjoyment HIP for ArmA 2 had brought me. IJA had upgraded their armament and throughout the conflict with China. Weapons and uniforms in Manchurian Incident were much different than in the Pacific War. For instance, Type 38 rifles were produced no less than Type 99's, but none in ArmA unfortunately. Currently we, a mod team, are working on far-east battlefield of WWII, esp. China. Infantries, weapons and terrains are built slowly but steadily. I wonder if we can have a talk on a shared framework of config, scripts, models, etc., and how I can contact you. Greetings, Hiddenzone.
  13. hiddenzone

    Terrain Processor

    Is it possible to generate plant objects with surface mask rather than .shp file? What about GeoTIFF height map? Quite hope there being a tool to make series of maps automatically.
  14. hiddenzone

    Terrain Processor

    Great Job! Hope to see a command line tool to enable people make multiple maps with single batch file, from raw height-map/masks to packed .pbo directly.
  15. I am quite overjoyed that tom_48_97 provides a mirror with his Community Tools Updater. http://forums.bistudio.com/showthread.php?181766-Community-Tools-Updater Direct download: http://tom4897.info/app/tools/community/ However' date=' it is still quite regretful that dev-heaven is not backed-up on multiple hosts. ---------- Post added at 01:05 ---------- Previous post was at 23:49 ---------- It seems that it has come back to life now. Cheers! ---------- Post added at 01:06 ---------- Previous post was at 01:05 ---------- Finally It revived. Thank you all! ---------- Post added at 01:07 ---------- Previous post was at 01:06 ---------- Finally It revived. Thank you all!
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