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Everything posted by dragonsyr
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i think because it is for the public and not for developers.... :) btw.... why you need hires sat for editing?? crunch the hires for a test to see it ingame , and when your island is ready finish it with hires...... with hires You will have problems even with crunch times.... with low res i have my island ready in 148 secs average time. When i test my island with the hires the time of the crunch is too longgggggggggggggg. not worth it ......
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i suggest to use a low satmap until you finish your island and when you rfinish your project , crunch the final hires satmap. I had the same problem with my island and now i use low satmap (quick load for buldozer)
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check those tutorials
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try this config http://pastebin.com/iCT6XS5G i have change some entrys for your island , but you need to check it again....
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can you post your config.cpp ?
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make your terrain size 20480.000 and try it
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Terrainbuilder keypoints problem
dragonsyr replied to phoenixy's topic in ARMA 3 - TERRAIN - (BUILDER)
mine too.... i have a workaround for this. make a new object layer. place an object in the places you want your names. export objects to file. then, delete the new object layer. open the txt file and you will see your objects with format like this "wall_stone";207528.359375;10881.641601;160.909866;0.000000;0.039565;1.000000;-0.000286; make a new file with name CNames.hpp. in the root of your island copy this into class my_place1 //don't use spaces for your names on class lines { name="My place"; position[]={0000,00000}; type="NameLocal"; radiusA=100; radiusB=100; }; class my_city { name="my city"; position[]={0000,00000}; type="NameCity"; radiusA=150; radiusB=150; then change the names and copy the position of your objects in there as example , from the object above , use only the first two numbers (without dot) 207528 and 10881 like position[]={207528,10881}; finish your places and use the CNames.hpp as required (this is another part in your config.cpp) i hope that help you.... it is not a big deal...... edit if you dont want to add and export anything , you can use the cursor information in TB to find the coordinates of the places you want. Also , you can use the following types for your names in Arma 3 NameCity NameCityCapital NameMarine NameVillage NameLocal (Will return names like Airport) Hill Mount Airport (On Tanoa only. Tanoan airports have their own location type. On Altis and Stratis, airports are NameLocal) -
How to get a mods building in terrain editor
dragonsyr replied to scottdog62's topic in ARMA 3 - TERRAIN - (BUILDER)
i think that the folder you need for the cup mod , must be CA and no CUP. Can someone confirm that? -
How to get a mods building in terrain editor
dragonsyr replied to scottdog62's topic in ARMA 3 - TERRAIN - (BUILDER)
extract the pbo (unpbo) in your P drive -
Terrain coming out as jagged spikes
dragonsyr replied to scottdog62's topic in ARMA 3 - TERRAIN - (BUILDER)
try open it with L3DT , smooth it there and then import to TB. -
in this link you can check if your cpp is the same for the lighting class entry's or you can use it after change some entry's for your island this cpp is working fine http://pastebin.com/n2veCqV4
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CTRL+O on the ISLAND SELECTION SCREEN Working
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How can i start the 2d editor? I have problem with eden from the beggining .. when i click exit from editor, arma crash to desktop. sometimes when i press play scenario after a while i get crash. 2d editor never crash the game, and it is far better for mission editing (personal opinion) ctrl+O prompts for open mission btw.... thanks
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maybe ,try clear your temp folder.
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try export your wrp before crunch...
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ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
dragonsyr replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
there is not scripts in my mission folder (index.myisland).Just the mission.sqf -
ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
dragonsyr replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
no luck with up arrow key -
ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
dragonsyr replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
edit: the above link need user and pass...... where can i find the rpt? appdata or alive? in appdata there is nothing for indexing errors and in alive txt (not rpt) all seems fine.....no errors just a game crash after press any button in dos window, and 0 size on created files -
verified already and tried without mods.....
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never use the dev branch version . i use only the stable version
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They decided to abolish a function without knowing if the replaced function works on all users ? i have the crashes since the arrival of eden and only when i use eden.
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ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
dragonsyr replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I trying to index my island. 1st i cant find 2d editor anymore. So i start eden and i follow the instructions for indexing my island. when the indexing module beggins , a dos window pop and after 3 sec says that the job is finished. when i press any button , the window closes and after 2 secs arma crash to desktop. i open the folder @alive\blahblah....\indexing\myisland\x and i see 2 files , objects.myisland.sqf and parsed.objects.myisland.sqf with 0 bytes (empty files) any help? -
ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
dragonsyr replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
thank you HeroesandvillainsOS -
ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
dragonsyr replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
question on client side, i need to run the server mod? because the missions not loading .Arma3 freeze waiting for some alive mod... i m not in front of my pc (i will post the rpt later) also , can i make missions on custom islands ? -
Need help with my island in Global Mapper
dragonsyr replied to Agentep97's topic in ARMA 3 - TERRAIN - (BUILDER)
you can export your terrain in xyz from TB anytime you like make your terrain and export as xyz. Then import the xyz in your project and start your work. this way you can edit your heightmap in L3dt and then from TB you can use the "refresh content from source" option- 5 replies
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