egilsandfeld
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Everything posted by egilsandfeld
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Exactly. Targets won't go down. Thought at first it was the fatigue screwing the aim up, but I make the target black from bullet impacts, so they are hitting.
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J.S.R.S. 2.2 Soundmod
egilsandfeld replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for all your hard work, Jarhead :) Much appreciated! -
Exact same issue here.
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Bornholm, Denmark [Terrain WIP]
egilsandfeld replied to egilsandfeld's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
@_oMMe_: Perfect! Yes got a greyscale bump now that I can process instead. Will return with how it works. Do know what I should do after processing the plugin? It makes most of the layer transparent. Should I just throw a grey solid underneath it or? -
Bornholm, Denmark [Terrain WIP]
egilsandfeld replied to egilsandfeld's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
@_oMMe_: Thanks for looking into it. Yeah it seems like it's the LODs in the models itself. Maybe I can switch some of the LODs with some better looking ones. Also yeah I'm actually using that plugin, and I've raised it now from 1 x scale to x1.7. Going to see now how that went. I actually use this one, which should be a greyscale bump map, I believe: http://dl.dropboxusercontent.com/u/9959158/Arma/BornholmNormalMap.png (4.7Mb) I put in a solid grey behind the layer after applying the nVidia filter, because that layer becomes halfway transparent. The color of that is grey (128,128,128). Could I do this in another way? @Fennecus: You're so right. Actually put in lots of rocks when I started, but forgot it along the coast North. Going to pick it up again for sure. Good that Bornholm is a rocky island ;) Thanks for your kind words -
Bornholm, Denmark [Terrain WIP]
egilsandfeld replied to egilsandfeld's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Thanks Bibou :) That is what I'm trying to do. Update July 7 - Nexoe, proper grass and asphalt Also a short written update. After a bit of vacation I'm back in the saddle. Finishing the current tile of 5 x 5km covering Nexoe. Nexoe took quite a while to finish up as it's a large city with plenty of houses, harbour stuff etc.. Also I have sort of tweaked the sat, normal and mask layers now so they look quite natural. Lighting does a lot to the sat layer both when on the ground and in the sky looking at it, so we'll see how it ends up with some proper lighting soon hopefully. I've really started to play some short missions myself on the terrain to take the focus away from the island it self. Main purpose is to reveal if anything stands out negatively on the island which can conflict when really playing on Bornholm. It's getting better and better definitely, and it's so much fun popping up and down behind small woods in the AH6 to shoot terrorists in technicals ;) Overall, progressing really fine at the moment. Going to start on the big tile this week, but the largest amount of work is done as most cities and towns have been finished already :) Left is Rønne, Aakirkeby, Dueodde, Vestermarie and Nylars which will take time, but only Rønne is really large. Besides that there should be a lot of great compounds/farms in the South as well as a closed military area of Raghammer Shootingfacility (https://dl.dropboxusercontent.com/u/9959158/Arma/Raghammer-grundkort.pdf). Back to work! Keep the donations coming please, I REALLY appriciate it and it gives me so much joy to continue working on Bornholm :) -
Bornholm, Denmark [Terrain WIP]
egilsandfeld replied to egilsandfeld's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Mike, you ask a lot of questions which are not always relevant to this thread :) Could you please ask them the right places? I will look into the MBG Buildings when I have time for it :) ---------- Post added at 16:06 ---------- Previous post was at 16:04 ---------- Arma 3 does NOT support lakes / Ponds at the moment. You will have to beg BISim for that feature to return. Us terrain makers do cheat and lower the terrain to below sea level to get a pond. Downside is that we need to get to sea level and the pond will sound like a ocean. Not ideal but it works sort of :) -
I know this is long gone, but can this be ported to Arma 3 please? Have a Danish island in the making. Using DDAM would suit it perfectly!
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Bornholm, Denmark [Terrain WIP]
egilsandfeld replied to egilsandfeld's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
@MikeTim: Yep that's the International Hotel or "HouseB_Tenements" as it's called by it's model name. Would you guys know if the ladders work on the hotel in A2? I'm not using anything from MBG Buildings, but I could swap some standard models for those later on. @_oMMe_: Exactly! I do have problems with some foliage like those trees, but also all my maize/corn is appearing in front of you at about 100m out. Further away and they are transparent. Currently I haven't looked into this, as the worse thing that can happen is to swap the model for another working one. If you have any insight on how to change the LODs on a model, please let me know :) About the size of Bornholm, I'll get my ruler out at some points and calculate it properly. But official figures is 589km^2 and my version is 2/3 = 392km^2 :) Quite a playground, won't you say? Thanks for your kind words. It's progressing really fine. Working on bringing nicer looks to cities, towns and farms currently by adding fine short grass instead of tall and clumsy grass or rough dirt. -
Bornholm, Denmark [Terrain WIP]
egilsandfeld replied to egilsandfeld's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Thanks guys :) Yeah Bornholm is a neat little island ;) Got time to do some video updates again. Nexoe Harbour Area Joboland - Theme Park -
God-Father that is because the road part of Arma makes curved roads between vertices. That means if there are a long distance between two vertices it could curve out because of the vertices before these two. Try highlighting that roads, right click and adding some more vertices. That will put the road on top of the road mask. I have this issue myself, but I rather have this and then curved roads than sharp roads :)
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Missing objects on map by using different Binarizers
egilsandfeld posted a topic in ARMA 3 - TERRAIN - (BUILDER)
Hi there :) Got a question for you: I have my terrain with some vegetation and now a few objects. Now, if I binarize my island with BinPbo from Arma 2 the ingame map looks like this: http://dl.dropboxusercontent.com/u/9959158/Arma/Issue1-BinPbo.jpg (168 kB) You see trees and objects. But all are only A2 objects or custom. No A3 objects. Actually my player is right in front of a stone shed from A3 structures, but it only shows in the game. If I then binarize with Addon Builder or using PboProject and using the A3 engine to binarize the ingame map looks like this: http://dl.dropboxusercontent.com/u/9959158/Arma/NoObjectsOnMapButIngame.jpg (162 kB) No objects. Nada. I still see them in game but not on the map. If I hover over the position of the objects in the editor it displays "House" and like that. So question is, what I'm doing wrong? I need to see both A2 and A3 objects ingame. So far no method is revealing the A3 objects. The A2 objects and custom objects have been UnPbo'd with Mikero's ExtractPbo to P, while the A3 objects are extracted through Arma3P. Newest version for both ExtractPbo and Arma3P. Really hope it's simple but I just can't find the solution at the moment. Help :) -
Bornholm, Denmark [Terrain WIP]
egilsandfeld replied to egilsandfeld's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
With its lush and rich environment in the North European flora it is expected to be a bit heavier on the computer than e.g. Altis, which is more desert(ed). That being said I'm more than often able to maintain 40-50 FPS, about the same as I can on Altis. I will of course keep this in mind when placing objects, but right now I'm only struggling with frames in the maize/corn fields right now. I'm working on that issue :) Thanks a lot for your donations so far! Really appreciated. It just gives me even more desire to get this beauty of a terrain done! -
Bornholm, Denmark [Terrain WIP]
egilsandfeld replied to egilsandfeld's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I got Tobe on the case doing some custom buildings for me, but that's mostly iconic buildings of Bornholm like churches. There's a big military terrain on the South end of the island luckily for you then :) Power Lines takes ages to place properly with the lines so I'm avoiding that. In Denmark we have almost entirely moved to having power lines in the ground instead, so the high voltage towers remaining on the island is "due to be taken down soon" :) As the description said Bornholm is just 164m tall, so this is not an island for mountain battles. Luckily other guys like NeoArmageddon and M!lkmand and Smokedog are doing terrains at the moment with taller terrain. I wanted to make another style of map where it's harder to get an overview before moving into an AO. Luckily in A3 we have lots of remote controlled things to scan in front of us like drones. But thanks for your kind words :) -
Bornholm, Denmark [Terrain WIP]
egilsandfeld replied to egilsandfeld's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hi Mike :) Sure I needed to update it to my current tile in progress. It's updated now :) -
Bornholm, Denmark [Terrain WIP]
egilsandfeld replied to egilsandfeld's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Update May 31 - Fly around Update June 1 - Almindingen forest look News June 5: Almost done with the Northern end of Bornholm. Finishing tiles of 5 x 5 km right now is the priority. There's a lot of farm compounds to be laid down, but it's rewarding to create them and see AIs use the compound for cover :) I'm also thinking on adding sound marks at different location to richen the atmosphere. I'm thinking on creating invisible objects which casts sound in a radius around it. Think it can be done. Anyway, just want to let you know that I'm progressing steadily! -
Moving Objects in Buldozer
egilsandfeld replied to 1para{god-father}'s topic in ARMA 3 - TERRAIN - (BUILDER)
Yes it should be fixed now :) Thanks devs! http://dev.arma3.com/techrep-00010 -
Possible to extend view distance on roads in A3?
egilsandfeld posted a topic in ARMA 3 - TERRAIN - (BUILDER)
Hi guys On my terrain I have roads and lots of them. All roads fade away when looked at from a distance: http://i.imgur.com/tCMdwXY.jpg Is it possible to extend the viewing distance for the roads? As you can see on the picture the power poles and other objects are visible from farther distances. ** I mean a feature instead of doing this: http://forums.bistudio.com/showthread.php?110719-Exporting-Visitor-image&p=1799530&viewfull=1#post1799530 -
Possible to extend view distance on roads in A3?
egilsandfeld replied to egilsandfeld's topic in ARMA 3 - TERRAIN - (BUILDER)
Ah like that, yes. Oh wow yeah lot of work to do on Sat still then :) I have different surface types defined, like my "bo_grass" with a green color. That must be assigned to my Roads shape layer in Layers manager. Right click -> bo_grass. Then I can export to imagery. Nice feature :) Bush, would you normally just fill the road network with a grey-ish color to match the road colors? Or do you some how place the road texture on that road network on the image? ---------- Post added at 15:04 ---------- Previous post was at 14:42 ---------- Bushlurker: For runways etc you can get a nice effect as in that screenshot by grabbing a couple of ingame images of the actual runway itself from a reasonable height looking straight downwards - then you can crop and stitch those together and create a "runway decal" ready to overlay on your sat layer. It's important to get it exactly the correct size, so that the "real models" will be in the same position as the "painted image" so you get a reasonably seamless fade from one to the other I usually do that by using that Imagery to shapes trick again... I draw a polygon around the runway/apron, etc - assign it a temporary ground surface and export that - then, same as my roads overlay - I overlay it on the mask and sat... on the mask it can be used to fill those areas with a generic gravel-type texture, and on the sat - its just a temporary layer - at precisely the correct size! - which can be used as a yardstick for scaling that nice runway overlay image and locating it in precisely the correct position.... For roads I generally just use a generic speckled/gravelly-looking sort of grey pattern... at the range the roads "fade out" you're almost beyond being able to see fine detail like lines, etc You could be clever and - once you have your roads "selection" and you've filled with that generic grey fill, try rightclicking on that layer in photoshops layers list and choose "Blending options" - you'll find some odd FX there, like "drop shadow" "inner glow" and stuff - you could mess around with that to add a little "lateral featuring" to the length of the roads and fake a sortof "white edge" To sum it up, Bushlurker is a smart guy! -
Moving Objects in Buldozer
egilsandfeld replied to 1para{god-father}'s topic in ARMA 3 - TERRAIN - (BUILDER)
Argh it's driving me insane!!! About rotating objects in Buldozer; It seems like there's a range in the rotation not possible. It's like it's from 180 degrees to 360. If I rotate a building it jumps back to kind of where it was before. I can rotate it thorugh properties in TB though. -
Moving Objects in Buldozer
egilsandfeld replied to 1para{god-father}'s topic in ARMA 3 - TERRAIN - (BUILDER)
I have always gotten a bit off strange placement if I press RMB while holding LMB and dragging an object. After the new update some objects won't rotate properly and rotates randomly after lifting the finger/cat from RMB in Buldozer. -
Addon Builder checks every Folder in Drive P while binarizing
egilsandfeld replied to MrF's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
You guys do know about ProProject, right? http://dev.withsix.com/projects/mikero-pbodll/files Haven't binarized anything after the newest update but PboProject by the almighty Mikero should work out of the box -
I had some problems having Buldozer to do anything more than just "Wait a moment..." Problem solved by changing my launch parametre of exThreads=7 to exThreads=0. Now Bd starts up and loads my map again :) **Update** Okay still having trouble launching Bd. It's a process not terminating, when I'm asking for it. It's either old data hanging in Bd, TB or Steam, because a restart just cured it for now
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Bornholm, Denmark [Terrain WIP]
egilsandfeld replied to egilsandfeld's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Yes the ingame time was sped up to 4x time, so the triggers went off very quickly. He he I actually had some trouble differentiating outside birds from the mix when listening :) But that would be a luxurious problem for me ;) Started on a new terrain tile. Each tile is 5 x 5 km, so it'll take some time finishing this one off. But I keep having progress :) -
PBO size or terrain
egilsandfeld replied to 1para{god-father}'s topic in ARMA 3 - TERRAIN - (BUILDER)
Me too. I'm at 1.3 for the island it self and 600mb for objects. For me the Sat and Normal map takes up a loooot of space, but it's nice to live in an era, where these sizes are not too bad for our end fellow users :)