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spookygnu

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Everything posted by spookygnu

  1. Yeah photoshop is probably the best place or gimp. Drag the seletion tool over the area and look at the height and width values as you do it. When they match up then its squared. need a steady hand though. If you don't have global mapper this will still work. Wantafanta i think is suggesting an alternative. You can save the image as a png,bmp or jpeg and still import to l3dt. The thing is you may need to smooth the island in l3dt, you end up with perlin noise all over it. This is an l3dt issue when these images are imported. Nothing too bad really. I've done eon amount of times on small and large terrains. When ya done in l3dt with it export as a .asc or xyz file and remember to disable georeferencing. Then bung it in TB.
  2. spookygnu

    Is there a mask palette limit?

    Not really a limit but a limit on textures per cell. You could use all of those if your island was big enough or you could meticulously place your textures in each cell.
  3. Your parameter settings in l3dt? You can also find loscs of info and solutions to heightmap issues in l3dt through their forum aswell. But just as a thought it might be something to do with your map settings in l3dt.
  4. A cell size all depends on how big you terrain is.
  5. what are your L3DT settings?
  6. https://forums.bistudio.com/topic/184174-exceeding-maximum-textures-for-your-map/ Check that thread instead and post your questions there.
  7. its actually 6 textures per cell. If you want a basic texture layout, but you can go with more than six on the whole island. But as long as there is a maximum of 6 textures per cell size then you are fine. One of my islands I managed to get 8 textures in. It all depends on how large your island is. It might be best discussing this topic in another new thread to keep this thread related to airfields etc. Just from a clean thread point of view. I was planning on devising a small tut at some point for doing airfields and sticking it here. When I get round to it I throw it up here.
  8. Your runway layout looks suspiciously like liverpool john lennon airport???
  9. spookygnu

    Map editing help needed, multiple issues

    why are you pressing the convert to .paa function. I've never had to use that?? When you have the base items sorted and are about to generate your layers, that should be the only thing you really need to do? What I do when using L3DT is use the attribute map to help me define my layers output. I use the same RGB colouring for it and associate the textures to a particular colour and rgb value. Set my folders up, layers config etc, making sure all the folders are in place that need to be. then I set up in TB, all the params and values I need. Once that is done, I generate the layers. I hit that button hard as if its the final goal. Walk away for a bit, make a drink etc and come back after its ready for BD. Load BD up and its all fine. Like I said you should really be following the Atlas tutorial by Jakerod, very informative, very basic and it is not as misleading or confusing as other tuts can be. there is a danger, which I found, learning from too many tuts can lead to mis-information or contradictory information. Thus wreaking your head and forcing you to give up because you think its too hard and you haven't got the patience for it. https://forums.bistudio.com/topic/178033-the-atlas-guide-to-arma-3-terrain-making/
  10. Maybe I wasn't describing that right for you to fully understand??? you put your blank strip of concrete down via the mask, as you already understand that. Your runway on the sat image will be like an optical illusion as you approach it. If you don't have a sat image of the runway, it will fade away as you get closer, exposing the concrete texture you applied. If you want the runway to be visible as you get closer, you need the runway image lined up with where your strip is and you will have to place the runway objects along with the taxi markings and nav lights. heres a tip for the nav lights. Get one section of runway with just the edge lines and the mid-lines. I think about six edge lights in total (3 either side) should do one section, then place that in-line with an end section. Then copy/paste it in TB making sure you have all the objects selected and join it up with the first section. This will save you a tonne of time setting the edge lights and mid lights along the whole runway. Again refer to the presentation on setting up lights before you do this so that you have a clear idea how the edge lights, mid lights and nav lights are composed on an airfield. Here are some images of what you should be trying to achieve. Here you can see the runway faded slightly behind the wipeout. this is where my runway actually starts. If you look closely you can see two sets of "22", one from the sat image and one on the runway object section, slightly offset but not really noticable when on approach. http://images.akamai.steamusercontent.com/ugc/1457265578246328231/326E183443A8C5FCD5B9B345592E62CFD5DD71E3/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|2048:426&composite-to=*,*|2048:426&background-color=black Here you can see the texture I used for the runway and the taxiway and the apron itself. then it joins the runway objects. http://images.akamai.steamusercontent.com/ugc/1457265578246328075/5F196060756274A17BCEB5B01995900E5099BDC1/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|2048:426&composite-to=*,*|2048:426&background-color=black Here you can see the sat image of the airfield in the editor. Everything is placed where I want it to be and is the same in game. http://images.akamai.steamusercontent.com/ugc/1457265578246327342/B60AC144FA396CF4EAA9A905B1F9D008E0D2C811/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|2048:426&composite-to=*,*|2048:426&background-color=black Don't worry about asking questions about it, you won't know otherwise. But a lot my of my knowledge on doing this was built on asking questions too. I'm no expert myself, but as you can see, I've managed to do it. Bare this in mind though, trial and error and thinking outside the box helps alot. there is nothing wrong with getting things wrong otherwise you won't learn it. Play about with it and I'm sure you will find a way that suits your design skillset. this suits me to do it this way. I'm pretty sure most people do it a similar way. the trial and error part is more associated with tweaking how it matches up and how it looks in game. there is a lot of back and forth and there is no right first time unless you are like Bushlurker or Icebreaker who are well adversed in map making and using the tools available. They have been doing it for years. You are new to this, have patience Padwan! lol!
  11. spookygnu

    Map editing help needed, multiple issues

    What program are you using to generate your terrain? I mean , are you using L3dt for creating you heightmap, mask and satmap? Also you might want to use the atlas tut by jakerod if you haven't already. If you follow that you shouldn't really be getting many issues, Only yourself asking curious questions to suit your terrain.
  12. The stratis runway texture is actually stratis concrete, there are two types in arma 3. the sat image of the runway is actually just an image on the sat. Like richie said you can use anything to be your runway image, your texture would be what you lay under the runway which would be defined by your mask colour. I use, grey, 120,120,120 to give me a good representation of where i want concrete. Just making it clear what a texture is compred to the image on the sat. Anyone else reading that might seem confused. The tricky bit is matching up the image to the width of the actual texture. But if you look along the runways in game, the ground texture does protrude out the edge of the runway slightly, thats fine. What you could do is colour your whole airfield yellow and define it as gravel, then in PS you could draw your area you want as concrete. Use the grey i use and map out your runway, taxiway, apron, in road to the airfield etc, all the bits you want as concrete, but leave a little at the edge to see a yellow outline. Stick that in game and see what it's like, if it needs tweaking go back and adjust it. You can actually use your mask to help you line up where your runway is to go. Again in photoshop put jigsaw the runway over the area you want it. If its in layers thats fine just make them as one layer by the end( just the runway images) then select edit copy. On the sat edit paste inplace. Your runway should be where you want it. In game you should see gravel around the edges, concrete apron, taxiway and runway, then place your runway objects to suit, put it in game things should look quite decent and playable.
  13. The post that was deleted was a useless post, i was referring to my first post about how to put the images in. The taxi lines are objects too yes. But they take a bit of working out at least for me, sometimes if i rotate them, they don't update live in BD, i have to restart it. Same with the roads pieces and runway sections. Grrrr! Anyway, yes the image would disappear slightly but like i said you can take an image high enough from ground level to get the detail from the runway ends without losing too much. Then take an image of a section in the middle, then in PS you can copy that section (say about five or six times as a layer) and piece together the runway on the image. A little like a jigsaw. Its a bit of a long method and trial and error but it works. It just depends how profficient you are at PS aswell to get a decent result.
  14. Hi all map makers! I have a bit of a fascination with airfields, airports and landing strips etc. I think the designs of some of them around the world are quite incredible. I've been to a few in my lifetime and also lived on a few Forces bases in this country and abroad so I kinda have a good idea what a runway looks like. lol! Anyway, I was browsing t'internet and found this set of presentations I thought would come in handy for you guys making maps. If you want it answered I think your questions on airfields, from lighting, length of runway, design of airfield/port can be answered here. What ever your query I think this could help you out alot. http://www.slideshare.net/Miltenjose/airfield-lighting-introductory
  15. No mate, I was just interested whether you had it from my original post. Its good to know that it was getting used and is getting passed on.
  16. was that a link I found by any chance Richie??? lol! target_practice, you can also place your runway objects down on your airfield in buldozer, including the taxi markings without having a sat image of it already there, then pack it up and stick it in game. Once in game, open it up as a new map and use the camera and take a screen shot of it again and go through the process I described above, that way you can easily line up your markings with the same image. In Photoshop paste that image onto your sat map and everything should look the same. Obviously a bit of tweaking would be needed, because the resolution might be off. It all depends on how detailed you want the sat image. I personally don't think a really high res sat map is needed, you are only mainly looking at it from a distance anyway.
  17. you could use google earth and take a screen shot of a runway. Then, in Photoshop, load up your sat map and your screen shot. In the screen shot image, draw a box around the runway and go to edit, copy. then on the sat map image, go to edit paste in place. This will be the weird bit, you will need to scale it to the sat image. Select your runway image you just pasted in, by using the box tool and then go to edit/scale, you can now adjust it from the corners and edges and move it about to fit where you want it. You might loose some resolution depending on how high you were when you took the screenshot in google earth. It doesn't need to be 1080p resolution, but you want it close enough to be noticeable from the air obviously. One way to do it is to use the snip tool from windows and do the runway in parts, take one from each end of the runway and one from the middle. the one you took of the middle can be copied in photoshop, unless you have any ajoining taxiways etc. I've done this myself with abit of trial and error and it works pretty decent enough. What i'd suggest is get the runway from the real island of Lemnos because that is the one the sections are modeled on when you place the runway objects down. That way when you come into land the object and the image blend somewhat seemlessly with each other.
  18. thanks bud! I'll give it a try later. I had a feeling I would have to define it in there somewhere, but I'm useless at coding. thanks.
  19. How do you get my two groups alpha and bravo, to sit on the skids if I am using this to get them in the heli in the first place? alpha=group this; {_x moveInCargo h2} forEach units alpha; bravo=group this; {_x moveInCargo h3} forEach units bravo; Do I NEED to define that, or does it not matter, I can just define the sitting position instead? My only concern is how do I still define them as a groups, Alpha and Bravo and still have all four units from the two groups on the skids. My heli insert looks abit crap with 2 guys sitting in the back and just two guys on the skids of each heli.
  20. spookygnu

    custom pilot radio effects

    thanks dude! as of yet, I don't really need BF sound bytes etc, but I know where to find the info now if I ever want to use them. Cheers as for the original code you posted. If I were to stop the continuous playback, would I take out the sleep command at the end of the script and then, for example, execute the a command at various WP's, triggers etc if I wanted to play a sound byte again?
  21. Hi all, I have been trying to find some decent soundbytes of pilot chatter and I'm not being very successful atm. I have search the forums and google and I'm not finding what I am after. I'm really surprised that there hasn't been anything created or even put in the game by BI where by the pilot of a helo does some sort of insertion dialogue over the radio. This would be great if there was something available for mission designers. If I'm not looking in all the right places can anybody help me with some links please? I have audacity and I'm able to use it, so I can make a file if need be but I'm not to happy listening to my own voice, not only that but I'm very unsure of the correct dialogue to put in. If anybody is able to help with voice acting that would be great, you'd get credit if and when I release a SP mission too. So two things to sumarise, 1; help me find my desired radio speak, 2; if you can voice act? can you help me? thanks. Spook
  22. spookygnu

    Terrain Processor

    nvm! edited pointless comment!
  23. spookygnu

    Terrain Processor

    hmmmm???? interesting. I think I'll wait until 2016 before I give this a shot. No doubt it'll break everything a million times before it works fully. Oh hang, time change, 2030, TB is still broke isn't it? Although I like the fact BIS have kindly taken the time to do something for terrain builders and finally opened a door to leveling terrain where roads are. It does sound alot like the A3 version of World tools and road leveller in one package.
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