egilsandfeld
Member-
Content Count
236 -
Joined
-
Last visited
-
Medals
-
Medals
Everything posted by egilsandfeld
-
Building now showing on MAP
egilsandfeld replied to 1para{god-father}'s topic in ARMA 3 - TERRAIN - (BUILDER)
Also Mikero's fantastic update of his PboProject should pseudo-copy these missing models by itself, so you won't need to transfer models. Grab it here: http://dev.withsix.com/projects/mikero-pbodll/files -
Hi guys :) I got some serious trouble in Terrain Builder. Been having the issue since Friday with saving my terrain project after either: Importing new tile 5x5km of vegetation objects (approx 170,000 objects, count total is 1.6mil currently) Swapping model t_populus.p3d to mikebart tree Adding own made custom object Now, to debug this out I have removed my custom object both from object layers and from the object library. The Mikebart vegetation is also changed back to its previous model of t_populus.. Also I have tried removing the tile of vegetation that I imported Friday. If I remove ALL objects by removing all object templates so it deletes objects in object layers and templates I can save the project all fine. So one would imagine the issue is with objects, the count of them or something related. But deleting all objects is not quite a progressive forward way to build terrains, so here's one of my many RPT logs: As you can see in the top some object from a template was shifted. Don't know what that does but these kind of lines exist in my rpt's almost each time and sometimes with new objects from new templates. Middle part is where it loads my object layer all fine. Latest imported is the "5120-7168" tile. But then at the bottom it starts to go very wrong. The lower part is written to rpt when I click save. TB crashes and it does not save any changes. To sum it up - I'm stuck right now. Does anyone know what I can do about this problem?
-
Terrain Builder crashes when saving
egilsandfeld replied to egilsandfeld's topic in ARMA 3 - TERRAIN - (BUILDER)
Finally.. I think.. The problem is that TB had by it self swapped a model in a template to another. In my case a houseVxx_Interier.p3d with a b_Betula.p3d. Yes all by itself. Swapped it back, saved template and saved project. It's now working again. Been running three days without saving hassles :) But Gheeeez TB you wierdo. -
Bornholm, Denmark [Terrain WIP]
egilsandfeld replied to egilsandfeld's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Already got them in, but I have one question about it. Does the radiusA & radiusB just mean how big the text size is on the map or are those radii telling the engine the town borders? *** Ahh I see now: the radius is useful for these keypoints: http://www.armaholic.com/forums.php?m=posts&id=61325 . Going to investigate that further. Thanks! -
Orshanets terrain 12.8x12.8km (Ukraine)
egilsandfeld replied to Shelestov's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Quoted for truth... :) -
Bornholm, Denmark [Terrain WIP]
egilsandfeld replied to egilsandfeld's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Grumpy, thanks a lot :) I might have missed something. What is needed to be scripted in the towns? -
Bornholm, Denmark [Terrain WIP]
egilsandfeld replied to egilsandfeld's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Good with wishes :) I'll try to manage pavements in the largest towns. But that will come when I'm done placing all buildings -
Terrain Builder crashes when saving
egilsandfeld replied to egilsandfeld's topic in ARMA 3 - TERRAIN - (BUILDER)
Had the problem again apparently without adding new objects to either terrain, layers or templates... I do not understand the logic of TB. Had saving issues again. Couldn't do anything to the terrain and save it without TB crashing. RPTs says nothing really except unhandled exception. So I ran A3 Tools, updated A3 files on P with Arma3P, restarted (again), opened TB and placed a few bushes in a forest, SACRIFICED A GOAT, clicked save - and then!! TB decided to accept my highest wish on this planet and went ahead and saved. This was my last attempt before having to start all over again with exporting layers and templates, starting a new project, importing all that stuff and reloading sat layers.. Luckily for me I don't have to spend a day doing that now, but sheeeeez TB you wierd girl *** Crashed again. So here was what I did: Right clicking on every object template library -> Save made a discovery. It crashed when attempting to save my a2 objects library. Either I did forget to change a wall model to the right location or TB moved it back. But I can save now again after fixing this. So issue solver for me now is to right click and save each individual template library until I find the library creating problems. -
Bornholm, Denmark [Terrain WIP]
egilsandfeld replied to egilsandfeld's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Bornholm Update September 1st This video is about airfields and how AI handles them. Also a short overview of all the vegetation on the map of Bornholm. I've come pretty far and now I'm actually starting up on the last city: Rønne. Bornholm Update September 2nd A brief look at towns of Tofte, Muleby, Sorthat, Nyker and Aarsballe. Also taking a look at various hills and the famous echo valley (Ekkodalen). -
Terrain Builder crashes when saving
egilsandfeld replied to egilsandfeld's topic in ARMA 3 - TERRAIN - (BUILDER)
Problem solved for now. Seems like you must remember to right-click on a template library and Save, before saving the project. Don't know if it was this issue alone causing all my problems but it's steady now again. -
Bornholm, Denmark [Terrain WIP]
egilsandfeld replied to egilsandfeld's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
You are right. But it'll take years to do that individually on each house. I have tried making areas around house to gravel underground to fake that, but that just looks worse than the grass currently. And since it's a lush, green island I would prefer to keep the grass if I was to choose between the two options :) Think I'm starting on the last big tile today, fellas! :) This one includes Rønne (Capital you could say), Nyker, Arnager, Sorthat and Muleby. Apart from Rønne it is quite straight forward. Oh and I must do the airport as well. Going to be fun :) -
Bornholm, Denmark [Terrain WIP]
egilsandfeld replied to egilsandfeld's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Thanks serjames, I have looked at them already but they do not fit right in unfortunately. Luckily it is actually Bad Benson who has made the original corn plants, and he might still have the MLODs somewhere for me :) Stay tuned for popcorn! -
Bornholm, Denmark [Terrain WIP]
egilsandfeld replied to egilsandfeld's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
News update August 25 After last week where I had major issues with Terrain Builder not being able to save any work, I have now sort of solved it and can again save work. The issue was something with model swapping not being allowed unless I saved the templates before saving the project. Long story short - it seems to work again. So I'm constantly improving the configs, looks and placing lots of objects on Bornholm. When I'm done placing objects I need to go through a long list of stuff that I have pushed until after this phase. I don't think it will take up much time, so I'm hoping to release Bornholm before November.. and maybe as a part of Make Arma Not War :) Again I must emphasize the raw beauty this island has become especially after the updates on the satellite layer. It's really made a huge difference! An open question, would any of you know any maize/corn or taller sunflower models available to use for my terrain? It cannot be Minimalaco and Robster's PRAA vegetation as the MLODs has dissappeared and doesn't work properly for me in A3. So any sunflower or corn models out there? -
Grenade not working in water/beach!
egilsandfeld replied to mr pedersen's topic in ARMA 3 - TERRAIN - (BUILDER)
Pedersen, please write here if you find out how to solve it, thanks :) -
MANW Terrain submission issues
egilsandfeld replied to egilsandfeld's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - QUESTIONS & ANSWERS
Thanks for the response, Korneel. You guys go work it out :) -
MANW Terrain submission issues
egilsandfeld posted a topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - QUESTIONS & ANSWERS
Hello. I'm Egil Sandfeld. I am creating a terrain for Arma 3 and would like to submit it to MANW contest. However there are some issues for me regarding that. I have mailed to support at MANW but they haven't replied, so I'm trying my luck here. Pbo/Zip In its nature a terrain for Arma consists of multiple PBOs, where for example one contains data on the terrain, while other the layers and models. Amount of files that is taken to make up a terrain is in nature very many. That's the reason for dividing them into several pbos to make the design process easier, but also for post-release updates. Normally terrains are packed as a ZIP file, which can easily be extracted with an attached guide. The only way that I know to submit material for MANW is through Steam uploading one single pbo and with my knowledge this way is simply not sufficient for terrains. Also for terrains we often provide mod.cpp, mod pictures, readme etc. in the mod root folder. Is there a possibility for terrain makers to upload in a different form? Size of terrain If I'm mistaken and it is possible to upload a package of files to Steam which combined is the whole contest entry, terrains are often larger than usual mods in file size because of the large layers and many unique models. Eg. my terrain is currently 1.85GB and Steam as standard only allow up to 900Mb-ish. That is simply not enough for terrains. And the rules from the start have not mentioned any upper limit in size of mods afaik. All in all, it would seem easier for terrain makers to be allowed to upload to a different server, just like the Total Modification entries are allowed. I really think it's a great contest and it would be so sad to see terrain makers not able to submit their creations especially as the MANW rules do not say anything regarding size. Looking forward to hear from you :) Kind regards, Egil -
Sat- and ground textures suddenly in reddish tone?
egilsandfeld replied to jens198's topic in ARMA 3 - TERRAIN - (BUILDER)
No my pinkish tint on sat was due to the sat being pink for real. Yeah pink ground - how about that. Is your's not related to pink lighting instead? -
I think it was supposed to, but Smoke had some issues which delayed it. And he is currently off on a vacation afaik. But he'll return and finish it off, I'm sure :)
-
Distance view Issue
egilsandfeld replied to 1para{god-father}'s topic in ARMA 3 - TERRAIN - (BUILDER)
Hey God-Father :) Are you referring to your clutter dissappearing at a certain distance? Have you played with: in your terrain config? Other than that maybe your ground textures and sat layer are too far apart in terms of colors? That will give a bad transition to sat layer. -
Terrain Builder crashes when saving
egilsandfeld replied to egilsandfeld's topic in ARMA 3 - TERRAIN - (BUILDER)
From Bushlurker: main thing to ascertain is if TB and bulldozer are otherwise ok - a simple terrain like Jakerods tutorial or anything you have handy - load save run BD, etc - see if it behaves if it does then its something to do with your project you could strip it of all data and start again export mapframe heightmap, mask and sat, export all shape layers one at a time, export all object layers one at a time - take a screenie of your mapframe properties settings - then make a backup of the whole project folder - then delete it - and start with a new project folder - add in the subfolders - start Tb - new project - load in all your stuff, put a mapframe around it - go in and set the parameters - import if its a corrupt project file somewhere that'll fix it if its a dodgy object you'll find out if you save between each object layer import if its a dodgy template lib you'd find out when you tried to save after importing them --- I'm trying this now. Think I located it to a couple of objects maybe -
All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3
egilsandfeld replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Nice job Kju and crew :) Supporting you on Patreon now! -
Bornholm, Denmark [Terrain WIP]
egilsandfeld replied to egilsandfeld's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
How I design a city for Bornholm: -
How to start Buldozer properly in Terrain Builder
egilsandfeld posted a topic in ARMA 3 - TERRAIN - (BUILDER)
As some of you might know I've had a lot of trouble starting Buldozer from within Terrain Builder from time to time. First I thought it was a memory issue, but I think it has come down to some sort of P: drive initiation. I have tried many different ways of starting it, but to some it all up - I think I have worked out a succesful way to start Buldozer almost every first time I try it. Note that this method only works for me, and if you have trouble starting Bd from TB it might not work for you. But I thought I would share my findings, as this is really an irritating part of being a terrain maker. I've spent up to 5 hour on days trying to start Bd without success. Anyway this is my walkthrough on how to start Buldozer from TB the first time: Restart PC Once in windows open Steam as quickly as you can! Minimize Steam Wait for P: drive to be ready then open the P: drive folder and close it again Open Terrain Builder from a shortcut (Not through Steam!) Open your terrain / Or set it to auto open terrain like I have set mine Wait for it to clearly display your terrain DO NOT select anything in TB or go to any menus. Only thing you must do now is to hit the "Connect to BD icon" Have some champaign celebrating your victory Also I have set my Buldozer location to not be "P:\" but "C:\Users\myName\Documents\ArmaWork" If there are any out there with troubles I hope this may help you a bit :) -
Bornholm, Denmark [Terrain WIP]
egilsandfeld replied to egilsandfeld's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Thanks a lot guys :) If you would like to support me in my work, don't hesitate to donate, if you like :) Doing city signs at the moment: -
Smoke, how did you config the poppies so Ai doesn't look through them anymore?