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Everything posted by dragonsyr
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Need help with my island in Global Mapper
dragonsyr replied to Agentep97's topic in ARMA 3 - TERRAIN - (BUILDER)
an easy way for heightmaps is this try it :)- 5 replies
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Buldozer: Cannot load texture "data\layers\s_000_002_Ico.paa"
dragonsyr replied to vastiny's topic in ARMA 3 - TERRAIN - (BUILDER)
you must make the sizes of all your layers 20480 ..... not 2048.000 try again edit: also try resolution m/px = 10 and texture layer 40X40 (if you have problems with grids ingame) -
Buldozer: Cannot load texture "data\layers\s_000_002_Ico.paa"
dragonsyr replied to vastiny's topic in ARMA 3 - TERRAIN - (BUILDER)
for me , first (top) heightfield , sat mask , source , sat map. -
thats good..... finaly works :)
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some objects from A2 (port to A3) have problems with the fire lod configs. you can use Cup terrain core mod . i think that the guys there , working on this to fix some porting problems for A3) so , on a future update of the mod this problem will be fixed (i hope) :)
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comment all entries under class AmbientA3 make it like this class AmbientA3 {/*....code.... */}; i never test that ,but the information for animals is there......
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Maybe silly, but try to remove from tb the entry of your village and crunch again with the file named CfgNames.hpp edit: if you r going to make roads on your map , check the line 1944 (newRoadsShape = "\Derka\data\roads\roads.shp";) in your config .Set the path to your work. (i think i miss something there) also check the line 1907 (for icon of your mod).
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it was 233780 . i change it to 107410 and now the server is up without warnings thanks a lot
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i got the standalone Arma3 server from steam. when i run the DS i see this warning " 2016/06/15, 16:55:34 Steam AppId from steam_appid.txt: 233780 2016/06/15, 16:55:34 Warning: Steam AppId doesn't match expected value: 233780 <> 107410 " and this Allocator: C:\Steam\steamapps\common\Arma 3 Server\dll\tbb4malloc_bi.dll ===================================================================== 16:54:56 SteamAPI initialization failed. Steam features wont's be accessible! 16:54:56 Cannot register unknown string STR_MULTI_TITLE_OFFICIAL_SERVERS 16:54:56 Initializing stats manager. 16:54:56 Stats config disabled. 16:54:56 sessionID: f342513001c20b0d18aee2262baa67088694c938 16:55:21 Unsupported language English in stringtable i run the server without steam in my server pc . from my client pc i see my server but when i join the server i get "You were kicked off the game .Steam authentication failed" what is wrong??
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maybe try to make the radius 100X100 or 150X150
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For the Names: try to use type="NameLocal"; or type="NameCity"; insteed of type="NameVillage"; edit: i suggest to rename your names file to CfgNames.hpp if you rename the file, dont forget to change the name in config.cfg ;)
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your config is wrong and incomplete try this config http://pastebin.com/n2veCqV4 too long to paste it here... check your values (in your config) and paste it in my config. I already do that , but in case if i miss something
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Buldozer: Cannot load texture "data\layers\s_000_002_Ico.paa"
dragonsyr replied to vastiny's topic in ARMA 3 - TERRAIN - (BUILDER)
so, your terrain layer is northing 0 , easting 200000 , and size 10240.000 and is the same for all your layers. also before you regenerate your sat , just delete all files in your layers folder... -
Buldozer: Cannot load texture "data\layers\s_000_002_Ico.paa"
dragonsyr replied to vastiny's topic in ARMA 3 - TERRAIN - (BUILDER)
can you post your satmap raster values? (right click on raster layer satmap and choose terrain coordinates and properties) make sure that this layer have the same values as your island raster layer. same for your satmask layer edit: my satmap for faster loading is set to 2048X2048 and working fine. when i finish my job i revert it to 16384x16384 (hires pic) tested also fine but slower loading times -
Buldozer: Cannot load texture "data\layers\s_000_002_Ico.paa"
dragonsyr replied to vastiny's topic in ARMA 3 - TERRAIN - (BUILDER)
your pic is 1024x1024 , your island is 1024 or 2048? if 2048 ,resize your satmap to 2048 and try again. you can use bigger picture for smaller mapframe settings (tested), but i dont know for smaller picture to higher mapframe settings (i never test this) edit: what is your mapframe properties? can you post your rasters properties? -
Buldozer: Cannot load texture "data\layers\s_000_002_Ico.paa"
dragonsyr replied to vastiny's topic in ARMA 3 - TERRAIN - (BUILDER)
this tutorial is perfect. what is your source satmap picture format? -
Community Upgrade Project - CUP Terrains
dragonsyr replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@khougan , wrong quote i think :) -
The Mega Help Me Thread V2
dragonsyr replied to gingerlikeme's topic in ARMA 3 - TERRAIN - (BUILDER)
change this in your config after you change the names for your island (i dont know if SRI is the correct name .(see bellow for the folder of your mod) #define _ARMA_ //ndefs=13 enum { destructengine = 2, destructdefault = 6, destructwreck = 7, destructtree = 3, destructtent = 4, stabilizedinaxisx = 1, stabilizedinaxesxyz = 4, stabilizedinaxisy = 2, stabilizedinaxesboth = 3, destructno = 0, stabilizedinaxesnone = 0, destructman = 5, destructbuilding = 1 }; //Class map_altis : config.bin{ class CfgPatches { class SRI { units[] = {"SRI"}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {"A3_Data_F","A3_Roads_F","A3_Structures_F","A3_Map_Data"}; }; }; also check this line in your cpp worldName = "Skyland Republic Island 2\Skyland Republic Island 2.wrp"; this must be the folder of your mod. (i dont thing that you can use spaces. use underscore insteed) must be SRI/SRI.wrp) see your wrp name in your mod folder. edit for your needs and replace all yours lines you see under class weather 6 hazeDistCoef = 0.1; hazeFogCoef = 0.98; hazeBaseHeight = 0; hazeBaseBeta0 = 8e-005; hazeDensityDecay = 0.00036; horizonParallaxCoef = 0.0; horizonFogColorationStart = "0.8f"; skyFogColorationStart = "0.7f"; soundMapSizeCoef = 4; satelliteNormalBlendStart = 10; satelliteNormalBlendEnd = 100; skyObject = "A3\Map_Stratis\data\obloha.p3d"; horizontObject = "A3\Map_Stratis\data\horizont.p3d"; skyTexture = "A3\Map_Stratis\data\sky_semicloudy_sky.paa"; skyTextureR = "A3\Map_Stratis\data\sky_semicloudy_lco.paa"; terrainBlendMaxDarkenCoef = "0.85f"; terrainBlendMaxBrightenCoef = "0.15f"; access = 3; worldId = 500; cutscenes[] = {"SRI_intro1"}; description = "SRI V 1.0"; icon = "SRI\icons\workico.paa"; //your icon worldName = "\SRI\SRI.wrp"; //your folder path to nameofyour.wrp previewVideo = ""; pictureMap = "A3\map_Altis\data\pictureMap_ca.paa"; //your pic pictureShot = "A3\map_Altis\data\ui_Altis_ca.paa"; //your pic plateFormat = "A#$-####"; plateLetters = "ABCDEGHIKLMNOPRSTVXZ"; author = "Harry Catraz"; // your name mapSize = 20480; mapZone = 35; mapArea[] = {25.011957,39.718452,25.481527,40.094578};//try with this longitude = 24; //your long here latitude = -37; //your lat here elevationOffset = 0; minHillsAltitude = 80; maxHillsAltitude = 200; mapDrawingBrightnessModifier = 1.5; edit: also add those lines under class names safePositionAnchor[] = {15667,15791.3}; //a point for seagull view safePositionRadius = 7000; loadingTexts[] = {"SRI Island","Created by you","Terrain","any words"}; so in your config must look like this class Names { #include "cfgNames.h" }; safePositionAnchor[] = {15667,15791.3}; //a point for seagull view safePositionRadius = 7000; loadingTexts[] = {"SRI Island","Created by you","Terrain","any words"}; class CfgLensFlare i hope this help you -
Community Upgrade Project - CUP Terrains
dragonsyr replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
:) also ,I'm not trying to convert you to my faith,but with the old school copy paste you need to track your mods for updates.and if you use many mods then is a pain in the @ss...... with six just run the app and tells you how many mods need update and you choose witch mod you want to update with a click. No forums, no nothing.... for the reliability,,, i never loose anything with sixupdater (i use it from arma2) :) edit : plus , you can choose from 2500 mods for arma3 to test with a single click ;) -
Community Upgrade Project - CUP Terrains
dragonsyr replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
again , if you want to have your mods updated and no download many gb's over and over again , use playwithsix http://withsix.com/p/Arma-3 -
Clean road texture for large satellite? [pics]
dragonsyr replied to D3F3CT3D's topic in ARMA 3 - TERRAIN - (BUILDER)
for roads shapes (tb) . use more vertices close to the apex when you want to make a corner , i see in your 3rd picture that you have only one point in the corner and after that is one at the end. with this you get a curve , not a corner. Thats why the roads are not accurate . try to add vertices about a cm away before and after the corner . closer=sharper , far=smoother (curve) -
Community Upgrade Project - CUP Terrains
dragonsyr replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@Vasily.B use playwithsix (automatic update only for the files that have changes and not the entire mod) exactly what you need http://withsix.com/p/Arma-3 -
Community Upgrade Project - CUP Terrains
dragonsyr replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
is it possible to fix the lamps to work with the " _x setHit ["light_1_hitpoint", 0.97]; " command? right now the lights is allways on thanks -
array for nearobjects
dragonsyr replied to dragonsyr's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thanks a lot ! working like a charm -
i need help i have this working. {{ _x setHit ["light_1_hitpoint", 0.97]; _x setHit ["light_2_hitpoint", 0.97]; _x setHit ["light_3_hitpoint", 0.97]; _x setHit ["light_4_hitpoint", 0.97]; } forEach ((_x select 0) nearObjects [ "Land_LampDecor_F", (_x select 1)]); sleep .001;} forEach _zones; and i need to add all lamp types.. {{ _x setHit ["light_1_hitpoint", 0.97]; _x setHit ["light_2_hitpoint", 0.97]; _x setHit ["light_3_hitpoint", 0.97]; _x setHit ["light_4_hitpoint", 0.97]; } forEach ((_x select 0) nearObjects [ "Lamps_Base_F","Land_LampAirport_F","Land_LampSolar_F","Land_LampStreet_F","Land_LampStreet_small_F", "PowerLines_base_F","Land_LampDecor_F","Land_LampHalogen_F","Land_LampHarbour_F","Land_LampShabby_F", "Land_PowerPoleWooden_L_F","Land_NavigLight","Land_runway_edgelight","Land_runway_edgelight_blue_F","Land_Flush_Light_green_F", "Land_Flush_Light_red_F","Land_Flush_Light_yellow_F","Land_Runway_PAPI","Land_Runway_PAPI_2","Land_Runway_PAPI_3","Land_Runway_PAPI_4", "Land_fs_roof_F","Land_PowLines_WoodL", "Land_PowLines_ConcL", "Land_lampa_ind_zebr", "Land_lampa_sidl_3", "Land_lampa_vysoka", "Land_lampa_ind", "Land_lampa_ind_b", "Land_lampa_sidl","StreetLamp", (_x select 1)]); sleep .001;} forEach _zones; but i get Error 32 elements provided, 2 expected