adanteh
Member-
Content Count
301 -
Joined
-
Last visited
-
Medals
Everything posted by adanteh
-
Hey everyone, figured I'd make a thread here as well. I made a QGIS plugin to easily obtain the real world data for Arma, in a quite streamlined process. It allows you to download satmap, heightmap, roads and create a surface mask either through OSM shapes or OrfeoToolbox using magical machine learning algorithms. It takes care of all the coordinate transformations for you and exports files that you can plug in TB directly without any extra work, including classifying roads so you can just add a roadslib.cfg and use them without any extra work. It's a largely automated process of Ross' excellent tutorial Keep in mind this only gets you the data required for a starting point, it's not a terrain editor. You can get it on gitlab For general questions, suggestions, problems please use the Qgis_plugin channel in this discord
-
Can we have .tml files at least? You need those to to be able to even import placed objects into TerrainBuilder, also my placement mod uses it ( https://steamcommunity.com/sharedfiles/filedetails/?id=1242712395 )
-
+2
-
It does but everyone does work in their own project, so you'll still need people to send you the projects. In that regards it's quite close to X-cam. One advantage might be that all saved files are very simple text files, so sharing brushes and so is quite easy. link here: https://steamcommunity.com/sharedfiles/filedetails/?id=1242712395
-
pvp Dynamic Frontline PvP mod
adanteh replied to alan.rio's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have some S&D code sitting to be finished, but unfortunately I'm already occupied with too many other systems to do, so probably no chance. If anyone wants to help writing SQF (Or Python) we can make it happen- 42 replies
-
- project reality
- arma 3
-
(and 7 more)
Tagged with:
-
pvp Dynamic Frontline PvP mod
adanteh replied to alan.rio's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey for questions the best option is still discord at http://discord.frontline.frl Basically the servers are always online, but we found it easiest to get people in around scheduled times.- 42 replies
-
- project reality
- arma 3
-
(and 7 more)
Tagged with:
-
pvp Dynamic Frontline PvP mod
adanteh replied to alan.rio's topic in ARMA 3 - ADDONS & MODS: COMPLETE
hey @ski2060 that is currently not possible. Our TFAR code is VERY different from the regular code, so they are in no way compatible. If you want to make a ticket at http://issues.frontline.frl maybe someone can take a look at it.- 42 replies
-
- project reality
- arma 3
-
(and 7 more)
Tagged with:
-
Not sure where to post this, but I thought some people might appreciate it. Here's my control scheme I use for Arma 3 Alpha in this state. M1 is for infantry. M2 is for land vehicles and M3 is for helicopters. As you can see there's nothing to control AI, seeing I don't ever play with private AI minions. The controls in Arma itself are somewhat changed. All the combinations of keys that use RightCTRL are change to use LeftCTRL instead (So GPS is now LeftCTRL+M, added Switch Weapon to LeftCTRL+;, This way you have one modifier for everything. Movement is somewhat changed to resemble Arma2 more. Shift is walk/run temporary. 2xShift is Walk/run toggle. 2xW is Fast Forward (aka Sprint). G1 is a W toggle script to use for autorun. On M2 G3 and G5 are a toggle for Q and respectively E (Crawl mode and turbo. I don't think Q and E are binded by default. I made them the same as Arma2. ). http://imgur.com/a/ReUyl Seeing I also use a G700 there's some stuff for that too (Included in the same profile). I unbinded Right Mouse from Lock or Zoom (Please bohemia, fix that 'bug' where you can only zoom in with vehicle sights, rather than aim down sight) and use two buttons on the side of my mouse for zoom in and zoom out instead. Download link here: http://cl.ly/code/3O3J45142S1B I even have some free buttons :3
-
Hello there, thought I'd make an Arma3 skin for Teamspeak. It's built from my Steam skin and I just focused on the main window for now (I might change the rest later), meaning everything outside of the main window is based on Steam. It's not really perfect, but does the job for now. Unfortunately no blinking buttons like we have ingame or any fancy animation. It uses the Purista font that is used both on the arma website and in-game, you need to install the purista font in windows to see any changes in the skin. I did not include the Purista font, but if you want it search around to find it. New update 2016-12-12. Switched to Apex green and Roboto font. Fixed download link Download here
-
I know it's a bit early seeing it only got released today, but I figured it would be better to give some feedback early. After messing around a bit there's already some things that I notice that would be a welcome addition. One way connections. Love the fact that this is in and messed around with the commands a bit, but it doesn't seem like it supports one way connections. With this I mean it should be possible to add 2 connections of the same type between objects be able to tell which connection goes from one to the other. A setting in the connection config would be preferred for this. I imagine you can add 2 connection configs like this already and differentiate like that. Area Marker resizing by dragging. Hold shift and drag left/right to change X size and up/down to change Y size. Subfolders and ability to add extra locations for mission saving and loading Ceiling and floor for triggers yes please! 3D marker view. I did see it for triggers, but not for (shaped) markers yet. Support for vehicle randomization and adjusting (Like in Arsenal) Making groups in entities list (Select multiple objects and putting them under a shared folder independent of which type they are)
-
Arma 3 Tools Wont extract game data
adanteh replied to Michael Wellington's topic in ARMA 3 - TERRAIN - (BUILDER)
Same problem here. Would be nice if the tools that BIS provides work. -
Here's a little video of today:
-
On that note we will be hosting our first Iron Front PvP test this saturday at 19:00 GMT. For more info please join our discord: http://discord.frontline.frl and drop a message in public channel
-
We're aware of this. Still need to split up our IFA compabitility and RHS up in their own seperate mods, so they only get used when using their respective server. Just a heads up that you can select the server on the top. The normal one uses RHS, you want to use the Iron Front one which will download the proper mods for that instead. Here's how:
-
Roads show in bulldozer but not ingame.
adanteh replied to solviper's topic in ARMA 3 - TERRAIN - (BUILDER)
Are you using Addon Builder to build? -
Just a little heads up that we have another update out tonight. We'll try to open everything up fully soon, but for now you can drop a message in our discord ( http://discord.frontline.frl ). We will be playing today at 19:00 GMT.
-
There is a merge heightfield option in L3DT too. You can use that and an offset to combine it. You can also make yourself a black/white mask in Photoshop, save that as BMP and enter that in L3DT to filter out what gets imported if required.
-
Kunduz, Afghanistan [10km] v1.20
adanteh replied to james2464's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have been working on converting this to CUP, but got delayed a little, also because it was never fully clear exactly how it would be adopted to CUP. In any case the new CUP version has a lot of Jbad buildlings, which I was waiting for too. It shouldn't be much work to get it ported over. Keep in mind it will only be a 1 on 1 port to CUP, I haven't done any fixes yet and probably won't when I pass it over. -
Hi, it's a CUP Retexture I made a while ago, but never published. Now it's online and you can use to MAGA or blow it up and watch it burn. It requires CUP Vehicles You can get it here
- 21 replies
-
- 27
-
Blender Terrain Tools on Blender Conference
adanteh replied to lecholas's topic in ARMA 3 - TERRAIN - (BUILDER)
I did see this. Unfortunately Miro doesn't seem to use forum that much (Last login 2013) but I wouldn't mind "testing" this. The 3D drawing of attribute and editing heightmap is exactly what I need and it seems to do a WAY better job than L3DT. I really hope he can implement similar blending of satmap and detail textures like the game has.- 4 replies
-
- blender terrain tools
- horvath
-
(and 1 more)
Tagged with:
-
Updated new version with Apex green and replaced font usage to Roboto. Like always this font is not included and you'll need to get it elsewhere. Default sans-serif fallback is included. Download HERE
-
[bug report] String syntax cutRsc not compatible with bis_fnc_rscLayer
adanteh posted a topic in ARMA 3 - TROUBLESHOOTING
Wanted to report a bug for 1.58.135656 New syntax for https://community.bistudio.com/wiki/cutRscis not compatible with BIS functions. The actual problem lies in BIS_fnc_rscLayer not taking any layers used with "string" cutRsc into account. As an example I'll use BIS_fnc_showNotification, because it's a function a lot of people use, but this problem will happen anywhere where BIS_fnc_rscLayer is used. Using BIS_fnc_showNotification the following code inside it is used (Linke 91 and 92) ("RscNotification_1" call bis_fnc_rscLayer), ("RscNotification_2" call bis_fnc_rscLayer) There return 6 and 7 respectively. Now in my case when I use testVar = "FRL_mainUI_cooldownLayer" cutRsc ["FRL_mainUI_RscCooldown", "PLAIN", 0, true]; testVar turns into 7 as well. This means that the same layer is used, where obviously it shouldn't be. In BIS_fnc_showNotification line 107 (_layers select _layerID) cutrsc ["RscNotification","plain"]; will use the layer that is already used by my custom Rsc and thus closing it and replacing it with the BIS notification instead. tl;dr: BIS_fnc_rscLayer and new syntax for cutRsc don't work together -
[bug report] String syntax cutRsc not compatible with bis_fnc_rscLayer
adanteh replied to adanteh's topic in ARMA 3 - TROUBLESHOOTING
Thanks for the fix. It's easy to work around (Switched to usage of BIS_fnc_rscLayer instead of string syntax) everywhere for now, but made a nice command update useless. -
This is the same problem as described here
-
Since about 2 weeks now I've been unable to do any multiplayer connecting with the Dev Branch. Trying to host multiplayer (Vanilla mission + no mods) nothing shows up in server browser for others. Using remote connect to my IP does show it and it seems to load okay, but it instantly disconnects once loaded in. Hoster-side it shows <Name> connecting <Name> connected <Name> disconnected Nothing in RPT both hoster and client-side. Have tried dedicated server as well and exactly the same story. Seems to be loading in, but then instantly disconnects with no errors. Switching to stable branch everyone works a-okay without changing anything else whatsoever. Up until about the 2 weeks ago dev branch multiplayer was fine as well. Ports in UPnP are opened just fine on both dev branch and stable (Checked router firmware) This has been tested with both a Game Updater copy and switching the actual steam installation to Dev Branch and no luck with either. Tested with multiple people and the same results everywhere.